annotate README @ 69:ddb300c5335f

fixed RatchetTimer time reporting.
author Robert McIntyre <rlm@mit.edu>
date Wed, 29 May 2013 17:15:41 -0400
parents 76581e11fb72
children
rev   line source
rlm@59 1 ======Capture Audio/Video to a File======
rlm@59 2
rlm@61 3 <note>A/V recording is still in development. It works for all of jMonkeyEngine's test cases. If you experience any problems or
rlm@61 4 of something isn't clear, please let me know. -- bortreb</note>
rlm@61 5
rlm@59 6 So you've made your cool new JMonkeyEngine3 game and you want to
rlm@59 7 create a demo video to show off your hard work. Or maybe you want to
rlm@59 8 make a cutscene for your game using the physics and characters in the
rlm@59 9 game itself. Screen capturing is the most straightforward way to do
rlm@59 10 this, but it can slow down your game and produce low-quality video and
rlm@59 11 audio as a result. A better way is to record video and audio directly
rlm@59 12 from the game while it is running.
rlm@59 13
rlm@61 14 <note tip>Combine this method with jMonkeyEngine's [[:jme3:advanced:Cinematics]] feature to record high-quality game trailers!</note>
rlm@60 15
rlm@60 16 ===== Simple Way =====
rlm@60 17
rlm@61 18 First off, if all you just want to record video at 30fps with no sound, then look
rlm@60 19 no further then jMonkeyEngine3's build in ''VideoRecorderAppState''
rlm@60 20 class.
rlm@60 21
rlm@61 22 Add the following code to your ''simpleInitApp()'' method.
rlm@60 23
rlm@60 24 <code java>
rlm@60 25 stateManager.attach(new VideoRecorderAppState()); //start recording
rlm@60 26 </code>
rlm@60 27
rlm@60 28 The game will run slow, but the recording will be in high-quality and
rlm@60 29 normal speed. The video files will be stored in your user home
rlm@60 30 directory, if you want to save to another file, specify it in the
rlm@60 31 VideoRecorderAppState constructor. Recording starts when the state is
rlm@60 32 attached and ends when the application quits or the state is detached.
rlm@60 33
rlm@60 34 That's all!
rlm@60 35
rlm@60 36 ===== Advanced Way =====
rlm@60 37
rlm@60 38 If you want to record audio as well, record at different framerates,
rlm@60 39 or record from multiple viewpoints at once, then there's a full
rlm@60 40 solution for doing this already made for you here:
rlm@59 41
rlm@59 42 http://www.aurellem.com/releases/jmeCapture-latest.zip
rlm@61 43
rlm@59 44 http://www.aurellem.com/releases/jmeCapture-latest.tar.bz2
rlm@59 45
rlm@59 46 Download the archive in your preferred format, extract,
rlm@59 47 add the jars to your project, and you are ready to go.
rlm@59 48
rlm@59 49 The javadoc is here:
rlm@59 50 http://www.aurellem.com/jmeCapture/docs/
rlm@59 51
rlm@60 52 To capture video and audio you use the
rlm@59 53 ''com.aurellem.capture.Capture'' class, which has two methods,
rlm@61 54 ''captureAudio()'' and ''captureVideo()'', and the
rlm@61 55 ''com.aurellem.capture.IsoTimer'' class, which sets the audio and
rlm@60 56 video framerate.
rlm@59 57
rlm@59 58 The steps are as simple as:
rlm@59 59
rlm@59 60 <code java>
rlm@59 61 yourApp.setTimer(new IsoTimer(desiredFramesPerSecond));
rlm@59 62 </code>
rlm@59 63
rlm@59 64 This causes jMonkeyEngine to take as much time as it needs to fully
rlm@59 65 calculate every frame of the video and audio. You will see your game
rlm@59 66 speed up and slow down depending on how computationally demanding your
rlm@59 67 game is, but the final recorded audio and video will be perfectly
rlm@59 68 sychronized and will run at exactly the fps which you specified.
rlm@59 69
rlm@59 70 <code java>
rlm@59 71 captureVideo(yourApp, targetVideoFile);
rlm@59 72 captureAudio(yourApp, targetAudioFile);
rlm@59 73 </code>
rlm@59 74
rlm@59 75 These will cause the app to record audio and video when it is run.
rlm@59 76 Audio and video will stop being recorded when the app stops. Your
rlm@59 77 audio will be recorded as a 44,100 Hz linear PCM wav file, while the
rlm@59 78 video will be recorded according to the following rules:
rlm@59 79
rlm@59 80 1.) (Preferred) If you supply an empty directory as the file, then
rlm@61 81 the video will be saved as a sequence of .png files, one file per
rlm@61 82 frame. The files start at 0000000.png and increment from there.
rlm@61 83 You can then combine the frames into your preferred
rlm@61 84 container/codec. If the directory is not empty, then writing
rlm@61 85 video frames to it will fail, and nothing will be written.
rlm@59 86
rlm@59 87 2.) If the filename ends in ".avi" then the frames will be encoded as
rlm@61 88 a RAW stream inside an AVI 1.0 container. The resulting file
rlm@61 89 will be quite large and you will probably want to re-encode it to
rlm@61 90 your preferred container/codec format. Be advised that some
rlm@61 91 video payers cannot process AVI with a RAW stream, and that AVI
rlm@61 92 1.0 files generated by this method that exceed 2.0GB are invalid
rlm@61 93 according to the AVI 1.0 spec (but many programs can still deal
rlm@61 94 with them.) Thanks to Werner Randelshofer for his excellent work
rlm@61 95 which made the AVI file writer option possible.
rlm@59 96
rlm@59 97 3.) Any non-directory file ending in anything other than ".avi" will
rlm@61 98 be processed through Xuggle. Xuggle provides the option to use
rlm@61 99 many codecs/containers, but you will have to install it on your
rlm@61 100 system yourself in order to use this option. Please visit
rlm@61 101 http://www.xuggle.com/ to learn how to do this.
rlm@59 102
rlm@60 103 Note that you will not hear any sound if you choose to record sound to
rlm@60 104 a file.
rlm@60 105
rlm@60 106 ==== Basic Example ====
rlm@60 107
rlm@60 108 Here is a complete example showing how to capture both audio and video
rlm@60 109 from one of jMonkeyEngine3's advanced demo applications.
rlm@60 110
rlm@60 111 <code java>
rlm@60 112 import java.io.File;
rlm@60 113 import java.io.IOException;
rlm@60 114
rlm@60 115 import jme3test.water.TestPostWater;
rlm@60 116
rlm@60 117 import com.aurellem.capture.Capture;
rlm@60 118 import com.aurellem.capture.IsoTimer;
rlm@60 119 import com.jme3.app.SimpleApplication;
rlm@60 120
rlm@60 121
rlm@60 122 /**
rlm@60 123 * Demonstrates how to use basic Audio/Video capture with a
rlm@60 124 * jMonkeyEngine application. You can use these techniques to make
rlm@60 125 * high quality cutscenes or demo videos, even on very slow laptops.
rlm@60 126 *
rlm@60 127 * @author Robert McIntyre
rlm@60 128 */
rlm@60 129
rlm@60 130 public class Basic {
rlm@60 131
rlm@60 132 public static void main(String[] ignore) throws IOException{
rlm@60 133 File video = File.createTempFile("JME-water-video", ".avi");
rlm@60 134 File audio = File.createTempFile("JME-water-audio", ".wav");
rlm@60 135
rlm@60 136 SimpleApplication app = new TestPostWater();
rlm@60 137 app.setTimer(new IsoTimer(60));
rlm@60 138 app.setShowSettings(false);
rlm@60 139
rlm@60 140 Capture.captureVideo(app, video);
rlm@60 141 Capture.captureAudio(app, audio);
rlm@60 142
rlm@60 143 app.start();
rlm@60 144
rlm@60 145 System.out.println(video.getCanonicalPath());
rlm@60 146 System.out.println(audio.getCanonicalPath());
rlm@60 147 }
rlm@60 148 }
rlm@60 149 </code>
rlm@60 150
rlm@60 151 ==== How it works ====
rlm@60 152
rlm@61 153 A standard JME3 application that extends ''SimpleApplication'' or
rlm@61 154 ''Application'' tries as hard as it can to keep in sync with
rlm@61 155 //user-time//. If a ball is rolling at 1 game-mile per game-hour in the
rlm@60 156 game, and you wait for one user-hour as measured by the clock on your
rlm@60 157 wall, then the ball should have traveled exactly one game-mile. In
rlm@60 158 order to keep sync with the real world, the game throttles its physics
rlm@60 159 engine and graphics display. If the computations involved in running
rlm@60 160 the game are too intense, then the game will first skip frames, then
rlm@60 161 sacrifice physics accuracy. If there are particuraly demanding
rlm@60 162 computations, then you may only get 1 fps, and the ball may tunnel
rlm@60 163 through the floor or obstacles due to inaccurate physics simulation,
rlm@60 164 but after the end of one user-hour, that ball will have traveled one
rlm@60 165 game-mile.
rlm@60 166
rlm@60 167 When we're recording video, we don't care if the game-time syncs with
rlm@60 168 user-time, but instead whether the time in the recorded video
rlm@60 169 (video-time) syncs with user-time. To continue the analogy, if we
rlm@60 170 recorded the ball rolling at 1 game-mile per game-hour and watched the
rlm@60 171 video later, we would want to see 30 fps video of the ball rolling at
rlm@61 172 1 video-mile per //user-hour//. It doesn't matter how much user-time it
rlm@60 173 took to simulate that hour of game-time to make the high-quality
rlm@60 174 recording.
rlm@60 175
rlm@60 176 The IsoTimer ignores real-time and always reports that the same amount
rlm@60 177 of time has passed every time it is called. That way, one can put code
rlm@60 178 to write each video/audio frame to a file without worrying about that
rlm@60 179 code itself slowing down the game to the point where the recording
rlm@60 180 would be useless.
rlm@60 181
rlm@60 182
rlm@60 183 ==== Advanced Example ====
rlm@60 184
rlm@60 185 The package from aurellem.com was made for AI research and can do more
rlm@60 186 than just record a single stream of audio and video. You can use it
rlm@60 187 to:
rlm@60 188
rlm@60 189 1.) Create multiple independent listeners that each hear the world
rlm@60 190 from their own perspective.
rlm@60 191
rlm@60 192 2.) Process the sound data in any way you wish.
rlm@60 193
rlm@60 194 3.) Do the same for visual data.
rlm@60 195
rlm@60 196 Here is a more advanced example, which can also be found along with
rlm@60 197 other examples in the jmeCapture.jar file included in the
rlm@60 198 distribution.
rlm@60 199
rlm@60 200 <code java>
rlm@60 201 package com.aurellem.capture.examples;
rlm@60 202
rlm@60 203 import java.io.File;
rlm@60 204 import java.io.FileNotFoundException;
rlm@60 205 import java.io.IOException;
rlm@60 206 import java.lang.reflect.Field;
rlm@60 207 import java.nio.ByteBuffer;
rlm@60 208
rlm@60 209 import javax.sound.sampled.AudioFormat;
rlm@60 210
rlm@60 211 import org.tritonus.share.sampled.FloatSampleTools;
rlm@60 212
rlm@60 213 import com.aurellem.capture.AurellemSystemDelegate;
rlm@60 214 import com.aurellem.capture.Capture;
rlm@60 215 import com.aurellem.capture.IsoTimer;
rlm@60 216 import com.aurellem.capture.audio.CompositeSoundProcessor;
rlm@60 217 import com.aurellem.capture.audio.MultiListener;
rlm@60 218 import com.aurellem.capture.audio.SoundProcessor;
rlm@60 219 import com.aurellem.capture.audio.WaveFileWriter;
rlm@60 220 import com.jme3.app.SimpleApplication;
rlm@60 221 import com.jme3.audio.AudioNode;
rlm@60 222 import com.jme3.audio.Listener;
rlm@60 223 import com.jme3.cinematic.MotionPath;
rlm@60 224 import com.jme3.cinematic.events.AbstractCinematicEvent;
rlm@60 225 import com.jme3.cinematic.events.MotionTrack;
rlm@60 226 import com.jme3.material.Material;
rlm@60 227 import com.jme3.math.ColorRGBA;
rlm@60 228 import com.jme3.math.FastMath;
rlm@60 229 import com.jme3.math.Quaternion;
rlm@60 230 import com.jme3.math.Vector3f;
rlm@60 231 import com.jme3.scene.Geometry;
rlm@60 232 import com.jme3.scene.Node;
rlm@60 233 import com.jme3.scene.shape.Box;
rlm@60 234 import com.jme3.scene.shape.Sphere;
rlm@60 235 import com.jme3.system.AppSettings;
rlm@60 236 import com.jme3.system.JmeSystem;
rlm@60 237
rlm@60 238 /**
rlm@60 239 *
rlm@60 240 * Demonstrates advanced use of the audio capture and recording
rlm@60 241 * features. Multiple perspectives of the same scene are
rlm@60 242 * simultaneously rendered to different sound files.
rlm@60 243 *
rlm@60 244 * A key limitation of the way multiple listeners are implemented is
rlm@60 245 * that only 3D positioning effects are realized for listeners other
rlm@60 246 * than the main LWJGL listener. This means that audio effects such
rlm@60 247 * as environment settings will *not* be heard on any auxiliary
rlm@60 248 * listeners, though sound attenuation will work correctly.
rlm@60 249 *
rlm@60 250 * Multiple listeners as realized here might be used to make AI
rlm@60 251 * entities that can each hear the world from their own perspective.
rlm@60 252 *
rlm@60 253 * @author Robert McIntyre
rlm@60 254 */
rlm@60 255
rlm@60 256 public class Advanced extends SimpleApplication {
rlm@60 257
rlm@60 258 /**
rlm@60 259 * You will see three grey cubes, a blue sphere, and a path which
rlm@60 260 * circles each cube. The blue sphere is generating a constant
rlm@60 261 * monotone sound as it moves along the track. Each cube is
rlm@60 262 * listening for sound; when a cube hears sound whose intensity is
rlm@60 263 * greater than a certain threshold, it changes its color from
rlm@60 264 * grey to green.
rlm@60 265 *
rlm@60 266 * Each cube is also saving whatever it hears to a file. The
rlm@60 267 * scene from the perspective of the viewer is also saved to a
rlm@60 268 * video file. When you listen to each of the sound files
rlm@60 269 * alongside the video, the sound will get louder when the sphere
rlm@60 270 * approaches the cube that generated that sound file. This
rlm@60 271 * shows that each listener is hearing the world from its own
rlm@60 272 * perspective.
rlm@60 273 *
rlm@60 274 */
rlm@60 275 public static void main(String[] args) {
rlm@60 276 Advanced app = new Advanced();
rlm@60 277 AppSettings settings = new AppSettings(true);
rlm@60 278 settings.setAudioRenderer(AurellemSystemDelegate.SEND);
rlm@60 279 JmeSystem.setSystemDelegate(new AurellemSystemDelegate());
rlm@60 280 app.setSettings(settings);
rlm@60 281 app.setShowSettings(false);
rlm@60 282 app.setPauseOnLostFocus(false);
rlm@60 283
rlm@60 284 try {
rlm@60 285 Capture.captureVideo(app, File.createTempFile("advanced",".avi"));
rlm@60 286 Capture.captureAudio(app, File.createTempFile("advanced", ".wav"));
rlm@60 287 }
rlm@60 288 catch (IOException e) {e.printStackTrace();}
rlm@60 289
rlm@60 290 app.start();
rlm@60 291 }
rlm@60 292
rlm@60 293
rlm@60 294 private Geometry bell;
rlm@60 295 private Geometry ear1;
rlm@60 296 private Geometry ear2;
rlm@60 297 private Geometry ear3;
rlm@60 298 private AudioNode music;
rlm@60 299 private MotionTrack motionControl;
rlm@60 300
rlm@60 301 private Geometry makeEar(Node root, Vector3f position){
rlm@60 302 Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
rlm@60 303 Geometry ear = new Geometry("ear", new Box(1.0f, 1.0f, 1.0f));
rlm@60 304 ear.setLocalTranslation(position);
rlm@60 305 mat.setColor("Color", ColorRGBA.Green);
rlm@60 306 ear.setMaterial(mat);
rlm@60 307 root.attachChild(ear);
rlm@60 308 return ear;
rlm@60 309 }
rlm@60 310
rlm@60 311 private Vector3f[] path = new Vector3f[]{
rlm@60 312 // loop 1
rlm@60 313 new Vector3f(0, 0, 0),
rlm@60 314 new Vector3f(0, 0, -10),
rlm@60 315 new Vector3f(-2, 0, -14),
rlm@60 316 new Vector3f(-6, 0, -20),
rlm@60 317 new Vector3f(0, 0, -26),
rlm@60 318 new Vector3f(6, 0, -20),
rlm@60 319 new Vector3f(0, 0, -14),
rlm@60 320 new Vector3f(-6, 0, -20),
rlm@60 321 new Vector3f(0, 0, -26),
rlm@60 322 new Vector3f(6, 0, -20),
rlm@60 323 // loop 2
rlm@60 324 new Vector3f(5, 0, -5),
rlm@60 325 new Vector3f(7, 0, 1.5f),
rlm@60 326 new Vector3f(14, 0, 2),
rlm@60 327 new Vector3f(20, 0, 6),
rlm@60 328 new Vector3f(26, 0, 0),
rlm@60 329 new Vector3f(20, 0, -6),
rlm@60 330 new Vector3f(14, 0, 0),
rlm@60 331 new Vector3f(20, 0, 6),
rlm@60 332 new Vector3f(26, 0, 0),
rlm@60 333 new Vector3f(20, 0, -6),
rlm@60 334 new Vector3f(14, 0, 0),
rlm@60 335 // loop 3
rlm@60 336 new Vector3f(8, 0, 7.5f),
rlm@60 337 new Vector3f(7, 0, 10.5f),
rlm@60 338 new Vector3f(6, 0, 20),
rlm@60 339 new Vector3f(0, 0, 26),
rlm@60 340 new Vector3f(-6, 0, 20),
rlm@60 341 new Vector3f(0, 0, 14),
rlm@60 342 new Vector3f(6, 0, 20),
rlm@60 343 new Vector3f(0, 0, 26),
rlm@60 344 new Vector3f(-6, 0, 20),
rlm@60 345 new Vector3f(0, 0, 14),
rlm@60 346 // begin ellipse
rlm@60 347 new Vector3f(16, 5, 20),
rlm@60 348 new Vector3f(0, 0, 26),
rlm@60 349 new Vector3f(-16, -10, 20),
rlm@60 350 new Vector3f(0, 0, 14),
rlm@60 351 new Vector3f(16, 20, 20),
rlm@60 352 new Vector3f(0, 0, 26),
rlm@60 353 new Vector3f(-10, -25, 10),
rlm@60 354 new Vector3f(-10, 0, 0),
rlm@60 355 // come at me!
rlm@60 356 new Vector3f(-28.00242f, 48.005623f, -34.648228f),
rlm@60 357 new Vector3f(0, 0 , -20),
rlm@60 358 };
rlm@60 359
rlm@60 360 private void createScene() {
rlm@60 361 Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
rlm@60 362 bell = new Geometry( "sound-emitter" , new Sphere(15,15,1));
rlm@60 363 mat.setColor("Color", ColorRGBA.Blue);
rlm@60 364 bell.setMaterial(mat);
rlm@60 365 rootNode.attachChild(bell);
rlm@60 366
rlm@60 367 ear1 = makeEar(rootNode, new Vector3f(0, 0 ,-20));
rlm@60 368 ear2 = makeEar(rootNode, new Vector3f(0, 0 ,20));
rlm@60 369 ear3 = makeEar(rootNode, new Vector3f(20, 0 ,0));
rlm@60 370
rlm@60 371 MotionPath track = new MotionPath();
rlm@60 372
rlm@60 373 for (Vector3f v : path){
rlm@60 374 track.addWayPoint(v);
rlm@60 375 }
rlm@60 376 track.setCurveTension(0.80f);
rlm@60 377
rlm@60 378 motionControl = new MotionTrack(bell,track);
rlm@60 379
rlm@60 380 // for now, use reflection to change the timer...
rlm@60 381 // motionControl.setTimer(new IsoTimer(60));
rlm@60 382 try {
rlm@60 383 Field timerField;
rlm@60 384 timerField = AbstractCinematicEvent.class.getDeclaredField("timer");
rlm@60 385 timerField.setAccessible(true);
rlm@60 386 try {timerField.set(motionControl, new IsoTimer(60));}
rlm@60 387 catch (IllegalArgumentException e) {e.printStackTrace();}
rlm@60 388 catch (IllegalAccessException e) {e.printStackTrace();}
rlm@60 389 }
rlm@60 390 catch (SecurityException e) {e.printStackTrace();}
rlm@60 391 catch (NoSuchFieldException e) {e.printStackTrace();}
rlm@60 392
rlm@60 393 motionControl.setDirectionType(MotionTrack.Direction.PathAndRotation);
rlm@60 394 motionControl.setRotation(new Quaternion().fromAngleNormalAxis(-FastMath.HALF_PI, Vector3f.UNIT_Y));
rlm@60 395 motionControl.setInitialDuration(20f);
rlm@60 396 motionControl.setSpeed(1f);
rlm@60 397
rlm@60 398 track.enableDebugShape(assetManager, rootNode);
rlm@60 399 positionCamera();
rlm@60 400 }
rlm@60 401
rlm@60 402
rlm@60 403 private void positionCamera(){
rlm@60 404 this.cam.setLocation(new Vector3f(-28.00242f, 48.005623f, -34.648228f));
rlm@60 405 this.cam.setRotation(new Quaternion(0.3359635f, 0.34280345f, -0.13281013f, 0.8671653f));
rlm@60 406 }
rlm@60 407
rlm@60 408 private void initAudio() {
rlm@60 409 org.lwjgl.input.Mouse.setGrabbed(false);
rlm@60 410 music = new AudioNode(assetManager, "Sound/Effects/Beep.ogg", false);
rlm@60 411
rlm@60 412 rootNode.attachChild(music);
rlm@60 413 audioRenderer.playSource(music);
rlm@60 414 music.setPositional(true);
rlm@60 415 music.setVolume(1f);
rlm@60 416 music.setReverbEnabled(false);
rlm@60 417 music.setDirectional(false);
rlm@60 418 music.setMaxDistance(200.0f);
rlm@60 419 music.setRefDistance(1f);
rlm@60 420 //music.setRolloffFactor(1f);
rlm@60 421 music.setLooping(false);
rlm@60 422 audioRenderer.pauseSource(music);
rlm@60 423 }
rlm@60 424
rlm@60 425 public class Dancer implements SoundProcessor {
rlm@60 426 Geometry entity;
rlm@60 427 float scale = 2;
rlm@60 428 public Dancer(Geometry entity){
rlm@60 429 this.entity = entity;
rlm@60 430 }
rlm@60 431
rlm@60 432 /**
rlm@60 433 * this method is irrelevant since there is no state to cleanup.
rlm@60 434 */
rlm@60 435 public void cleanup() {}
rlm@60 436
rlm@60 437
rlm@60 438 /**
rlm@60 439 * Respond to sound! This is the brain of an AI entity that
rlm@60 440 * hears it's surroundings and reacts to them.
rlm@60 441 */
rlm@60 442 public void process(ByteBuffer audioSamples, int numSamples, AudioFormat format) {
rlm@60 443 audioSamples.clear();
rlm@60 444 byte[] data = new byte[numSamples];
rlm@60 445 float[] out = new float[numSamples];
rlm@60 446 audioSamples.get(data);
rlm@60 447 FloatSampleTools.byte2floatInterleaved(data, 0, out, 0,
rlm@60 448 numSamples/format.getFrameSize(), format);
rlm@60 449
rlm@60 450 float max = Float.NEGATIVE_INFINITY;
rlm@60 451 for (float f : out){if (f > max) max = f;}
rlm@60 452 audioSamples.clear();
rlm@60 453
rlm@60 454 if (max > 0.1){entity.getMaterial().setColor("Color", ColorRGBA.Green);}
rlm@60 455 else {entity.getMaterial().setColor("Color", ColorRGBA.Gray);}
rlm@60 456 }
rlm@60 457 }
rlm@60 458
rlm@60 459 private void prepareEar(Geometry ear, int n){
rlm@60 460 if (this.audioRenderer instanceof MultiListener){
rlm@60 461 MultiListener rf = (MultiListener)this.audioRenderer;
rlm@60 462
rlm@60 463 Listener auxListener = new Listener();
rlm@60 464 auxListener.setLocation(ear.getLocalTranslation());
rlm@60 465
rlm@60 466 rf.addListener(auxListener);
rlm@60 467 WaveFileWriter aux = null;
rlm@60 468
rlm@60 469 try {aux = new WaveFileWriter(new File("/home/r/tmp/ear"+n+".wav"));}
rlm@60 470 catch (FileNotFoundException e) {e.printStackTrace();}
rlm@60 471
rlm@60 472 rf.registerSoundProcessor(auxListener,
rlm@60 473 new CompositeSoundProcessor(new Dancer(ear), aux));
rlm@60 474 }
rlm@60 475 }
rlm@60 476
rlm@60 477
rlm@60 478 public void simpleInitApp() {
rlm@60 479 this.setTimer(new IsoTimer(60));
rlm@60 480 initAudio();
rlm@60 481
rlm@60 482 createScene();
rlm@60 483
rlm@60 484 prepareEar(ear1, 1);
rlm@60 485 prepareEar(ear2, 1);
rlm@60 486 prepareEar(ear3, 1);
rlm@60 487
rlm@60 488 motionControl.play();
rlm@60 489 }
rlm@60 490
rlm@60 491 public void simpleUpdate(float tpf) {
rlm@60 492 if (music.getStatus() != AudioNode.Status.Playing){
rlm@60 493 music.play();
rlm@60 494 }
rlm@60 495 Vector3f loc = cam.getLocation();
rlm@60 496 Quaternion rot = cam.getRotation();
rlm@60 497 listener.setLocation(loc);
rlm@60 498 listener.setRotation(rot);
rlm@60 499 music.setLocalTranslation(bell.getLocalTranslation());
rlm@60 500 }
rlm@60 501
rlm@60 502 }
rlm@60 503 </code>
rlm@60 504
rlm@61 505 {{http://www.youtube.com/v/oCEfK0yhDrY?.swf?400×333}}
rlm@60 506
rlm@60 507 ===== More Information =====
rlm@60 508
rlm@60 509 This is the old page showing the first version of this idea
rlm@60 510 http://aurellem.org/cortex/html/capture-video.html
rlm@60 511
rlm@60 512 All source code can be found here:
rlm@60 513
rlm@60 514 http://hg.bortreb.com/audio-send
rlm@61 515
rlm@60 516 http://hg.bortreb.com/jmeCapture
rlm@60 517
rlm@60 518 More information on the modifications to OpenAL to support multiple
rlm@60 519 listeners can be found here.
rlm@60 520
rlm@60 521 http://aurellem.org/audio-send/html/ear.html