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|
/*
* Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved.
* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
*
* This code is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License version 2 only, as
* published by the Free Software Foundation. Sun designates this
* particular file as subject to the "Classpath" exception as provided
* by Sun in the LICENSE file that accompanied this code.
*
* This code is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
* version 2 for more details (a copy is included in the LICENSE file that
* accompanied this code).
*
* You should have received a copy of the GNU General Public License version
* 2 along with this work; if not, write to the Free Software Foundation,
* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
*
* Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
* CA 95054 USA or visit www.sun.com if you need additional information or
* have any questions.
*
*/
package javax.media.j3d;
/**
* 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.
*<P>
* Sound Data
*
* <UL>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:<p>
* 1) querying the sound's duration (Sound.DURATION_UNKNOWN will be returned),<br>
* 2) looping over a range of the streaming data; and<br>
* 3) restart a previously played portion of the data.<p>
* Depending on the implementation of the AudioDevice used, streamed, non-
* cached data may not be fully spatialized.</UL>
*<P>
* Initial Gain
*
* <UL>This gain is a scale factor applied to the sound data associated
* with this sound source to increase or decrease its overall amplitude.</UL>
*<P>
* Loop
*
* <UL>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.
*<P>
* 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.
*<P>
* 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.</UL>
* <P>
* Release Flag
*
* <UL>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.</UL>
*<P>
* Continuous Flag
*
* <UL>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.</UL>
*<P>
* Enable Sound
*
* <UL>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.
*<P>
* 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.</UL>
*<P>
* Mute Sound
*
* <UL>When the mute state is set true, a playing sound is made to play silently.
*</UL><P>
* Pause Sound
*
* <UL>When the pause state is set true, a playing sound is paused.
*<P>
* 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.</UL>
* <P>
* Scheduling Bounds
*
* <UL>
* 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.</UL>
*<P>
* Scheduling Bounding Leaf
*
* <UL>When set to a value other than null, the scheduling bounding leaf
* region overrides the scheduling bounds
* object.</UL>
*<P>
* Prioritize Sound
*
* <UL>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.
* <P>
* 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).
* <P>
* Sounds given the same priority are ordered randomly. If the application
* wants a specific ordering, it must assign unique priorities to each sound.
* <P>
* 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.</UL>
* <P>
* Duration
*
* <UL>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.</UL>
*<P>
* Number of Channels used on Audio Device to Play Sound
*
* <UL>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().</UL>
*<P>
* Preparing a Sound to be Played
*
* <UL>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:<p>
* 1) the Sound node has non-null sound data associated with it<br>
* 2) the Sound node is live<br>
* 3) there is an active View in the Universe and<br>
* 4) there is an initialized AudioDevice associated with the
* PhysicalEnvironment.<p>
* 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).</UL>
*<P>
* Playing Status
*
* <UL>A sound source will not be heard unless it is:<p>
* 1) enabled/started<br>
* 2) activated<br>
* 3) not muted<br>
* 4) not paused<p>
* While these conditions are meet, the sound is potentially audible
* and the method isPlaying() will return a status of true.
*<P>
* isPlaying returns false but isPlayingSilently returns true if a sound:<p>
* 1) is enabled before it is activated; it is begun playing silently.<br>
* 2) is enabled then deactivated while playing; it continues playing silently<br>
* 3) is enabled while it mute state is true
*<P>
* When the sound finishes playing it's sound data (including all loops), it
* is implicitly disabled.</UL>
*<P>
* @see AudioDevice
*/
public abstract class Sound extends Leaf {
// Constants for Sound object.
//
// These flags, when enabled using the setCapability method, allow an
// application to invoke methods that respectively read and write the
// sound fields.
// These capability flags are enforced only when the node is part of
// a live or compiled scene graph.
/**
* Specifies that this node allows access to its object's sound data
* information.
*/
public static final int
ALLOW_SOUND_DATA_READ = CapabilityBits.SOUND_ALLOW_SOUND_DATA_READ;
/**
* Specifies that this node allows writing to its object's sound data
* information.
*/
public static final int
ALLOW_SOUND_DATA_WRITE = CapabilityBits.SOUND_ALLOW_SOUND_DATA_WRITE;
/**
* Specifies that this node allows access to its object's initial gain
* information.
*/
public static final int
ALLOW_INITIAL_GAIN_READ = CapabilityBits.SOUND_ALLOW_INITIAL_GAIN_READ;
/**
* Specifies that this node allows writing to its object's initial gain
* information.
*/
public static final int
ALLOW_INITIAL_GAIN_WRITE = CapabilityBits.SOUND_ALLOW_INITIAL_GAIN_WRITE;
/**
* Specifies that this node allows access to its object's loop
* information.
*/
public static final int
ALLOW_LOOP_READ = CapabilityBits.SOUND_ALLOW_LOOP_READ;
/**
* Specifies that this node allows writing to its object's loop
* information.
*/
public static final int
ALLOW_LOOP_WRITE = CapabilityBits.SOUND_ALLOW_LOOP_WRITE;
/**
* Specifies that this node allows access to its object's release flag
* information.
*/
public static final int
ALLOW_RELEASE_READ = CapabilityBits.SOUND_ALLOW_RELEASE_READ;
/**
* Specifies that this node allows writing to its object's release flag
* information.
*/
public static final int
ALLOW_RELEASE_WRITE = CapabilityBits.SOUND_ALLOW_RELEASE_WRITE;
/**
* Specifies that this node allows access to its object's continuous
* play information.
*/
public static final int
ALLOW_CONT_PLAY_READ = CapabilityBits.SOUND_ALLOW_CONT_PLAY_READ;
/**
* Specifies that this node allows writing to its object's continuous
* play information.
*/
public static final int
ALLOW_CONT_PLAY_WRITE = CapabilityBits.SOUND_ALLOW_CONT_PLAY_WRITE;
/**
* Specifies that this node allows access to its object's sound on
* information.
*/
public static final int
ALLOW_ENABLE_READ = CapabilityBits.SOUND_ALLOW_ENABLE_READ;
/**
* Specifies that this node allows writing to its object's sound on
* information.
*/
public static final int
ALLOW_ENABLE_WRITE = CapabilityBits.SOUND_ALLOW_ENABLE_WRITE;
/**
* Specifies that this node allows read access to its scheduling bounds
* information.
*/
public static final int
ALLOW_SCHEDULING_BOUNDS_READ = CapabilityBits.SOUND_ALLOW_SCHEDULING_BOUNDS_READ;
/**
* Specifies that this node allows write access to its scheduling bounds
* information.
*/
public static final int
ALLOW_SCHEDULING_BOUNDS_WRITE = CapabilityBits.SOUND_ALLOW_SCHEDULING_BOUNDS_WRITE;
/**
* Specifies that this node allows read access to its priority order
* value.
*/
public static final int
ALLOW_PRIORITY_READ = CapabilityBits.SOUND_ALLOW_PRIORITY_READ;
/**
* Specifies that this node allows write access to its priority order
* value.
*/
public static final int
ALLOW_PRIORITY_WRITE = CapabilityBits.SOUND_ALLOW_PRIORITY_WRITE;
/**
* Specifies that this node allows access to its object's sound duration
* information.
*/
public static final int
ALLOW_DURATION_READ = CapabilityBits.SOUND_ALLOW_DURATION_READ;
/**
* Specifies that this node allows access to its object's sound status
* denoting if it is ready to be played 'immediately'.
*/
public static final int
ALLOW_IS_READY_READ = CapabilityBits.SOUND_ALLOW_IS_READY_READ;
/**
* Specifies that this node allows access to its object's sound audibly
* playing or playing silently status.
*/
public static final int
ALLOW_IS_PLAYING_READ = CapabilityBits.SOUND_ALLOW_IS_PLAYING_READ;
/**
* Specifies that this node allows access to its number of channels
* used by this sound.
*/
public static final int
ALLOW_CHANNELS_USED_READ = CapabilityBits.SOUND_ALLOW_CHANNELS_USED_READ;
/**
* Specifies that this node allows access to its object's mute flag
* information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_MUTE_READ = CapabilityBits.SOUND_ALLOW_MUTE_READ;
/**
* Specifies that this node allows writing to its object's mute flag
* information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_MUTE_WRITE = CapabilityBits.SOUND_ALLOW_MUTE_WRITE;
/**
* Specifies that this node allows access to its object's pause flag
* information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_PAUSE_READ = CapabilityBits.SOUND_ALLOW_PAUSE_READ;
/**
* Specifies that this node allows writing to its object's pause flag
* information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_PAUSE_WRITE = CapabilityBits.SOUND_ALLOW_PAUSE_WRITE;
/**
* Specifies that this node allows access to its object's sample rate scale
* factor information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_RATE_SCALE_FACTOR_READ = CapabilityBits.SOUND_ALLOW_RATE_SCALE_FACTOR_READ;
/**
* Specifies that this node allows writing to its object's sample rate scale
* factor information.
*
* @since Java 3D 1.3
*/
public static final int
ALLOW_RATE_SCALE_FACTOR_WRITE = CapabilityBits.SOUND_ALLOW_RATE_SCALE_FACTOR_WRITE;
/**
* Denotes that there is no filter value associated with object's distance
* or angular attenuation array.
*/
public static final float NO_FILTER = -1.0f;
/**
* Denotes that the sound's duration could not be calculated.
* A fall back for getDuration of a non-cached sound.
*/
public static final int DURATION_UNKNOWN = -1;
/**
* When used as a loop count sound will loop an infinite number of time
* until explicitly stopped (setEnabled(false)).
*/
public static final int INFINITE_LOOPS = -1;
// Array for setting default read capabilities
private static final int[] readCapabilities = {
ALLOW_CHANNELS_USED_READ,
ALLOW_CONT_PLAY_READ,
ALLOW_DURATION_READ,
ALLOW_ENABLE_READ,
ALLOW_INITIAL_GAIN_READ,
ALLOW_IS_PLAYING_READ,
ALLOW_IS_READY_READ,
ALLOW_LOOP_READ,
ALLOW_MUTE_READ,
ALLOW_PAUSE_READ,
ALLOW_PRIORITY_READ,
ALLOW_RATE_SCALE_FACTOR_READ,
ALLOW_RELEASE_READ,
ALLOW_SCHEDULING_BOUNDS_READ,
ALLOW_SOUND_DATA_READ
};
/**
* Constructs and initializes a new Sound node using default
* parameters. The following defaults values are used:
* <ul>
* sound data: null<br>
* initial gain: 1.0<br>
* loop: 0<br>
* release flag: false<br>
* continuous flag: false<br>
* enable flag: false<br>
* scheduling bounds : null<br>
* scheduling bounding leaf : null<br>
* priority: 1.0<br>
* rate scale factor: 1.0<br>
* mute state: false<br>
* pause state: false<br>
* </ul>
*/
public Sound() {
// set default read capabilities
setDefaultReadCapabilities(readCapabilities);
}
/**
* 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.
* @param soundData description of JMF source data used by this sound source
* @param initialGain overall amplitude scale factor applied to sound source
*/
public Sound(MediaContainer soundData, float initialGain) {
// set default read capabilities
setDefaultReadCapabilities(readCapabilities);
((SoundRetained)this.retained).setSoundData(soundData);
((SoundRetained)this.retained).setInitialGain(initialGain);
}
/**
* Constructs and initializes a new Sound node using provided parameter
* values.
* @param soundData description of JMF source data used by this sound source
* @param initialGain overall amplitude scale factor applied to sound source
* @param loopCount number of times sound is looped when played
* @param release flag specifying whether the sound is to be played
* to end when stopped
* @param continuous flag specifying whether the sound silently plays
* when disabled
* @param enable flag specifying whether the sound is enabled
* @param region scheduling bounds
* @param priority defines playback priority if too many sounds started
*/
public Sound(MediaContainer soundData,
float initialGain,
int loopCount,
boolean release,
boolean continuous,
boolean enable,
Bounds region,
float priority ) {
// set default read capabilities
setDefaultReadCapabilities(readCapabilities);
((SoundRetained)this.retained).setSoundData(soundData);
((SoundRetained)this.retained).setInitialGain(initialGain);
((SoundRetained)this.retained).setLoop(loopCount);
((SoundRetained)this.retained).setReleaseEnable(release);
((SoundRetained)this.retained).setContinuousEnable(continuous);
((SoundRetained)this.retained).setEnable(enable);
((SoundRetained)this.retained).setSchedulingBounds(region);
((SoundRetained)this.retained).setPriority(priority);
}
/**
* Constructs and initializes a new Sound node using provided parameter
* values.
* @param soundData description of JMF source data used by this sound source
* @param initialGain overall amplitude scale factor applied to sound source
* @param loopCount number of times sound is looped when played
* @param release flag specifying whether the sound is to be played
* to end when stopped
* @param continuous flag specifying whether the sound silently plays
* when disabled
* @param enable flag specifying whether the sound is enabled
* @param region scheduling bounds
* @param priority defines playback priority if too many sounds started
* @param rateFactor defines playback sample rate scale factor
* @since Java 3D 1.3
*/
public Sound(MediaContainer soundData,
float initialGain,
int loopCount,
boolean release,
boolean continuous,
boolean enable,
Bounds region,
float priority,
float rateFactor ) {
// set default read capabilities
setDefaultReadCapabilities(readCapabilities);
((SoundRetained)this.retained).setSoundData(soundData);
((SoundRetained)this.retained).setInitialGain(initialGain);
((SoundRetained)this.retained).setLoop(loopCount);
((SoundRetained)this.retained).setReleaseEnable(release);
((SoundRetained)this.retained).setContinuousEnable(continuous);
((SoundRetained)this.retained).setEnable(enable);
((SoundRetained)this.retained).setSchedulingBounds(region);
((SoundRetained)this.retained).setPriority(priority);
((SoundRetained)this.retained).setRateScaleFactor(rateFactor);
}
/**
* Sets fields that define the sound source data of this node.
* @param soundData description of JMF source data used by this sound source
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setSoundData(MediaContainer soundData) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SOUND_DATA_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound0"));
if (this instanceof BackgroundSound)
((SoundRetained)this.retained).setSoundData(soundData);
else // instanceof PointSound or ConeSound
((PointSoundRetained)this.retained).setSoundData(soundData);
}
/**
* Retrieves description/data associated with this sound source.
* @return soundData description of JMF source data used by this sound source
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public MediaContainer getSoundData() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SOUND_DATA_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound1"));
return ((SoundRetained)this.retained).getSoundData();
}
/**
* Set the overall gain scale factor applied to data associated with this
* source to increase or decrease its overall amplitude.
* @param amplitude (gain) scale factor
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setInitialGain(float amplitude) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INITIAL_GAIN_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound2"));
((SoundRetained)this.retained).setInitialGain(amplitude);
}
/**
* Get the overall gain applied to the sound data associated with source.
* @return overall gain scale factor applied to sound source data.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public float getInitialGain() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_INITIAL_GAIN_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound3"));
return ((SoundRetained)this.retained).getInitialGain();
}
/**
* Sets a sound's loop count.
* @param loopCount number of times sound is looped during play
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setLoop(int loopCount) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_LOOP_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound4"));
((SoundRetained)this.retained).setLoop(loopCount);
}
/**
* Retrieves loop count for this sound
* @return loop count
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public int getLoop() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_LOOP_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound5"));
return ((SoundRetained)this.retained).getLoop();
}
/**
* Enables or disables the release flag for the sound associated with
* this sound.
* @param state release flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setReleaseEnable(boolean state) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_RELEASE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound6"));
((SoundRetained)this.retained).setReleaseEnable(state);
}
/**
* Retrieves the release flag for sound associated with sound.
* @return sound's release flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean getReleaseEnable() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_RELEASE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound7"));
return ((SoundRetained)this.retained).getReleaseEnable();
}
/**
* Enables or disables continuous play flag.
* @param state denotes if deactivated sound silently continues playing
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setContinuousEnable(boolean state) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_CONT_PLAY_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound8"));
((SoundRetained)this.retained).setContinuousEnable(state);
}
/**
* Retrieves sound's continuous play flag.
* @return flag denoting if deactivated sound silently continues playing
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean getContinuousEnable() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_CONT_PLAY_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound9"));
return ((SoundRetained)this.retained).getContinuousEnable();
}
/**
* Enable or disable sound.
* @param state enable (on/off) flag denotes if active sound is heard
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setEnable(boolean state) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_ENABLE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound10"));
if (this instanceof BackgroundSound)
((SoundRetained)this.retained).setEnable(state);
else // instanceof PointSound or ConeSound
((PointSoundRetained)this.retained).setEnable(state);
}
/**
* Retrieves sound's enabled flag.
* @return sound enabled flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean getEnable() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_ENABLE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound21"));
return ((SoundRetained)this.retained).getEnable();
}
/**
* Set the Sound's scheduling region to the specified bounds.
* This is used when the scheduling bounding leaf is set to null.
* @param region the bounds that contains the Sound's new scheduling
* region.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setSchedulingBounds(Bounds region) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCHEDULING_BOUNDS_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound11"));
((SoundRetained)this.retained).setSchedulingBounds(region);
}
/**
* Retrieves the Sound node's scheduling bounds.
* @return this Sound's scheduling bounds information
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public Bounds getSchedulingBounds() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCHEDULING_BOUNDS_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound12"));
return ((SoundRetained)this.retained).getSchedulingBounds();
}
/**
* 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.
* @param region the bounding leaf node used to specify the Sound
* node's new scheduling region.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setSchedulingBoundingLeaf(BoundingLeaf region) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCHEDULING_BOUNDS_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound11"));
((SoundRetained)this.retained).setSchedulingBoundingLeaf(region);
}
/**
* Retrieves the Sound node's scheduling bounding leaf.
* @return this Sound's scheduling bounding leaf information
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public BoundingLeaf getSchedulingBoundingLeaf() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_SCHEDULING_BOUNDS_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound12"));
return ((SoundRetained)this.retained).getSchedulingBoundingLeaf();
}
/**
* Set sound's priority value.
* @param priority value used to order sound's importance for playback.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public void setPriority(float priority) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_PRIORITY_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound15"));
((SoundRetained)this.retained).setPriority(priority);
}
/**
* Retrieves sound's priority value.
* @return sound priority value
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public float getPriority() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_PRIORITY_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound16"));
return ((SoundRetained)this.retained).getPriority();
}
/**
* Get the Sound's duration
* @return this Sound's duration in milliseconds including repeated
* loops
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public long getDuration() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_DURATION_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound17"));
return ((SoundRetained)this.retained).getDuration();
}
/**
* 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.
* @return flag denoting if sound is immediate playable or not
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean isReady() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_IS_READY_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound22"));
return ((SoundRetained)this.retained).isReady();
}
/**
* 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.
* @param view the view on which to query the ready status.
* @return flag denoting if sound is immediate playable or not
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public boolean isReady(View view) {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_IS_READY_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound22"));
return ((SoundRetained)this.retained).isReady(view);
}
/**
* Retrieves sound's play status. If this sound is audibly playing on any
* initialized audio device, this method returns true.
* @return flag denoting if sound is playing (potentially audible) or not
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean isPlaying() {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_IS_PLAYING_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound18"));
return ((SoundRetained)this.retained).isPlaying();
}
/**
* Retrieves sound's play status. If this sound is audibly playing on the
* audio device associated with the given view, this method returns
* true.
* @param view the view on which to query the isPlaying status.
* @return flag denoting if sound is playing (potentially audible) or not
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public boolean isPlaying(View view) {
if (isLiveOrCompiled())
if (!this.getCapability(ALLOW_IS_PLAYING_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound18"));
return ((SoundRetained)this.retained).isPlaying(view);
}
/**
* Retrieves sound's silent status. If this sound is silently playing on
* any initialized audio device, this method returns true.
* @return flag denoting if sound is silently playing (enabled but not active)
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public boolean isPlayingSilently() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_IS_PLAYING_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound18"));
return ((SoundRetained)this.retained).isPlayingSilently();
}
/**
* 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.
* @param view the view on which to query the isPlayingSilently status.
* @return flag denoting if sound is silently playing (enabled but not active)
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public boolean isPlayingSilently(View view) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_IS_PLAYING_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound18"));
return ((SoundRetained)this.retained).isPlayingSilently(view);
}
/**
* Retrieves number of channels that are being used to render this sound
* on the audio device associated with the Virtual Universe's primary view.
* @return number of channels used by sound; returns 0 if not playing
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
*/
public int getNumberOfChannelsUsed() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_CHANNELS_USED_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound20"));
return ((SoundRetained)this.retained).getNumberOfChannelsUsed();
}
/**
* Retrieves number of channels that are being used to render this sound
* on the audio device associated with given view.
* @param view the view on which to query the number of channels used.
* @return number of channels used by sound; returns 0 if not playing
* @exception CapabilityNotSetException if appropriate capability is
* @since Java 3D 1.3
* not set and this object is part of live or compiled scene graph
*/
public int getNumberOfChannelsUsed(View view) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_CHANNELS_USED_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound20"));
return ((SoundRetained)this.retained).getNumberOfChannelsUsed(view);
}
/**
* Set mute state flag. If the sound is playing it will be set to
* play silently
* @param state flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public void setMute(boolean state) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_MUTE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound23"));
((SoundRetained)this.retained).setMute(state);
}
/**
* Retrieves sound Mute state.
* A return value of true does not imply that the sound has
* been started playing or is still playing silently.
* @return mute state flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public boolean getMute() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_MUTE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound24"));
return ((SoundRetained)this.retained).getMute();
}
/**
* Pauses or resumes (paused) playing sound.
* @param state pause flag
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public void setPause(boolean state) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_PAUSE_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound25"));
((SoundRetained)this.retained).setPause(state);
}
/**
* 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.
* @return pause state
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public boolean getPause() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_PAUSE_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound26"));
return ((SoundRetained)this.retained).getPause();
}
/**
* 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
* @param scaleFactor %%% describe this.
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public void setRateScaleFactor(float scaleFactor) {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_RATE_SCALE_FACTOR_WRITE))
throw new CapabilityNotSetException(J3dI18N.getString("Sound27"));
((SoundRetained)this.retained).setRateScaleFactor(scaleFactor);
}
/**
* Retrieves Sample Rate.
* @return sample rate scale factor
* @exception CapabilityNotSetException if appropriate capability is
* not set and this object is part of live or compiled scene graph
* @since Java 3D 1.3
*/
public float getRateScaleFactor() {
if (isLiveOrCompiled())
if(!this.getCapability(ALLOW_RATE_SCALE_FACTOR_READ))
throw new CapabilityNotSetException(J3dI18N.getString("Sound28"));
return ((SoundRetained)this.retained).getRateScaleFactor();
}
/**
* Copies all Sound information from
* <code>originalNode</code> into
* the current node. This method is called from the
* <code>cloneNode</code> method which is, in turn, called by the
* <code>cloneTree</code> method.<P>
*
* @param originalNode the original node to duplicate.
* @param forceDuplicate when set to <code>true</code>, causes the
* <code>duplicateOnCloneTree</code> flag to be ignored. When
* <code>false</code>, the value of each node's
* <code>duplicateOnCloneTree</code> variable determines whether
* NodeComponent data is duplicated or copied.
*
* @exception RestrictedAccessException if this object is part of a live
* or compiled scenegraph.
*
* @see Node#duplicateNode
* @see Node#cloneTree
* @see NodeComponent#setDuplicateOnCloneTree
*/
@Override
void duplicateAttributes(Node originalNode, boolean forceDuplicate) {
super.duplicateAttributes(originalNode, forceDuplicate);
SoundRetained orgRetained = (SoundRetained)originalNode.retained;
SoundRetained thisRetained = (SoundRetained)this.retained;
thisRetained.setSoundData((MediaContainer) getNodeComponent(
orgRetained.getSoundData(),
forceDuplicate,
originalNode.nodeHashtable));
thisRetained.setInitialGain(orgRetained.getInitialGain());
thisRetained.setLoop(orgRetained.getLoop());
thisRetained.setReleaseEnable(orgRetained.getReleaseEnable());
thisRetained.setContinuousEnable(orgRetained.getContinuousEnable());
thisRetained.setSchedulingBounds(orgRetained.getSchedulingBounds());
thisRetained.setPriority(orgRetained.getPriority());
thisRetained.setEnable(orgRetained.getEnable());
// updateNodeReferences will set the following correctly
thisRetained.setSchedulingBoundingLeaf(orgRetained.getSchedulingBoundingLeaf());
}
/**
* Callback used to allow a node to check if any scene graph objects
* referenced
* by that node have been duplicated via a call to <code>cloneTree</code>.
* This method is called by <code>cloneTree</code> 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 <code>getNewObjectReference</code> method found in the
* <code>NodeReferenceTable</code> 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
* <code>allowDanglingReferences</code> parameter passed in the
* <code>cloneTree</code> call.
* <p>
* NOTE: Applications should <i>not</i> call this method directly.
* It should only be called by the cloneTree method.
*
* @param referenceTable a NodeReferenceTableObject that contains the
* <code>getNewObjectReference</code> method needed to search for
* new object instances.
* @see NodeReferenceTable
* @see Node#cloneTree
* @see DanglingReferenceException
*/
@Override
public void updateNodeReferences(NodeReferenceTable referenceTable) {
super.updateNodeReferences(referenceTable);
SoundRetained rt = (SoundRetained) retained;
BoundingLeaf bl = rt.getSchedulingBoundingLeaf();
if (bl != null) {
Object o = referenceTable.getNewObjectReference(bl);
rt.setSchedulingBoundingLeaf((BoundingLeaf)o);
}
MediaContainer sd = rt.getSoundData();
if (sd != null) {
rt.setSoundData(sd);
}
}
}
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