/**
* Copyright (c) 2003-2009, Xith3D Project Group all rights reserved.
*
* Portions based on the Java3D interface, Copyright by Sun Microsystems.
* Many thanks to the developers of Java3D and Sun Microsystems for their
* innovation and design.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
*
* Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
*
* Neither the name of the 'Xith3D Project Group' nor the names of its
* contributors may be used to endorse or promote products derived from this
* software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
* AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
* ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
* LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
* CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
* SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
* INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
* CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) A
* RISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGE
*/
package org.xith3d.scenegraph;
import org.xith3d.sound.SoundContainer;
/**
* PointSounds are those sounds which exist in the point in space within the
* transform groups it exists. It is assumed that the sound exists within its
* local coordinate system at (0, 0, 0).<br>
* <br>
* PointSounds have their volume attenuated based on an inverse distance formula
* which is acoustically similar to that of the human ear. This is not linear,
* but rather logarithmic in nature.<br>
* <br>
*
* @author David Yazel
*/
public class PointSound extends Sound
{
private float minVolume = 0f;
private float maxVolume = 1f;
private float maxDistance = -1f;
private float rolloffFactor = 1f;
private float referenceDistance = -1f;
/**
* Sets the minimum volume, even at max distance.
*
* @param minVolume
*/
public void setMinVolume( float minVolume )
{
this.minVolume = minVolume;
}
/**
* @return the minimum volume for this sournd, even at max distance
*/
public final float getMinVolume()
{
return ( minVolume );
}
/**
* Sets the max volume for this sound.
*
* @param maxVolume
*/
public void setMaxVolume( float maxVolume )
{
this.maxVolume = maxVolume;
}
/**
* @return the maximum volume of this sound
*/
public final float getMaxVolume()
{
return ( maxVolume );
}
/**
* Sets the max distance before the sound is a min volume. If this is set to
* -1 then the View's sound activation radius will be used.
*
* @param maxDistance
*/
public void setMaxDistance( float maxDistance )
{
this.maxDistance = maxDistance;
}
/**
* @return the max distance before this sound is at min volume
*/
public final float getMaxDistance()
{
return ( maxDistance );
}
/**
* The rollover-factor compresses or expands the range this sound can be
* heard. 0 will make the sound unattenuated (uneffected by distance). 1 is
* the normal setting. 0.5 will make the sound appear to be twice as close
* as it really is, while 2 will make it sound twice as far away as it
* really is.
*/
public void setRolloffFactor( float rolloffFactor )
{
this.rolloffFactor = rolloffFactor;
}
/**
* The rollover-factor compresses or expands the range this sound can be
* heard. 0 will make the sound unattenuated (uneffected by distance). 1 is
* the normal setting. 0.5 will make the sound appear to be twice as close
* as it really is, while 2 will make it sound twice as far away as it
* really is.
*
* @return the current rollover-factor
*/
public final float getRolloffFactor()
{
return ( rolloffFactor );
}
/**
* The reference distance is the distance from the view that the sound will
* become at maximum volume. This is usually good to set within a few units
* of the view so that you don't have scaling in the last few units. If the
* reference distance is -1 then the 0.17 of the max distance will be used.
*/
public void setReferenceDistance( float referenceDistance )
{
this.referenceDistance = referenceDistance;
}
/**
* The reference distance is the distance from the view that the sound will
* become at maximum volume. This is usually good to set within a few units
* of the view so that you don't have scaling in the last few units.
*
* @return the current reference-distance
*/
public final float getReferenceDistance()
{
return ( referenceDistance );
}
// Constructors
public PointSound( SoundContainer soundContainer, float gain )
{
super( soundContainer, gain );
}
public PointSound( SoundContainer soundContainer )
{
this( soundContainer, 0.0f );
}
}