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/*
* To change this template, choose Tools | Templates
* and open the template in the editor.
*/
package com.jme3.audio;
import com.jme3.math.Vector3f;
/**
*
* @author normenhansen
*/
public interface AudioSource {
/**
* Status
indicates the current status of the audio source.
*/
public enum Status {
/**
* The audio source is currently playing. This will be set if
* {@link AudioSource#play() } is called.
*/
Playing,
/**
* The audio source is currently paused.
*/
Paused,
/**
* The audio source is currently stopped.
* This will be set if {@link AudioSource#stop() } is called
* or the audio has reached the end of the file.
*/
Stopped,
}
/**
* Do not use.
*/
public void setChannel(int channel);
/**
* Do not use.
*/
public int getChannel();
/**
* @return The {#link Filter dry filter} that is set.
* @see AudioSource#setDryFilter(com.jme3.audio.Filter)
*/
public Filter getDryFilter();
/**
* @return The {@link AudioData} set previously with
* {@link AudioSource#setAudioData(com.jme3.audio.AudioData, com.jme3.audio.AudioKey) }
* or any of the constructors that initialize the audio data.
*/
public AudioData getAudioData();
/**
* Do not use.
*/
public void setStatus(Status status);
/**
* @return The {@link Status} of the audio source.
* The status will be changed when either the {@link AudioSource#play() }
* or {@link AudioSource#stop() } methods are called.
*/
public Status getStatus();
/**
* @return True if the audio will keep looping after it is done playing,
* otherwise, false.
* @see AudioSource#setLooping(boolean)
*/
public boolean isLooping();
/**
* @return The pitch of the audio, also the speed of playback.
*
* @see AudioSource#setPitch(float)
*/
public float getPitch();
/**
* @return The volume of this audio source.
*
* @see AudioSource#setVolume(float)
*/
public float getVolume();
/**
* @return the time offset in the sound sample when to start playing.
*/
public float getTimeOffset();
/**
* @return the current playback position of the source in seconds.
*/
public float getPlaybackTime();
/**
* @return The velocity of the audio source.
*
* @see AudioSource#setVelocity(com.jme3.math.Vector3f)
*/
public Vector3f getPosition();
/**
* @return The velocity of the audio source.
*
* @see AudioSource#setVelocity(com.jme3.math.Vector3f)
*/
public Vector3f getVelocity();
/**
* @return True if reverb is enabled, otherwise false.
*
* @see AudioSource#setReverbEnabled(boolean)
*/
public boolean isReverbEnabled();
/**
* @return Filter for the reverberations of this audio source.
*
* @see AudioSource#setReverbFilter(com.jme3.audio.Filter)
*/
public Filter getReverbFilter();
/**
* @return Max distance for this audio source.
*
* @see AudioSource#setMaxDistance(float)
*/
public float getMaxDistance();
/**
* @return The reference playing distance for the audio source.
*
* @see AudioSource#setRefDistance(float)
*/
public float getRefDistance();
/**
* @return True if the audio source is directional
*
* @see AudioSource#setDirectional(boolean)
*/
public boolean isDirectional();
/**
* @return The direction of this audio source.
*
* @see AudioSource#setDirection(com.jme3.math.Vector3f)
*/
public Vector3f getDirection();
/**
* @return The directional audio source, cone inner angle.
*
* @see AudioSource#setInnerAngle(float)
*/
public float getInnerAngle();
/**
* @return The directional audio source, cone outer angle.
*
* @see AudioSource#setOuterAngle(float)
*/
public float getOuterAngle();
/**
* @return True if the audio source is positional.
*
* @see AudioSource#setPositional(boolean)
*/
public boolean isPositional();
}
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