H3D API  2.4.1
Classes | Public Member Functions | Public Attributes | Static Public Attributes | List of all members
H3D::Sound Class Reference

The Sound node specifies the spatial presentation of a sound in a X3D scene. More...

#include <H3D/Sound.h>

Inheritance diagram for H3D::Sound:
Inheritance graph

Classes

class  ALSoundSetup
 Field that calls ALrender() when a field routed to it has generated an event. More...
 
class  SFSoundSourceNode
 The SFSoundSourceNode registers the Sound node in the X3DSoundSourceNode that is put into the field. More...
 

Public Member Functions

 Sound (Inst< SFNode > _metadata=0, Inst< SFVec3f > _direction=0, Inst< SFFloat > _intensity=0, Inst< SFVec3f > _location=0, Inst< SFFloat > _maxBack=0, Inst< SFFloat > _maxFront=0, Inst< SFFloat > _minBack=0, Inst< SFFloat > _minFront=0, Inst< SFFloat > _priority=0, Inst< SFSoundSourceNode > _source=0, Inst< SFBool > _spatialize=0, Inst< ALSoundSetup > _soundSetup=0)
 Constructor.
 
virtual void traverseSG (TraverseInfo &ti)
 Traverse the scenegraph. More...
 
virtual void ALrender ()
 Perform the OpenAL calls to render the sound node.
 
- Public Member Functions inherited from H3D::X3DSoundNode
 X3DSoundNode (Inst< SFNode > _metadata=0)
 Constructor.
 
ALuint getALSourceId ()
 Get the OpenAL source id that is used for playing this source.
 
- Public Member Functions inherited from H3D::X3DChildNode
 X3DChildNode (Inst< SFNode > _metadata=0)
 Constructor.
 
- Public Member Functions inherited from H3D::X3DNode
 X3DNode (Inst< SFNode > _metadata=0)
 Constructor.
 
X3DMetadataObjectgetMetadataByName (const string &_name)
 Given a name, the first X3DMetadataObject in the metadata field that matches that name is returned. More...
 
- Public Member Functions inherited from H3D::Node
 Node ()
 Constructor.
 
virtual Nodeclone (bool deepCopy=true, DeepCopyMap *deepCopyMap=NULL)
 Returns a new instance of this node type with the same state as this one. More...
 
virtual ~Node ()
 Destructor.
 
X3DPrototypeInstancegetProtoInstanceParent ()
 If this node is the root node in the proto body of a X3DPrototypeInstance then this will return that node. More...
 
void setProtoInstanceParent (X3DPrototypeInstance *p)
 Set the X3DPrototypeInstance this node is the the root node if applicaple.
 
virtual void render ()
 the render() function is used for the depth-first rendering traversal of the scene-graph. More...
 
virtual bool lineIntersect (const Vec3f &from, const Vec3f &to, LineIntersectResult &result)
 Detect intersection between a line segment and the Node. More...
 
virtual void closestPoint (const Vec3f &p, NodeIntersectResult &result)
 Find closest point on Node to p. More...
 
virtual bool movingSphereIntersect (H3DFloat radius, const Vec3f &from, const Vec3f &to, NodeIntersectResult &result)
 Detect collision between a moving sphere and the Node. More...
 
virtual string defaultXMLContainerField ()
 Returns the default xml containerField attribute value. More...
 
virtual FieldgetField (const string &_name) const
 return a pointer to the field specified by name within this instance
 
int addDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 
int removeDestructCallback (void(*func)(Node *, void *), void *args)
 Add a callback function to be run on destruction of node. More...
 

Public Attributes

H3DUniquePtr< SFVec3fdirection
 The direction field specifies the direction of the ellipsoids. More...
 
H3DUniquePtr< SFFloatintensity
 The intensity field adjusts the loudness (decibels) of the sound emitted by the Sound node. More...
 
H3DUniquePtr< SFVec3flocation
 The location field determines the location of the sound emitter in the local coordinate system. More...
 
H3DUniquePtr< SFFloatmaxBack
 The maxBack field specifies the back value of the outer ellipsoid. More...
 
H3DUniquePtr< SFFloatmaxFront
 The maxFront field specifies the front value of the outer ellipsoid. More...
 
H3DUniquePtr< SFFloatminBack
 The minBack field specifies the back value of the inner ellipsoid. More...
 
H3DUniquePtr< SFFloatminFront
 The minFront field specifies the front value of the inner ellipsoid. More...
 
H3DUniquePtr< SFFloatpriority
 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. More...
 
H3DUniquePtr< SFSoundSourceNodesource
 The source field specifies the sound source for the Sound node. More...
 
H3DUniquePtr< SFBoolspatialize
 The spatialize field specifies if the sound is perceived as being directionally located relative to the viewer. More...
 
H3DUniquePtr< ALSoundSetupsoundSetup
 Field that calls ALrender() when a field routed to it has generated an event.
 
H3DUniquePtr< SFMatrix4faccForwardMatrix
 The matrix from local space to global space.
 
- Public Attributes inherited from H3D::X3DNode
H3DUniquePtr< SFNodemetadata
 Meta data about the node. More...
 

Static Public Attributes

static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 
- Static Public Attributes inherited from H3D::X3DNode
static H3DNodeDatabase database
 The H3DNodeDatabase for this node.
 

Additional Inherited Members

- Public Types inherited from H3D::Node
typedef std::map< Node *, Node * > DeepCopyMap
 A map type used during a deep copy clone() to map from original nodes to cloned nodes.
 
- Static Public Member Functions inherited from H3D::Node
static unsigned int nrNodesAlive ()
 Returns the nr of nodes currently alive, i.e. nodes created but not destructed.
 
static int nrNodesCreated ()
 Returns the number of nodes created in total since the start of the program.
 
- Protected Member Functions inherited from H3D::Node
void cloneFieldValue (Field &_from, Field &_to, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for the clone() method. More...
 
- Static Protected Member Functions inherited from H3D::Node
static NodegetClonedInstance (Node *original, bool deepCopy, DeepCopyMap &deepCopyMap)
 A helper function for nodes that implement clone() More...
 

Detailed Description

The Sound node specifies the spatial presentation of a sound in a X3D 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 an AudioClip node .

The intensity field adjusts the loudness (decibels) of the sound emitted by the Sound node. 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. 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 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.

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. If the spatialize field is FALSE, 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, the source shall retain its channel separation during playback.

Examples:

Internal routes:

Member Function Documentation

◆ traverseSG()

void Sound::traverseSG ( TraverseInfo ti)
virtual

Traverse the scenegraph.

Saves the accForwardMatrix and calls traverseSG() for source.

Parameters
tiThe TraverseInfo object containing information about the traversal.

Reimplemented from H3D::Node.

References accForwardMatrix, H3D::TraverseInfo::getAccForwardMatrix(), source, and H3D::Node::traverseSG().

Member Data Documentation

◆ direction

H3DUniquePtr< SFVec3f > H3D::Sound::direction

The direction field specifies the direction of the ellipsoids.

Access type: inputOutput
Default value: Vec3f( 0, 0, 1 )

Referenced by ALrender(), and Sound().

◆ intensity

H3DUniquePtr< SFFloat > H3D::Sound::intensity

The intensity field adjusts the loudness (decibels) of the sound emitted by the Sound node.

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.

Access type: inputOutput
Default value: 1

Referenced by ALrender(), and Sound().

◆ location

H3DUniquePtr< SFVec3f > H3D::Sound::location

The location field determines the location of the sound emitter in the local coordinate system.

Access type: inputOutput
Default value: Vec3f( 0, 0, 0 )

Referenced by ALrender(), and Sound().

◆ maxBack

H3DUniquePtr< SFFloat > H3D::Sound::maxBack

The maxBack field specifies the back value of the outer ellipsoid.

Access type: inputOutput
Default value: 10

Referenced by ALrender(), and Sound().

◆ maxFront

H3DUniquePtr< SFFloat > H3D::Sound::maxFront

The maxFront field specifies the front value of the outer ellipsoid.

Access type: inputOutput
Default value: 10

Referenced by ALrender(), and Sound().

◆ minBack

H3DUniquePtr< SFFloat > H3D::Sound::minBack

The minBack field specifies the back value of the inner ellipsoid.

Access type: inputOutput
Default value: 1

Referenced by ALrender(), and Sound().

◆ minFront

H3DUniquePtr< SFFloat > H3D::Sound::minFront

The minFront field specifies the front value of the inner ellipsoid.

Access type: inputOutput
Default value: 1

Referenced by ALrender(), and Sound().

◆ priority

H3DUniquePtr< SFFloat > H3D::Sound::priority

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.

The priority field ranges from 0.0 to 1.0, with 1.0 being the highest priority and 0.0 the lowest priority.

Access type: inputOutput
Default value: 0

Referenced by Sound().

◆ source

H3DUniquePtr< SFSoundSourceNode > H3D::Sound::source

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.

Access type: inputOutput
Default value: 0

Referenced by traverseSG().

◆ spatialize

H3DUniquePtr< SFBool > H3D::Sound::spatialize

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. If the spatialize field is FALSE, directional effects are ignored, but the ellipsoid dimensions and intensity will still affect the loudness of the sound.

Access type: inputOutput
Default value: TRUE

Referenced by ALrender(), and Sound().


The documentation for this class was generated from the following files: