trusty (3) SoVRMLSound.3.gz

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NAME

       SoVRMLSound -

       The SoVRMLSound class is used to represent a sound source.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is
       copyright The Web3D Consortium, and is used by permission of the Consortium:

SYNOPSIS

       #include <Inventor/VRMLnodes/SoVRMLSound.h>

       Inherits SoNode.

   Public Member Functions
       virtual SoType getTypeId (void) const
           Returns the type identification of an object derived from a class inheriting SoBase. This is used for
           run-time type checking and 'downward' casting.
       SoVRMLSound (void)
       void setDopplerVelocity (float velocity)
       float getDopplerVelocity (void) const
       void setDopplerFactor (float factor)
       float getDopplerFactor (void) const
       void startPlaying (SoPath *path, void *userdataptr)
       void stopPlaying (SoPath *path, void *userdataptr)
       void setBufferingProperties (int bufferLength, int numBuffers, SbTime sleepTime)
       void getBufferingProperties (int &bufferLength, int &numBuffers, SbTime &sleepTime)
       virtual void audioRender (SoAudioRenderAction *action)

   Static Public Member Functions
       static SoType getClassTypeId (void)
       static void initClass (void)
       static void setDefaultBufferingProperties (int bufferLength, int numBuffers, SbTime sleepTime)

   Public Attributes
       SoSFNode source
       SoSFFloat intensity
       SoSFFloat priority
       SoSFVec3f location
       SoSFVec3f direction
       SoSFFloat minFront
       SoSFFloat maxFront
       SoSFFloat minBack
       SoSFFloat maxBack
       SoSFBool spatialize
       SoSFFloat dopplerFactor
       SoSFFloat dopplerVelocity

   Protected Member Functions
       virtual const SoFieldData * getFieldData (void) const
       virtual ~SoVRMLSound (void)

   Static Protected Member Functions
       static const SoFieldData ** getFieldDataPtr (void)

   Additional Inherited Members

Detailed Description

       The SoVRMLSound class is used to represent a sound source.

       The detailed class documentation is taken verbatim from the VRML97 standard (ISO/IEC 14772-1:1997). It is
       copyright The Web3D Consortium, and is used by permission of the Consortium:

       Sound {
         exposedField SFVec3f  direction     0 0 1   # (-inf, inf)
         exposedField SFFloat  intensity     1       # [0,1]
         exposedField SFVec3f  location      0 0 0   # (-inf, inf)
         exposedField SFFloat  maxBack       10      # [0,inf)
         exposedField SFFloat  maxFront      10      # [0,inf)
         exposedField SFFloat  minBack       1       # [0,inf)
         exposedField SFFloat  minFront      1       # [0,inf)
         exposedField SFFloat  priority      0       # [0,1]
         exposedField SFNode   source        NULL
         field        SFBool   spatialize    TRUE
       }

       The Sound node specifies the spatial presentation of a sound in a VRML scene. The sound is located at a
       point in the local coordinate system and emits sound in an elliptical pattern (defined by two
       ellipsoids). The ellipsoids are oriented in a direction specified by the direction field. The shape of
       the ellipsoids may be modified to provide more or less directional focus from the location of the sound.

       The source field specifies the sound source for the Sound node. If the source field is not specified, the
       Sound node will not emit audio. The source field shall specify either an AudioClip node or a MovieTexture
       node. If a MovieTexture node is specified as the sound source, the MovieTexture shall refer to a movie
       format that supports sound (e.g., MPEG1-Systems).

       The intensity field adjusts the loudness (decibels) of the sound emitted by the Sound node (note: this is
       different from the traditional definition of intensity with respect to sound).

       The intensity field has a value that ranges from 0.0 to 1.0 and specifies a factor which shall be used to
       scale the normalized sample data of the sound source during playback. A Sound node with an intensity of
       1.0 shall emit audio at its maximum loudness (before attenuation), and a Sound node with an intensity of
       0.0 shall emit no audio. Between these values, the loudness should increase linearly from a -20 dB change
       approaching an intensity of 0.0 to a 0 dB change at an intensity of 1.0.

       The priority field provides a hint for the browser to choose which sounds to play when there are more
       active Sound nodes than can be played at once due to either limited system resources or system load.
       7.3.4, Sound priority, attenuation, and spatialization (http://www.web3d.org/x3d/specifications/vrml/ISO-
       IEC-14772-VRML97/part1/concepts.html#7.3.4), describes a recommended algorithm for determining which
       sounds to play under such circumstances. The priority field ranges from 0.0 to 1.0, with 1.0 being the
       highest priority and 0.0 the lowest priority.

       The location field determines the location of the sound emitter in the local coordinate system. A Sound
       node's output is audible only if it is part of the traversed scene. Sound nodes that are descended from
       LOD, Switch, or any grouping or prototype node that disables traversal (i.e., drawing) of its children
       are not audible unless they are traversed. If a Sound node is disabled by a Switch or LOD node, and later
       it becomes part of the traversal again, the sound shall resume where it would have been had it been
       playing continuously.

       The Sound node has an inner ellipsoid that defines a volume of space in which the maximum level of the
       sound is audible. Within this ellipsoid, the normalized sample data is scaled by the intensity field and
       there is no attenuation. The inner ellipsoid is defined by extending the direction vector through the
       location.

       The minBack and minFront fields specify distances behind and in front of the location along the direction
       vector respectively. The inner ellipsoid has one of its foci at location (the second focus is implicit)
       and intersects the direction vector at minBack and minFront. The Sound node has an outer ellipsoid that
       defines a volume of space that bounds the audibility of the sound. No sound can be heard outside of this
       outer ellipsoid.

       The outer ellipsoid is defined by extending the direction vector through the location. The maxBack and
       maxFront fields specify distances behind and in front of the location along the direction vector
       respectively. The outer ellipsoid has one of its foci at location (the second focus is implicit) and
       intersects the direction vector at maxBack and maxFront. The minFront, maxFront, minBack, and maxBack
       fields are defined in local coordinates, and shall be greater than or equal to zero. The minBack field
       shall be less than or equal to maxBack, and minFront shall be less than or equal to maxFront. The
       ellipsoid parameters are specified in the local coordinate system but the ellipsoids' geometry is
       affected by ancestors' transformations.

       Between the two ellipsoids, there shall be a linear attenuation ramp in loudness, from 0 dB at the
       minimum ellipsoid to -20 dB at the maximum ellipsoid: attenuation = -20 × (d' / d") where d' is the
       distance along the location-to-viewer vector, measured from the transformed minimum ellipsoid boundary to
       the viewer, and d" is the distance along the location-to-viewer vector from the transformed minimum
       ellipsoid boundary to the transformed maximum ellipsoid boundary (see Figure 6.14).

         Figure 6.14 -- Sound node geometry

       The spatialize field specifies if the sound is perceived as being directionally located relative to the
       viewer. If the spatialize field is TRUE and the viewer is located between the transformed inner and outer
       ellipsoids, the viewer's direction and the relative location of the Sound node should be taken into
       account during playback. Details outlining the minimum required spatialization functionality can be found
       in 7.3.4, Sound priority, attenuation, and spatialization
       (http://www.web3d.org/x3d/specifications/vrml/ISO-IEC-14772-VRML97/part1/concepts.html#7.3.4), If the
       spatialize field is FALSE, then directional effects are ignored, but the ellipsoid dimensions and
       intensity will still affect the loudness of the sound. If the sound source is multi-channel (e.g.,
       stereo), then the source should retain its channel separation during playback.

Constructor & Destructor Documentation

   SoVRMLSound::SoVRMLSound (void)
       Constructor.

   SoVRMLSound::~SoVRMLSound (void) [protected],  [virtual]
       Destructor.

Member Function Documentation

   SoType SoVRMLSound::getTypeId (void) const [virtual]
       Returns the type identification of an object derived from a class inheriting SoBase. This is used for
       run-time type checking and 'downward' casting. Usage example:

       void foo(SoNode * node)
       {
         if (node->getTypeId() == SoFile::getClassTypeId()) {
           SoFile * filenode = (SoFile *)node;  // safe downward cast, knows the type
         }
       }

       For application programmers wanting to extend the library with new nodes, engines, nodekits, draggers or
       others: this method needs to be overridden in all subclasses. This is typically done as part of setting
       up the full type system for extension classes, which is usually accomplished by using the pre-defined
       macros available through for instance Inventor/nodes/SoSubNode.h (SO_NODE_INIT_CLASS and
       SO_NODE_CONSTRUCTOR for node classes), Inventor/engines/SoSubEngine.h (for engine classes) and so on.

       For more information on writing Coin extensions, see the class documentation of the toplevel superclasses
       for the various class groups.

       Implements SoBase.

   const SoFieldData * SoVRMLSound::getFieldData (void) const [protected],  [virtual]
       Returns a pointer to the class-wide field data storage object for this instance. If no fields are
       present, returns NULL.

       Reimplemented from SoFieldContainer.

   void SoVRMLSound::setDopplerVelocity (floatvelocity)
       Sets the doppler velocity relative to the global coordinate system. Not implemented yet.

   float SoVRMLSound::getDopplerVelocity (void) const
       Returns the doppler velocity relative to the global coordinate system. Not implemented yet.

   void SoVRMLSound::setDopplerFactor (floatfactor)
       Sets the doppler factor. Not implemented yet.

   float SoVRMLSound::getDopplerFactor (void) const
       Returns the doppler factor. Not implemented yet.

   void SoVRMLSound::startPlaying (SoPath *path, void *userdataptr)
       Starts playing the sound. Not implemented yet. Please use the fields of SoVRMLAudioClip to start and stop
       sounds.

   void SoVRMLSound::stopPlaying (SoPath *path, void *userdataptr)
       Stops playing the sound. Not implemented yet. Please use the fields of SoVRMLAudioClip to start and stop
       sounds.

   void SoVRMLSound::audioRender (SoAudioRenderAction *action) [virtual]
       Action method for SoAudioRenderAction.

       Does common processing for SoAudioRenderAction action instances.

       Reimplemented from SoNode.

Member Data Documentation

   SoSFNode SoVRMLSound::source
       The audio stream. Either an SoVRMLAudioClip or an SoVRMLMovieTexture. Coin only supports playback of
       audio from SoVRMLAudioClip, not from SoVRMLMovieTexture.

   SoSFFloat SoVRMLSound::intensity
       Sound intensity. A value from 0 to 1. Default value is 1.

   SoSFFloat SoVRMLSound::priority
       Browser hint for how important the sound is. A value from 0 to

       1.  Default value is 0. Coin does not yet support this field.

   SoSFVec3f SoVRMLSound::location
       The sound position. Default value is (0, 0, 0).

   SoSFVec3f SoVRMLSound::direction
       Sound direction. Default value is (0, 0, 1).

   SoSFFloat SoVRMLSound::minFront
       Inner ellipse front value. Default value is 1.

   SoSFFloat SoVRMLSound::maxFront
       Outer ellipse front value. Default value is 10.

   SoSFFloat SoVRMLSound::minBack
       Inner ellipse back value. Default value is 1.

   SoSFFloat SoVRMLSound::maxBack
       Outer ellips back value. Default value is 10.

   SoSFBool SoVRMLSound::spatialize
       Set to TRUE if sound should be spatialized (directional effects are applied) with respect to the viewer.
       Distance attenuation is always applied. Default value is TRUE.

Author

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