| java.lang.Object javax.media.j3d.SceneGraphObject javax.media.j3d.Node javax.media.j3d.Leaf javax.media.j3d.Sound
All known Subclasses: javax.media.j3d.PointSound, javax.media.j3d.BackgroundSound,
Sound | abstract public class Sound extends Leaf (Code) | | Sound node is an abstract class that defines the properties common to all
sound sources. A scene graph can contain multiple sounds. Associated with each
sound source are: a reference to sound data, an amplitude scale factor, a release
flag denoting that the sound associated with this node is to play to end when
it is disabled, the number of times sound is to be repeated, the sound's state
(on or off), a scheduling region, and a flag denoting if the sound is to
continue playing "silently" even while it is inactive. Whenever the listener
is within a sound node's scheduling bounds this sound is potentially audible.
Sound Data
Associated with each Sound node is a MediaContainer
which includes audio data and information about this data.
This data can be cached (buffered) or non-cached (unbuffered or streaming).
If an AudioDevice has been attached to the PhysicalEnvironment, the sound
data is made ready to begin playing.
Certain functionality can not be applied to true streaming sound data:
1) querying the sound's duration (Sound.DURATION_UNKNOWN will be returned),
2) looping over a range of the streaming data; and
3) restart a previously played portion of the data.
Depending on the implementation of the AudioDevice used, streamed, non-
cached data may not be fully spatialized.
Initial Gain
This gain is a scale factor applied to the sound data associated
with this sound source to increase or decrease its overall amplitude.
Loop
Data for non-streaming sound (such as a sound sample) can contain two
loop points marking a section of the data that is to be looped a specific
number of times. Thus sound data can be divided into three segments:
the attack (before the begin loop point), the sustain (between the begin
and end loop points), and the release (after the end loop point). If
there are no loop begin and end points defined as part of the sound data,
the begin loop point is set at the beginning of the sound data,
and the end loop point at the end of the sound data.
If this is the case, looping the sound would mean repeating the whole
sound. However, these allow a portion in the middle of the sound to
be looped.
A sound can be looped a specified number of times after it is activated
before it is completed. The loop count value explicitly sets the number
of times the sound is looped. Any non-negative number is a valid value.
A value of zero denotes that the looped section is not repeated, but is
played only once. A value of -1 denotes that the loop is repeated
indefinitely.
Changing loop count of a sound after the sound has been started will not
dynamically affect the loop count currently used by the sound playing.
The new loop count will be used the next time the sound is enabled.
Release Flag
When a sound is disabled, its playback would normally stop immediately
no matter what part of the sound data was currently being played. By
setting the Release Flag to true for nodes with non-streaming sound data,
the sound is allowed to play from its current position in the sound data
to the end of the data (without repeats), thus playing the release portion
of the sound before stopping.
Continuous Flag
For some applications, it's useful to turn a sound source "off" but to
continue "silently" playing the sound so that when it is turned back "on"
the sound picks up playing in the same location (over time) as it would
have been if the sound had never been disabled (turned off). Setting the
Continuous flag true causes the sound renderer to keep track of where
(over time) the sound would be playing even when the sound is disabled.
Enable Sound
When enabled, the sound source is started
playing and thus can potentially be heard, depending on its activation
state, gain control parameters, continuation state, and spatialization
parameters. If the continuous state is true, even if the sound is not
active, enabling the sound starts the sound silently "playing," so that
when the sound is activated, the sound is (potentially) heard from
somewhere in the middle of the sound data. Activation state can change
from active to inactive any number of times without stopping or starting
the sound. To re-start a sound at the beginning of its data, re-enable
the sound by calling setEnable with true.
Setting the enable flag to true during construction acts as a request
to start the sound playing "as soon as it can" be started.
This could be close to immediately in limited cases, but several conditions,
detailed below, must be met for a sound to be ready to be played.
Mute Sound
When the mute state is set true, a playing sound is made to play silently.
Pause Sound
When the pause state is set true, a playing sound is paused.
Setting the enable flag to true during construction acts as a request
to start the sound playing "as soon as it can" be started.
This could be close to immediately in limited cases, but several conditions,
detailed below, must be met for a sound to be ready to be played.
Scheduling Bounds
A Sound is scheduled for activation when its scheduling region intersects
the ViewPlatform's activation volume. This is used when the scheduling
bounding leaf is set to null.
Scheduling Bounding Leaf
When set to a value other than null, the scheduling bounding leaf
region overrides the scheduling bounds
object.
Prioritize Sound
Sound Priority is used
to rank concurrently playing sounds in order of importance during playback.
When more sounds are started than the AudioDevice
can handle, the sound node with the lowest priority ranking is
deactivated (but continues playing silently). If a sound is deactivated
(due to a sound with a higher
priority being started), it is automatically re-activated when
resources become available (e.g., when a sound with a higher priority
finishes playing), or when the ordering of sound nodes are changed due to
a change in a sound node's priority.
Sounds with a lower priority than sound that can
not be played due to lack of channels will be played.
For example, assume we have eight channels available for playing sounds.
After ordering four sounds, we begin playing them in order, checking if
the number of channels required to play a given sound are actually available
before the sound is played. Furthermore, say the first sound needs three
channels
to play, the second sound needs four channels, the third sound needs three
channels
and the fourth sound needs only one channel. The first and second sounds
can be started because they require seven of the eight available channels. The
third sound can not be audibly started because it requires three channels and
only one is still available. Consequently, the third sound starts playing
'silently.' The fourth sound can and will be started since it only requires
one channel. The third sound will be made audible when three channels become
available (i.e., when the first or second sound finishes playing).
Sounds given the same priority are ordered randomly. If the application
wants a specific ordering, it must assign unique priorities to each sound.
Methods to determine what audio output resources are required for playing
a Sound node on a particular AudioDevice and to determine the currently
available audio output resources are described in the AudioDevice class.
Duration
Each sound has a length of time in milliseconds that it
can run (including repeating loop section)
if it plays to completion. If the sound
media type is streaming, or if the sound is looped indefinitely, then a
value of -1 (implying infinite length) is returned.
Number of Channels used on Audio Device to Play Sound
When a sound is started, it could use more than one channel on the
selected AudioDevice it is to be played on. The number of Audio Device
channels currently used for a sound can be queried using
getNumberOfChannelsUsed().
Preparing a Sound to be Played
Sound data associated with a Sound node, either during construction
(when the MediaContainer is passed into the constructor as a parameter)
or by calling setSoundData(), it can be prepared to begin playing
only after the following conditions are satisfied:
1) the Sound node has non-null sound data associated with it
2) the Sound node is live
3) there is an active View in the Universe and
4) there is an initialized AudioDevice associated with the
PhysicalEnvironment.
Depending on the type of MediaContainer the sound data is and on the
implementation of the AudioDevice used, sound data preparation could consist
of opening, attaching, loading, or copying into memory the associated sound data.
The query method, isReady() returns true when the sound is fully preprocessed
so that it is playable (audibly if active, silently if not active).
Playing Status
A sound source will not be heard unless it is:
1) enabled/started
2) activated
3) not muted
4) not paused
While these conditions are meet, the sound is potentially audible
and the method isPlaying() will return a status of true.
isPlaying returns false but isPlayingSilently returns true if a sound:
1) is enabled before it is activated; it is begun playing silently.
2) is enabled then deactivated while playing; it continues playing silently
3) is enabled while it mute state is true
When the sound finishes playing it's sound data (including all loops), it
is implicitly disabled.
See Also: AudioDevice |
Field Summary | |
final public static int | ALLOW_CHANNELS_USED_READ Specifies that this node allows access to its number of channels
used by this sound. | final public static int | ALLOW_CONT_PLAY_READ Specifies that this node allows access to its object's continuous
play information. | final public static int | ALLOW_CONT_PLAY_WRITE Specifies that this node allows writing to its object's continuous
play information. | final public static int | ALLOW_DURATION_READ Specifies that this node allows access to its object's sound duration
information. | final public static int | ALLOW_ENABLE_READ Specifies that this node allows access to its object's sound on
information. | final public static int | ALLOW_ENABLE_WRITE Specifies that this node allows writing to its object's sound on
information. | final public static int | ALLOW_INITIAL_GAIN_READ Specifies that this node allows access to its object's initial gain
information. | final public static int | ALLOW_INITIAL_GAIN_WRITE Specifies that this node allows writing to its object's initial gain
information. | final public static int | ALLOW_IS_PLAYING_READ Specifies that this node allows access to its object's sound audibly
playing or playing silently status. | final public static int | ALLOW_IS_READY_READ Specifies that this node allows access to its object's sound status
denoting if it is ready to be played 'immediately'. | final public static int | ALLOW_LOOP_READ Specifies that this node allows access to its object's loop
information. | final public static int | ALLOW_LOOP_WRITE Specifies that this node allows writing to its object's loop
information. | final public static int | ALLOW_MUTE_READ Specifies that this node allows access to its object's mute flag
information. | final public static int | ALLOW_MUTE_WRITE Specifies that this node allows writing to its object's mute flag
information. | final public static int | ALLOW_PAUSE_READ Specifies that this node allows access to its object's pause flag
information. | final public static int | ALLOW_PAUSE_WRITE Specifies that this node allows writing to its object's pause flag
information. | final public static int | ALLOW_PRIORITY_READ Specifies that this node allows read access to its priority order
value. | final public static int | ALLOW_PRIORITY_WRITE Specifies that this node allows write access to its priority order
value. | final public static int | ALLOW_RATE_SCALE_FACTOR_READ Specifies that this node allows access to its object's sample rate scale
factor information. | final public static int | ALLOW_RATE_SCALE_FACTOR_WRITE Specifies that this node allows writing to its object's sample rate scale
factor information. | final public static int | ALLOW_RELEASE_READ Specifies that this node allows access to its object's release flag
information. | final public static int | ALLOW_RELEASE_WRITE Specifies that this node allows writing to its object's release flag
information. | final public static int | ALLOW_SCHEDULING_BOUNDS_READ Specifies that this node allows read access to its scheduling bounds
information. | final public static int | ALLOW_SCHEDULING_BOUNDS_WRITE Specifies that this node allows write access to its scheduling bounds
information. | final public static int | ALLOW_SOUND_DATA_READ Specifies that this node allows access to its object's sound data
information. | final public static int | ALLOW_SOUND_DATA_WRITE Specifies that this node allows writing to its object's sound data
information. | final public static int | DURATION_UNKNOWN Denotes that the sound's duration could not be calculated. | final public static int | INFINITE_LOOPS When used as a loop count sound will loop an infinite number of time
until explicitly stopped (setEnabled(false)). | final public static float | NO_FILTER Denotes that there is no filter value associated with object's distance
or angular attenuation array. |
Constructor Summary | |
public | Sound() Constructs and initializes a new Sound node using default
parameters. | public | Sound(MediaContainer soundData, float initialGain) Constructs and initializes a new Sound node object using the provided
data and gain parameter values, and defaults for all other fields. | public | Sound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority) Constructs and initializes a new Sound node using provided parameter
values. | public | Sound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float rateFactor) Constructs and initializes a new Sound node using provided parameter
values. |
Method Summary | |
void | duplicateAttributes(Node originalNode, boolean forceDuplicate) Copies all Sound information from
originalNode into
the current node. | public boolean | getContinuousEnable() Retrieves sound's continuous play flag. | public long | getDuration() | public boolean | getEnable() Retrieves sound's enabled flag. | public float | getInitialGain() Get the overall gain applied to the sound data associated with source. | public int | getLoop() | public boolean | getMute() Retrieves sound Mute state. | public int | getNumberOfChannelsUsed() Retrieves number of channels that are being used to render this sound
on the audio device associated with the Virtual Universe's primary view. | public int | getNumberOfChannelsUsed(View view) Retrieves number of channels that are being used to render this sound
on the audio device associated with given view.
Parameters: view - the view on which to query the number of channels used. | public boolean | getPause() Retrieves the value of the Pause state flag. | public float | getPriority() Retrieves sound's priority value. | public float | getRateScaleFactor() Retrieves Sample Rate. | public boolean | getReleaseEnable() Retrieves the release flag for sound associated with sound. | public BoundingLeaf | getSchedulingBoundingLeaf() Retrieves the Sound node's scheduling bounding leaf. | public Bounds | getSchedulingBounds() Retrieves the Sound node's scheduling bounds. | public MediaContainer | getSoundData() Retrieves description/data associated with this sound source. | public boolean | isPlaying() Retrieves sound's play status. | public boolean | isPlaying(View view) Retrieves sound's play status. | public boolean | isPlayingSilently() Retrieves sound's silent status. | public boolean | isPlayingSilently(View view) Retrieves sound's silent status. | public boolean | isReady() Retrieves sound's 'ready' status. | public boolean | isReady(View view) Retrieves sound's 'ready' status. | public void | setContinuousEnable(boolean state) Enables or disables continuous play flag. | public void | setEnable(boolean state) Enable or disable sound. | public void | setInitialGain(float amplitude) Set the overall gain scale factor applied to data associated with this
source to increase or decrease its overall amplitude. | public void | setLoop(int loopCount) Sets a sound's loop count. | public void | setMute(boolean state) Set mute state flag. | public void | setPause(boolean state) Pauses or resumes (paused) playing sound. | public void | setPriority(float priority) Set sound's priority value. | public void | setRateScaleFactor(float scaleFactor) Sets Sample Rate. | public void | setReleaseEnable(boolean state) Enables or disables the release flag for the sound associated with
this sound. | public void | setSchedulingBoundingLeaf(BoundingLeaf region) Set the Sound's scheduling region to the specified bounding leaf. | public void | setSchedulingBounds(Bounds region) Set the Sound's scheduling region to the specified bounds. | public void | setSoundData(MediaContainer soundData) Sets fields that define the sound source data of this node. | public void | updateNodeReferences(NodeReferenceTable referenceTable) Callback used to allow a node to check if any scene graph objects
referenced
by that node have been duplicated via a call to cloneTree .
This method is called by cloneTree after all nodes in
the sub-graph have been duplicated. |
ALLOW_CHANNELS_USED_READ | final public static int ALLOW_CHANNELS_USED_READ(Code) | | Specifies that this node allows access to its number of channels
used by this sound.
|
ALLOW_CONT_PLAY_READ | final public static int ALLOW_CONT_PLAY_READ(Code) | | Specifies that this node allows access to its object's continuous
play information.
|
ALLOW_CONT_PLAY_WRITE | final public static int ALLOW_CONT_PLAY_WRITE(Code) | | Specifies that this node allows writing to its object's continuous
play information.
|
ALLOW_DURATION_READ | final public static int ALLOW_DURATION_READ(Code) | | Specifies that this node allows access to its object's sound duration
information.
|
ALLOW_ENABLE_READ | final public static int ALLOW_ENABLE_READ(Code) | | Specifies that this node allows access to its object's sound on
information.
|
ALLOW_ENABLE_WRITE | final public static int ALLOW_ENABLE_WRITE(Code) | | Specifies that this node allows writing to its object's sound on
information.
|
ALLOW_INITIAL_GAIN_READ | final public static int ALLOW_INITIAL_GAIN_READ(Code) | | Specifies that this node allows access to its object's initial gain
information.
|
ALLOW_INITIAL_GAIN_WRITE | final public static int ALLOW_INITIAL_GAIN_WRITE(Code) | | Specifies that this node allows writing to its object's initial gain
information.
|
ALLOW_IS_PLAYING_READ | final public static int ALLOW_IS_PLAYING_READ(Code) | | Specifies that this node allows access to its object's sound audibly
playing or playing silently status.
|
ALLOW_IS_READY_READ | final public static int ALLOW_IS_READY_READ(Code) | | Specifies that this node allows access to its object's sound status
denoting if it is ready to be played 'immediately'.
|
ALLOW_LOOP_READ | final public static int ALLOW_LOOP_READ(Code) | | Specifies that this node allows access to its object's loop
information.
|
ALLOW_LOOP_WRITE | final public static int ALLOW_LOOP_WRITE(Code) | | Specifies that this node allows writing to its object's loop
information.
|
ALLOW_MUTE_READ | final public static int ALLOW_MUTE_READ(Code) | | Specifies that this node allows access to its object's mute flag
information.
since: Java 3D 1.3 |
ALLOW_MUTE_WRITE | final public static int ALLOW_MUTE_WRITE(Code) | | Specifies that this node allows writing to its object's mute flag
information.
since: Java 3D 1.3 |
ALLOW_PAUSE_READ | final public static int ALLOW_PAUSE_READ(Code) | | Specifies that this node allows access to its object's pause flag
information.
since: Java 3D 1.3 |
ALLOW_PAUSE_WRITE | final public static int ALLOW_PAUSE_WRITE(Code) | | Specifies that this node allows writing to its object's pause flag
information.
since: Java 3D 1.3 |
ALLOW_PRIORITY_READ | final public static int ALLOW_PRIORITY_READ(Code) | | Specifies that this node allows read access to its priority order
value.
|
ALLOW_PRIORITY_WRITE | final public static int ALLOW_PRIORITY_WRITE(Code) | | Specifies that this node allows write access to its priority order
value.
|
ALLOW_RATE_SCALE_FACTOR_READ | final public static int ALLOW_RATE_SCALE_FACTOR_READ(Code) | | Specifies that this node allows access to its object's sample rate scale
factor information.
since: Java 3D 1.3 |
ALLOW_RATE_SCALE_FACTOR_WRITE | final public static int ALLOW_RATE_SCALE_FACTOR_WRITE(Code) | | Specifies that this node allows writing to its object's sample rate scale
factor information.
since: Java 3D 1.3 |
ALLOW_RELEASE_READ | final public static int ALLOW_RELEASE_READ(Code) | | Specifies that this node allows access to its object's release flag
information.
|
ALLOW_RELEASE_WRITE | final public static int ALLOW_RELEASE_WRITE(Code) | | Specifies that this node allows writing to its object's release flag
information.
|
ALLOW_SCHEDULING_BOUNDS_READ | final public static int ALLOW_SCHEDULING_BOUNDS_READ(Code) | | Specifies that this node allows read access to its scheduling bounds
information.
|
ALLOW_SCHEDULING_BOUNDS_WRITE | final public static int ALLOW_SCHEDULING_BOUNDS_WRITE(Code) | | Specifies that this node allows write access to its scheduling bounds
information.
|
ALLOW_SOUND_DATA_READ | final public static int ALLOW_SOUND_DATA_READ(Code) | | Specifies that this node allows access to its object's sound data
information.
|
ALLOW_SOUND_DATA_WRITE | final public static int ALLOW_SOUND_DATA_WRITE(Code) | | Specifies that this node allows writing to its object's sound data
information.
|
DURATION_UNKNOWN | final public static int DURATION_UNKNOWN(Code) | | Denotes that the sound's duration could not be calculated.
A fall back for getDuration of a non-cached sound.
|
INFINITE_LOOPS | final public static int INFINITE_LOOPS(Code) | | When used as a loop count sound will loop an infinite number of time
until explicitly stopped (setEnabled(false)).
|
NO_FILTER | final public static float NO_FILTER(Code) | | Denotes that there is no filter value associated with object's distance
or angular attenuation array.
|
Sound | public Sound()(Code) | | Constructs and initializes a new Sound node using default
parameters. The following defaults values are used:
sound data: null
initial gain: 1.0
loop: 0
release flag: false
continuous flag: false
enable flag: false
scheduling bounds : null
scheduling bounding leaf : null
priority: 1.0
rate scale factor: 1.0
mute state: false
pause state: false
|
Sound | public Sound(MediaContainer soundData, float initialGain)(Code) | | Constructs and initializes a new Sound node object using the provided
data and gain parameter values, and defaults for all other fields. This
constructor implicitly loads the sound data associated with this node if
the implementation uses sound caching.
Parameters: soundData - description of JMF source data used by this sound source Parameters: initialGain - overall amplitude scale factor applied to sound source |
Sound | public Sound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority)(Code) | | Constructs and initializes a new Sound node using provided parameter
values.
Parameters: soundData - description of JMF source data used by this sound source Parameters: initialGain - overall amplitude scale factor applied to sound source Parameters: loopCount - number of times sound is looped when played Parameters: release - flag specifying whether the sound is to be playedto end when stopped Parameters: continuous - flag specifying whether the sound silently playswhen disabled Parameters: enable - flag specifying whether the sound is enabled Parameters: region - scheduling bounds Parameters: priority - defines playback priority if too many sounds started |
Sound | public Sound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float rateFactor)(Code) | | Constructs and initializes a new Sound node using provided parameter
values.
Parameters: soundData - description of JMF source data used by this sound source Parameters: initialGain - overall amplitude scale factor applied to sound source Parameters: loopCount - number of times sound is looped when played Parameters: release - flag specifying whether the sound is to be playedto end when stopped Parameters: continuous - flag specifying whether the sound silently playswhen disabled Parameters: enable - flag specifying whether the sound is enabled Parameters: region - scheduling bounds Parameters: priority - defines playback priority if too many sounds started Parameters: rateFactor - defines playback sample rate scale factor since: Java 3D 1.3 |
duplicateAttributes | void duplicateAttributes(Node originalNode, boolean forceDuplicate)(Code) | | Copies all Sound information from
originalNode into
the current node. This method is called from the
cloneNode method which is, in turn, called by the
cloneTree method.
Parameters: originalNode - the original node to duplicate. Parameters: forceDuplicate - when set to true , causes theduplicateOnCloneTree flag to be ignored. Whenfalse , the value of each node'sduplicateOnCloneTree variable determines whetherNodeComponent data is duplicated or copied. exception: RestrictedAccessException - if this object is part of a liveor compiled scenegraph. See Also: Node.duplicateNode See Also: Node.cloneTree See Also: NodeComponent.setDuplicateOnCloneTree |
getContinuousEnable | public boolean getContinuousEnable()(Code) | | Retrieves sound's continuous play flag.
flag denoting if deactivated sound silently continues playing exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getDuration | public long getDuration()(Code) | | Get the Sound's duration
this Sound's duration in milliseconds including repeatedloops exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getEnable | public boolean getEnable()(Code) | | Retrieves sound's enabled flag.
sound enabled flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getInitialGain | public float getInitialGain()(Code) | | Get the overall gain applied to the sound data associated with source.
overall gain scale factor applied to sound source data. exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getLoop | public int getLoop()(Code) | | Retrieves loop count for this sound
loop count exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getMute | public boolean getMute()(Code) | | Retrieves sound Mute state.
A return value of true does not imply that the sound has
been started playing or is still playing silently.
mute state flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
getNumberOfChannelsUsed | public int getNumberOfChannelsUsed()(Code) | | Retrieves number of channels that are being used to render this sound
on the audio device associated with the Virtual Universe's primary view.
number of channels used by sound; returns 0 if not playing exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getNumberOfChannelsUsed | public int getNumberOfChannelsUsed(View view)(Code) | | Retrieves number of channels that are being used to render this sound
on the audio device associated with given view.
Parameters: view - the view on which to query the number of channels used. number of channels used by sound; returns 0 if not playing exception: CapabilityNotSetException - if appropriate capability is since: Java 3D 1.3 since: not set and this object is part of live or compiled scene graph |
getPause | public boolean getPause()(Code) | | Retrieves the value of the Pause state flag.
A return value of true does not imply that the sound was
started playing and then paused.
pause state exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
getPriority | public float getPriority()(Code) | | Retrieves sound's priority value.
sound priority value exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getRateScaleFactor | public float getRateScaleFactor()(Code) | | Retrieves Sample Rate.
sample rate scale factor exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
getReleaseEnable | public boolean getReleaseEnable()(Code) | | Retrieves the release flag for sound associated with sound.
sound's release flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getSchedulingBoundingLeaf | public BoundingLeaf getSchedulingBoundingLeaf()(Code) | | Retrieves the Sound node's scheduling bounding leaf.
this Sound's scheduling bounding leaf information exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getSchedulingBounds | public Bounds getSchedulingBounds()(Code) | | Retrieves the Sound node's scheduling bounds.
this Sound's scheduling bounds information exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
getSoundData | public MediaContainer getSoundData()(Code) | | Retrieves description/data associated with this sound source.
soundData description of JMF source data used by this sound source exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
isPlaying | public boolean isPlaying()(Code) | | Retrieves sound's play status. If this sound is audibly playing on any
initialized audio device, this method returns true.
flag denoting if sound is playing (potentially audible) or not exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
isPlaying | public boolean isPlaying(View view)(Code) | | Retrieves sound's play status. If this sound is audibly playing on the
audio device associated with the given view, this method returns
true.
Parameters: view - the view on which to query the isPlaying status. flag denoting if sound is playing (potentially audible) or not exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
isPlayingSilently | public boolean isPlayingSilently()(Code) | | Retrieves sound's silent status. If this sound is silently playing on
any initialized audio device, this method returns true.
flag denoting if sound is silently playing (enabled but not active) exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
isPlayingSilently | public boolean isPlayingSilently(View view)(Code) | | Retrieves sound's silent status. If this sound is silently playing on
the audio device associated with the given view, this method returns
true.
The isPlayingSilently state is affected by enable, mute, and continuous
states as well as active status of sound.
Parameters: view - the view on which to query the isPlayingSilently status. flag denoting if sound is silently playing (enabled but not active) exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
isReady | public boolean isReady()(Code) | | Retrieves sound's 'ready' status. If this sound is fully
prepared to begin playing (audibly or silently) on all
initialized audio devices, this method returns true.
flag denoting if sound is immediate playable or not exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
isReady | public boolean isReady(View view)(Code) | | Retrieves sound's 'ready' status. If this sound is fully
prepared to begin playing (audibly or silently) on the audio
device associated with this view, this method returns true.
Parameters: view - the view on which to query the ready status. flag denoting if sound is immediate playable or not exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
setContinuousEnable | public void setContinuousEnable(boolean state)(Code) | | Enables or disables continuous play flag.
Parameters: state - denotes if deactivated sound silently continues playing exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setEnable | public void setEnable(boolean state)(Code) | | Enable or disable sound.
Parameters: state - enable (on/off) flag denotes if active sound is heard exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setInitialGain | public void setInitialGain(float amplitude)(Code) | | Set the overall gain scale factor applied to data associated with this
source to increase or decrease its overall amplitude.
Parameters: amplitude - (gain) scale factor exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setLoop | public void setLoop(int loopCount)(Code) | | Sets a sound's loop count.
Parameters: loopCount - number of times sound is looped during play exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setMute | public void setMute(boolean state)(Code) | | Set mute state flag. If the sound is playing it will be set to
play silently
Parameters: state - flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
setPause | public void setPause(boolean state)(Code) | | Pauses or resumes (paused) playing sound.
Parameters: state - pause flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
setPriority | public void setPriority(float priority)(Code) | | Set sound's priority value.
Parameters: priority - value used to order sound's importance for playback. exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setRateScaleFactor | public void setRateScaleFactor(float scaleFactor)(Code) | | Sets Sample Rate.
Changes (scales) the playback rate of a sound independent of
Doppler rate changes - applied to ALL sound types.
Affects device sample rate playback and thus affects both pitch and speed
Parameters: scaleFactor - %%% describe this. exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph since: Java 3D 1.3 |
setReleaseEnable | public void setReleaseEnable(boolean state)(Code) | | Enables or disables the release flag for the sound associated with
this sound.
Parameters: state - release flag exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setSchedulingBoundingLeaf | public void setSchedulingBoundingLeaf(BoundingLeaf region)(Code) | | Set the Sound's scheduling region to the specified bounding leaf.
When set to a value other than null, this overrides the scheduling
bounds object.
Parameters: region - the bounding leaf node used to specify the Soundnode's new scheduling region. exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setSchedulingBounds | public void setSchedulingBounds(Bounds region)(Code) | | Set the Sound's scheduling region to the specified bounds.
This is used when the scheduling bounding leaf is set to null.
Parameters: region - the bounds that contains the Sound's new schedulingregion. exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
setSoundData | public void setSoundData(MediaContainer soundData)(Code) | | Sets fields that define the sound source data of this node.
Parameters: soundData - description of JMF source data used by this sound source exception: CapabilityNotSetException - if appropriate capability isnot set and this object is part of live or compiled scene graph |
updateNodeReferences | public void updateNodeReferences(NodeReferenceTable referenceTable)(Code) | | Callback used to allow a node to check if any scene graph objects
referenced
by that node have been duplicated via a call to cloneTree .
This method is called by cloneTree after all nodes in
the sub-graph have been duplicated. The cloned Leaf node's method
will be called and the Leaf node can then look up any object references
by using the getNewObjectReference method found in the
NodeReferenceTable object. If a match is found, a
reference to the corresponding object in the newly cloned sub-graph
is returned. If no corresponding reference is found, either a
DanglingReferenceException is thrown or a reference to the original
object is returned depending on the value of the
allowDanglingReferences parameter passed in the
cloneTree call.
NOTE: Applications should not call this method directly.
It should only be called by the cloneTree method.
Parameters: referenceTable - a NodeReferenceTableObject that contains thegetNewObjectReference method needed to search fornew object instances. See Also: NodeReferenceTable See Also: Node.cloneTree See Also: DanglingReferenceException |
|
|