While I can't comment on the echo features of Java3D sound, I can attest to the truth of what Nikolai has said about the library. The sound system is very buggy, and only minor fixes are being delivered in the 1.3.1 release.
I have managed to get multiple sound sources working spatialized for the Xj3D implementation only with the 1.3.1 beta. It mostly works most of the time. One or more sounds sometimes simply fail to start. Sometimes you can hear two instances of a sound. To get anything close to usable took a lot of experimentation.
My audio code is freely available in the xj3d source, and I've tried to explain in comments what works and what doesn't.
If anyone wants to experiment with sound in Xj3D you might find
these notes and sample files helpful:
http://www.clearwater.com.au/x3d/audio/Cheers, Guy.
At 10:43 AM 27/03/2003 +0100, Nikolai V. Chr. wrote:
mary meng wrote:
HI : i found a lot of good featured at the java3D Sound. But i wonder does it real deliver sound reverberation and 3D audio? so far ven javaSound cannot make the achivement of sound echos. Can anybody give me some information about this? Since i would very much like to use it to implement realistic envionmental sound.
Its terrible, and full of bugs that have not been solved the last releases. It doesn't seem like they focus much on the sound side.
It cant even render stereo sound decently, when you hear a sound which is right next to you and you are moving it will be heard twice; first in the channel next to the sound and after a (too big) delay it will start play in the other channel. If you have a static sound and try to turn your avatar around you will hear volume in each channel change in a strange maner. Trully terrible. Java3D is NOT capable of rendering stereosound usable in ANY way. Forget about all those nice features it boost about they can't even play the simplest sound right.
As for headphones it is worse. If you hear a sound to your left it some times is only played in the left channel even though the volume of the sound is being quite large. This may work for loudspeakers but useless for headphone rendering. In reality if you stand next to a airplane-engine imagine only hearing it in the ear closest to the engine! When turning towards the soundsource the sound gets louder and louder but only in one channel. When you are very close to facing it the other channel starts to set in, but with a delay as if your virtual ears was many meters apart. And the volume becomes way too low. Imagine the airplane engine again; you dont need earplugs if only you make sure to face it even at 160dB!! But turn 5 degrees left and your left ear is smashed.
In short: I think Sun fired the Java3D guys who worked on the sound some releases ago.
I have been using the 3D sound system alot since juli 2000, my observations are coming from hundreds of hours working with it.
Regards Nikolai
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