Hi Corsya,

 I use WAV files in my applicaction and it runs nices, by now. ;)

 This is the way I do it:

  1) Statup sound engine when you create your scene.

      disp_snd=simpleU.getViewer().createAudioDevice();

  2) Load the files.

      CONTENEDOR=new MediaContainer("file:sonidos/" + "file.wav");
      CONTENEDOR.setCacheEnable(true);

  3) Now it's time to create a PointSound with its properties.

      BoundingSphere limites=new BoundingSphere(new
Point3d(0.0,0.0,0.0),100.0);

      SONIDO=new PointSound();
      SONIDO.setSoundData(CONTENEDOR);
      SONIDO.setPosition(0.0f,0.0f,0.0f);
      SONIDO.setInitialGain(1.0f);
      SONIDO.setCapability(PointSound.ALLOW_ENABLE_WRITE);
      SONIDO.setCapability(PointSound.ALLOW_ENABLE_READ);
      SONIDO.setSchedulingBounds(limites);

  4) Add it to the scenegraph

      TG.addChild(SONIDO);

  5) When you need to play the sound, you write:

     SONIDO.setEnable(true);

   Regards from Spain.

    V�ctor

Corysia Taware ha escrito:

> I'm starting to work with sound and I'm running into
> some difficulties.  The first thing I tried was to use
> WAV files instead of AU files in the provided demos,
> but that wasn't successful.  I continually got an
> error when attempting to load the WAV.  Does it need
> to be a certain format?
>
> Second, I'm wondering about the capabilites of the 3D
> sound engine in Java3D.  Is everything done thru
> emulation?  Does a Soundscape use EAX capabilities and
> hardware acceleration?
>
> Does anyone have some simple sound demos?  I'm looking
> for an example of how to use a PointSound and a
> BackgroundSound.  So far, I haven't been able to hear
> anything, so getting started has been difficult.
>
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