From:   Daniel Selman [[EMAIL PROTECTED]]
Sent:   27 August 1999 01:05
To:     Java3D
Subject:        Sound Problems

Sorry about the length of this email - I tried to keep it short!

I've been working on the chapter of my Java 3D book on Sound and have run into a few 
issues I wonder if anyone could clarify.

The Sound.setReleaseEnable function does not appear to do anything in my tests. In my 
tests I have a behavior that calls setEnable( true ) on collision enter and setEnable( 
false ) on collision exit. Because enter and exit happen very rapidly the sound never 
gets played. I guess this will depend on how often the Sound scheduler thread 
interrogates this flag - is the flag cached between iterations through sound nodes or 
does the flag just have to happen to be set when the scheduler reaches the node? I 
don't know how to reliably fix this without resorting to some kind of elapsed time 
criteria hack.

The Sound.setPriority does not appear to be honored. As soon as a Sound is enabled 
using setEnable it appears to interrupt a higher priority sound.

If createAudioDevice is not called *before* addBranchGraph is called sounds will not 
be enabled. This is a real GOTCHA and took me a long time to find. It should be 
documented at least.

Sound artifacts, usually pitch shifting, are occasionally present. I think this was 
mentioned in the release notes.

How do I change the position of the "listener" in the scene. In my example application 
I have positioned the camera at 0,1,0 and moved the scene backwards in the 
Z-direction. However, I have an avatar that corresponds to the "viewer" at 0,0,-5. I 
would like all sound calculations to be relative to the avatar's position, not the 
camera position. Is this possible?

I have created 10 PointSound nodes and a BackgroundSound node, but I cannot get the 
BackgroundSound node to play. Are BackgroundSound nodes scheduled differently to 
PointSounds, irrespective of priority?

Thanks,

Daniel Selman

[EMAIL PROTECTED]
http://www.tornadolabs.com

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