Positional sound

hello
.
the setpositional entrypoint does not seem to work

as i turn left and right, i hear the sound comming on the left and/or right speaker

but considering the distance, the sound doe not fade, nor stops

[java]
sound = new AudioNode(main.getAssetManager(), “Sounds/welding1.wav”, false);
sound.setPositional(true);
sound.setVolume(1);
sound.setTimeOffset(0);
sound.setPitch(1);
sound.setRefDistance(0.5f);
sound.setMaxDistance(1f);
sound.setDirectional(false);
sound.setReverbEnabled(false);
sound.setLooping(true);
rootNode.attachChild(sound);
sound.setLocalTranslation(pos);
sound.play();
[/java]

also i cant have the sound looping with play instance

but i need many instances of a looping sound at different positions in the game

plz help

thx

Create multiple audio nodes to have the same sound in multiple positions.

This…
sound.setMaxDistance(1f);

Means that sound will never get any quieter after 1 meter away.
http://hub.jmonkeyengine.org/javadoc/com/jme3/audio/AudioNode.html#setMaxDistance(float)

<cite>@pspeed said:</cite> This... sound.setMaxDistance(1f);

Means that sound will never get any quieter after 1 meter away.
http://hub.jmonkeyengine.org/javadoc/com/jme3/audio/AudioNode.html#setMaxDistance(float)

thx man
i saw that entry point the wrong way :slight_smile:

but what about non looping instances ?

play does not allow multiple overlapping sounds

why is it coded that way ?

if i have many looping sounds produced at many places, i cant use instances, then i am screwed :frowning:

how do we achieve this ?

(edit : i’ll try this “Create multiple audio nodes to have the same sound in multiple positions.”)

If you have multiple looping sounds in multiple places then by definition you have multiple audio nodes/sources.

playInstance() is not meant to handle this case… it’s for quick one-off sounds where you might have multiple ones coming “from the same location”. Say, a gun shot.