Thanks for the answers, Vladimir and Warren.


> Chris, i do VERY doubt that Java3D supports such things as
> markers (and can only wonder how u can say to Java3D which segment to
> play). I myself used separate short wavs (from 2k up to 10k) for each
> event.

I got the idea from the java3d-documentation, Class Sound:

Data for non-streaming sound (such as a sound sample) can contain two loop
points marking a section of the data that is to be looped specific number of
times. Thus sound data can be divided into three segments: the attack
(before the begin loop point), the sustain (between the begin and end loop
points), and the release (after the end loop point).

But as Warren pointed out, it is not supported by the Java Sound Mixer. I
have to go your way, Valdimir. The problem is that different wav files have
to be sychnronized to get the same effect but the java3D-api does not
provide any callback, when a sound playback has finished, so i have to use a
thread or a behavior to monitor it. It's obvious that you can't get this
work without annoying snaps. Or do you have a different idea ?

>
> As to formats, as far as i know only au and wav, not anything advanced
> (such as MPEG3 compression). As i could figure out, the PCM wav
> format (at least it is called so in Windows SoundRecorder) Java3D
> takes 4 sure. As to the other wav formats, DO doubt.

GSM-Compression or something comparable would be nice, but it's not
supported, too. In my app (a virtual 3D-mall), spatialized sound would have
a great effect for the visitor, so mid files are not a good alternative.


Thanks again for your help.

Chris

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