i have a large sound file 10mb ogg. it wont play beacause of a ‘out of memory’. can xith stream audio data instead of loading it all into ram?
also i cant seems to find anywhere to add reverb and the other effects… 
i have a large sound file 10mb ogg. it wont play beacause of a ‘out of memory’. can xith stream audio data instead of loading it all into ram?
also i cant seems to find anywhere to add reverb and the other effects… 
I remember there was a discussion related to streaming issues:
http://www.java-gaming.org/cgi-bin/JGNetForums/YaBB.cgi?board=xith3d;action=display;num=1063036501, thread named “Sound”.
This was at very early stage of Xith3D sound system, but I don’t know if we have some progress with streaming since that time.
Yuri
strange it reads as if it can stream the audio.
i am playing the sound the same way as in the demo. and it seems to need to be all loaded into memory.
The xith3d design supports streaming sources, but the ogg and wav loaders do not support it yet… if that makes sense. I will add it to the long list of things to do 
cool- also the setMaxDistance didnt see to work for me. i have an object that is around 80f height width depth. i set the MaxDistance to 100f and at -38f the sound still plays full volume, then at -39f it stops. any ideas?
SoundDriver soundDriver = new SoundDriverImpl();
soundDriver.setListenerVolume(1f);
view.setSoundDriver(soundDriver);
on me object:
MediaContainer mc = new MediaContainer(bSoundName); // wav filepath
PointSound sound = new PointSound(mc, 1);
sound.setMaxDistance(100f);
sound.setEnable(true);
model.addChild(sound);
cant see where i am going wrong… 
bump##
gosh this still not working… the sound turns on or off… nothing else. no 3d fade, nothing :(. sodding sod all!
anyone got any pointers? getting me down. i done this in a snap in joal. and i’ve looked at the xith src and it all looks just sweet. also the xith soundtest works! gurrr…
help! LOL
;D
i got it working alittle bit- but as i get closer to the object the sound just kicks in. then fade from that point to 100%. but seems to start around 50% at max distance.
anyone?
the other problem was me being a muppet - joal seems not to work with stereo files.
OpenGL does not allow distance attenuation with anything but mono sounds. I have that from the Gerin, the OpenGL main dev. It makes sense when you think about it since it needs both channels to attenuate spatially.
well thats omething for another list then ;).
but whats with the sound just kicking in? when at the edge of the sound zone i would of thought the sound would start at a lvl of 0 and fade up to max volume as u got closer to the sounds location.
but it seems to load and start at around (min 0f - max 1f) 0.5f, strange. i have tryed this with your test sounds with the same results.
OK sorry to say the SoundTest dont work ither. If u turn the background sound off (coss it gets in the way). and then run it. u will find when the cubes go into Z the sound cuts out before it fades to 0f.
think we have a bug. maybe a OpenAL thing- coss it looks to me like its not working.
Is there a way to change playing speed (frequency) and volume through Xith3D API’s yet?
anyone mind if i look into the xith sound openal stuff? i think its maybe an openal change that we not updated.
i maybe of help yet 
[quote]anyone mind if i look into the xith sound openal stuff?
[/quote]
Would be really great if you can check that!
I personally interested in spatialized sound, but still use Xith3D JavaSound driver.
Yuri