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Interface AudioPipeline

All Known Implementing Classes:
DefaultAudioPipeline

public interface AudioPipeline

A marker interface that represents a single complete audio rendering pipeline.

A pipeline represents all of the steps that may be accomplished within a rendering cycle - culling, sorting and drawing. While an end-user may wish to directly call the methods on this interface directly to control their own rendering, it is recommended that a dedicated pipeline manager be used for this task.

If the pipeline does not have a audio device registered, it will still complete all the steps up to that point. If no scene is registered, no functionality is performed - render() will return immediately.

Version:
$Revision: 1.2 $
Author:
Alan Hudson

Method Summary
 void displayOnly()
          Cause the device to re-emit the next frame only, with no processing of the pipeline.
 AudioDevice getAudioDevice()
          Get the currently registered audio device instance.
 void render()
          Start the pipeline functioning now.
 void setAudioDevice(AudioDevice device)
          Register an audio output device that this pipeline will send its output to.
 void setRenderableScene(Scene scene)
          Set the root of the scene graph to be used by this pipeline.
 

Method Detail

setAudioDevice

public void setAudioDevice(AudioDevice device)
Register an audio output device that this pipeline will send its output to. Setting a null value will remove the current device.

Parameters:
device - The device instance to use or replace

getAudioDevice

public AudioDevice getAudioDevice()
Get the currently registered audio device instance. If none is set, return null.

Returns:
The currently set device instance or null

render

public void render()
Start the pipeline functioning now. All steps will be called and this method will not return until all are completed.


displayOnly

public void displayOnly()
Cause the device to re-emit the next frame only, with no processing of the pipeline. This is typically an optimisation step when nothing has changed in user land, so there's no processing that needs to be done. Skip the processing and tell the drawable surface to render again what it already has set from the previous frame.


setRenderableScene

public void setRenderableScene(Scene scene)
Set the root of the scene graph to be used by this pipeline. A value of null will remove the scene from being rendered, causing the pipeline to function as a no-op when rendered.

Parameters:
scene - The scene instance to render

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