Chris,

I've never liked the Applet sound (seems very clumsy).  We use
javax.sound.midi and javax.sound.sampled, which once you understand how
to get them working seem quite reliable.

- John Wright
Starfire Research

Christian Britton wrote:

Java 3D Sound API is so buggy I dropped it and now use the Applet (Java
1.1) sound API instead which is just fine (although not 3D).

CHRIS


Paul Brown wrote:


There is so little information about playing sound in Java3D. I've been
through all of the books, the tutorials and even this archive and found
very little.

My questions:

1. Is there a definitive reference on sound in Java3D?

2. I don't want to use a SimpleUniverse, so I've used both
JavaSoundMixer and HeadspaceMixer. Both seem to work with my simple
example. But what are the pros and cons of each?

3. Is there anything to be gained through creating sound nodes or is it
easier/better just to play sounds directly through the mixer? After all
you can set position, direction of the sound in the mixer.

4. If I want to play lots of sounds, is it more efficient to create all
the Sound nodes at the start and enable them as and when I want them
played them - OR - is it better to have a single sound node, set the
capability and keep changing its sound data?
This question assumes no two sounds play concurrently. If they did,
presumably I'm forced into having one node per sound.
I'd guess the answer involves caching of sounds and memory usage. Yes?

I'm sure that I will have more questions but I would be grateful for
answers to this basic set.
Many thanks,
-Paul

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