CW> But as Warren pointed out, it is not supported by the Java Sound Mixer. I
CW> have to go your way, Valdimir. The problem is that different wav files have
CW> to be sychnronized to get the same effect but the java3D-api does not
CW> provide any callback, when a sound playback has finished, so i have to use a
CW> thread or a behavior to monitor it. It's obvious that you can't get this
CW> work without annoying snaps. Or do you have a different idea ?
No, can't think of nothing better. But look carefully through all the
functions Sound class have (isPlaying, getEnabled, etc). But,
there is another bug i also reported (without any feedback as usual)
sometime ago: when u enable/disable some sound very frequently,
one moment it wouldn't turn off and would be left playing forever
(though all flags would show that it is NOT playing). Moreover, as far
as i remember, even when u set that hanged sound to null, it wouldn't
stop. It looks like it gets lost somewhere inside notorious Java Sound
Mixer.
Have a nice day,
vladimir
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In your previous letter u wrote:
--------------------------------
CW> Thanks for the answers, Vladimir and Warren.
>> Chris, i do VERY doubt that Java3D supports such things as
>> markers (and can only wonder how u can say to Java3D which segment to
>> play). I myself used separate short wavs (from 2k up to 10k) for each
>> event.
CW> I got the idea from the java3d-documentation, Class Sound:
CW> Data for non-streaming sound (such as a sound sample) can contain two loop
CW> points marking a section of the data that is to be looped specific number of
CW> times. Thus sound data can be divided into three segments: the attack
CW> (before the begin loop point), the sustain (between the begin and end loop
CW> points), and the release (after the end loop point).
CW> But as Warren pointed out, it is not supported by the Java Sound Mixer. I
CW> have to go your way, Valdimir. The problem is that different wav files have
CW> to be sychnronized to get the same effect but the java3D-api does not
CW> provide any callback, when a sound playback has finished, so i have to use a
CW> thread or a behavior to monitor it. It's obvious that you can't get this
CW> work without annoying snaps. Or do you have a different idea ?
>>
>> As to formats, as far as i know only au and wav, not anything advanced
>> (such as MPEG3 compression). As i could figure out, the PCM wav
>> format (at least it is called so in Windows SoundRecorder) Java3D
>> takes 4 sure. As to the other wav formats, DO doubt.
CW> GSM-Compression or something comparable would be nice, but it's not
CW> supported, too. In my app (a virtual 3D-mall), spatialized sound would have
CW> a great effect for the visitor, so mid files are not a good alternative.
CW> Thanks again for your help.
CW> Chris
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