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📄 sound.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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     */    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);    }

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