Java tutorial
/* * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved. * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER. * * This code is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License version 2 only, as * published by the Free Software Foundation. Sun designates this * particular file as subject to the "Classpath" exception as provided * by Sun in the LICENSE file that accompanied this code. * * This code is distributed in the hope that it will be useful, but WITHOUT * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License * version 2 for more details (a copy is included in the LICENSE file that * accompanied this code). * * You should have received a copy of the GNU General Public License version * 2 along with this work; if not, write to the Free Software Foundation, * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA. * * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, * CA 95054 USA or visit www.sun.com if you need additional information or * have any questions. * */ package javax.media.j3d; /** * A BackgroundSound node defines an unattenuated, nonspatialized sound * source that has no position or direction. It has the same attributes as a * Sound node. This type of sound is simply added to the sound mix without * modification and is useful for playing a mono or stereo music track, or an * ambient sound effect. Unlike a Background (visual) node, more than one * BackgroundSound node can be simultaneously enabled and active. */ public class BackgroundSound extends Sound { /** * Constructs a new BackgroundSound node using the default parameters * for Sound nodes. */ public BackgroundSound() { /** * Uses default values defined in SoundRetained.java */ } /** * Constructs a BackgroundSound node object using only the provided * parameter values for sound data and sample gain. The remaining fields * are set to the default values for a Sound node. * @param soundData sound data associated with this sound source node * @param initialGain amplitude scale factor applied to sound source */ public BackgroundSound(MediaContainer soundData, float initialGain) { super(soundData, initialGain); } /** * Constructs a BackgroundSound object accepting all the parameters * associated with a Sound node. * @param soundData sound data associated with this sound source node * @param initialGain amplitude scale factor applied to sound source * @param loopCount number of times loop is looped * @param release flag denoting playing sound data to end * @param continuous denotes that sound silently plays when disabled * @param enable sound switched on/off * @param region scheduling bounds * @param priority playback ranking value */ public BackgroundSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority) { super(soundData, initialGain, loopCount, release, continuous, enable, region, priority); } /** * Creates the retained mode BackgroundSoundRetained object that this * BackgroundSound component object will point to. */ @Override void createRetained() { this.retained = new BackgroundSoundRetained(); this.retained.setSource(this); } /** * Creates a new instance of the node. This routine is called * by <code>cloneTree</code> to duplicate the current node. * @param forceDuplicate when set to <code>true</code>, causes the * <code>duplicateOnCloneTree</code> flag to be ignored. When * <code>false</code>, the value of each node's * <code>duplicateOnCloneTree</code> variable determines whether * NodeComponent data is duplicated or copied. * * @see Node#cloneTree * @see Node#cloneNode * @see Node#duplicateNode * @see NodeComponent#setDuplicateOnCloneTree */ @Override public Node cloneNode(boolean forceDuplicate) { BackgroundSound b = new BackgroundSound(); b.duplicateNode(this, forceDuplicate); return b; } /** * Copies all node information from <code>originalNode</code> into * the current node. This method is called from the * <code>cloneNode</code> method which is, in turn, called by the * <code>cloneTree</code> method. * <P> * For any <code>NodeComponent</code> objects * contained by the object being duplicated, each <code>NodeComponent</code> * object's <code>duplicateOnCloneTree</code> value is used to determine * whether the <code>NodeComponent</code> should be duplicated in the new node * or if just a reference to the current node should be placed in the * new node. This flag can be overridden by setting the * <code>forceDuplicate</code> parameter in the <code>cloneTree</code> * method to <code>true</code>. * * <br> * NOTE: Applications should <i>not</i> call this method directly. * It should only be called by the cloneNode method. * * @param originalNode the original node to duplicate. * @param forceDuplicate when set to <code>true</code>, causes the * <code>duplicateOnCloneTree</code> flag to be ignored. When * <code>false</code>, the value of each node's * <code>duplicateOnCloneTree</code> variable determines whether * NodeComponent data is duplicated or copied. * @exception ClassCastException if originalNode is not an instance of * <code>Sound</code> * * @see Node#cloneTree * @see Node#cloneNode * @see NodeComponent#setDuplicateOnCloneTree */ @Override public void duplicateNode(Node originalNode, boolean forceDuplicate) { checkDuplicateNode(originalNode, forceDuplicate); } }