## javax.media.j3d
Class ConeSound

    java.lang.Object
      javax.media.j3d.SceneGraphObject
          javax.media.j3d.Node
              javax.media.j3d.Leaf
                  javax.media.j3d.Sound
                      javax.media.j3d.PointSound
                          javax.media.j3d.ConeSound

    public class ConeSound

extends PointSound

The ConeSound node object defines a PointSound node whose sound source is directed along a specific vector in space. A ConeSound source is attenuated by gain scale factors and filters based on the angle between the vector from the source to the listener, and the ConeSound's direction vector. This attenuation is either a single spherical distance gain attenuation (as for a general PointSound source) or dual front and back distance gain attenuations defining elliptical attenuation areas. The angular filter and the active AuralAttribute component filter define what filtering is applied to the sound source. (See AuralAtttribute class for more details on filtering.) This node has the same attributes as a PointSound node with the addition of a direction vector and an array of points each containing: angular distance (in radians), gain scale factor, and filter (which for now consists of a lowpass filter cutoff frequency). Similar to the definition of the back distance gain array for PointSounds, a piece-wise linear curve (defined in terms of radians from the axis) specifies the slope of these additional attenuation values.

Distance Gain attuation

A cone sound node can have one or two distance attenuation arrays. If none are set, no distance gain attenuation is performed (equivalent to using a distance gain of 1.0 for all distances). If only one distance attenuation array is set, sphere attenuation is assumed. If both a front and back distance attenuation are set, elliptical attenuation regions are defined.

Use PointSound setDistanceGain() method to set the front distance attenuation array separate from the back distance attenuation array. A front distance attenuation array defines monotonically-increasing distances from the sound source origin along the position direction vector. A back distance attenuation array (if given) defines monotonically-increasing distances from the sound source origin along the negative direction vector. The two arrays must be of the same length. The backDistance[i] gain values must be less than or equal to the frontDistance[i] gain values.

Gain scale factors are associated with distances from the listener to the sound source via an array of (distance, gain-scale-factor) pairs. The gain scale factor applied to the sound source is the linear interpolated gain value between the distance value range that includes the current distance from the listener to the sound source.

The getDistanceGainLength method defined for PointSound returns the length of the all distance gain attenuation arrays, including the back distance gain arrays. Arrays passed into getDistanceGain methods should all be at least this size.

Direction Methods

This value is the sound source's direction vector. It is the axis from which angular distance is measured.

Angular Attenuation

Besides sound (linear) distance attenuation a ConeSound can optionally define angular gain and filter attenuation.

This attenuation is defined as a triple of (angular distance, gain-scale-factor, filter). The distance is measured as the angle in radians between the ConeSound's direction vector and the vector from the sound source position to the listener. Both the gain scale factor and filter applied to the sound source is the linear interpolation of values between the distance value range that includes the angular distance from the sound source axis.

If this is not set, no angular gain attenuation or filtering is performed (equivalent to using an angular gain scale factor of 1.0 and an angular filter of Sound.NO_FILTER for all distances).

If angular distance from the listener-sound-position vector and a sound's direction vector is less than the first distance in the array, only the first gain scale factor and first filter are applied to the sound source. This creates a conical region around the listener within which the sound is uniformly attenuated by first gain and first filter in the array.

If the distance from the listener-sound-position vector and the sound's direction vector is greater than the last distance in the array, the last gain scale factor and last filter are applied to the sound source.

Distance elements in this array of points is a monotonically-increasing set of floating point numbers measured from 0 to p radians. Gain scale factors elements in this list of points can be any positive floating point numbers. While for most applications this list of gain scale factors will usually be monotonically-decreasing, they do not have to be. The filter (for now) is a single simple frequency cutoff value.

The getAngularAttenuationArrayLength method returns the length of the angular attenuation arrays. Arrays passed into getAngularAttenuation methods should all be at least this size.

Field Summary
`static int` `ALLOW_ANGULAR_ATTENUATION_READ` Specifies that this ConeSound allows access to its object's cone params information.
`static int` `ALLOW_ANGULAR_ATTENUATION_WRITE` Specifies that this ConeSound allows writing to its object's cone params information.
`static int` `ALLOW_DIRECTION_READ` Specifies that this ConeSound allows access to its object's direction information.
`static int` `ALLOW_DIRECTION_WRITE` Specifies that this ConeSound allows writing to its object's direction information.

Fields inherited from class javax.media.j3d.PointSound
`ALLOW_DISTANCE_GAIN_READ, ALLOW_DISTANCE_GAIN_WRITE, ALLOW_POSITION_READ, ALLOW_POSITION_WRITE`

Fields inherited from class javax.media.j3d.Sound

`ALLOW_CHANNELS_USED_READ, ALLOW_CONT_PLAY_READ, ALLOW_CONT_PLAY_WRITE, ALLOW_DURATION_READ, ALLOW_ENABLE_READ, ALLOW_ENABLE_WRITE, ALLOW_INITIAL_GAIN_READ, ALLOW_INITIAL_GAIN_WRITE, ALLOW_IS_PLAYING_READ, ALLOW_IS_READY_READ, ALLOW_LOOP_READ, ALLOW_LOOP_WRITE, ALLOW_MUTE_READ, ALLOW_MUTE_WRITE, ALLOW_PAUSE_READ, ALLOW_PAUSE_WRITE, ALLOW_PRIORITY_READ, ALLOW_PRIORITY_WRITE, ALLOW_RATE_SCALE_FACTOR_READ, ALLOW_RATE_SCALE_FACTOR_WRITE, ALLOW_RELEASE_READ, ALLOW_RELEASE_WRITE, ALLOW_SCHEDULING_BOUNDS_READ, ALLOW_SCHEDULING_BOUNDS_WRITE, ALLOW_SOUND_DATA_READ, ALLOW_SOUND_DATA_WRITE, DURATION_UNKNOWN, INFINITE_LOOPS, NO_FILTER`

Fields inherited from class javax.media.j3d.Node
`ALLOW_AUTO_COMPUTE_BOUNDS_READ, ALLOW_AUTO_COMPUTE_BOUNDS_WRITE, ALLOW_BOUNDS_READ, ALLOW_BOUNDS_WRITE, ALLOW_COLLIDABLE_READ, ALLOW_COLLIDABLE_WRITE, ALLOW_LOCAL_TO_VWORLD_READ, ALLOW_LOCALE_READ, ALLOW_PARENT_READ, ALLOW_PICKABLE_READ, ALLOW_PICKABLE_WRITE, ENABLE_COLLISION_REPORTING, ENABLE_PICK_REPORTING`

Constructor Summary
`ConeSound()` Constructs and initializes a new ConeSound node using default parameters.
`ConeSound(MediaContainer soundData, float initialGain, float posX, float posY, float posZ, float dirX, float dirY, float dirZ)` Constructs a ConeSound node object using only the provided parameter values for sound, overall initial gain, position, and direction.
`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] frontDistance, float[] frontDistanceGain, float[] backDistance, float[] backDistanceGain, float dirX, float dirY, float dirZ)` Constructs a ConeSound node object using the provided parameter values.

`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] frontDistance, float[] frontDistanceGain, float[] backDistance, float[] backDistanceGain, float dirX, float dirY, float dirZ, float[] angle, float[] angularGain, float[] frequencyCutoff)`
Constructs and initializes a new Cone Sound node explicitly setting all PointSound and ConeSound fields as arguments but all the vector and point arguments are broken into individual float array components.

`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, float posX, float posY, float posZ, float[] distance, float[] distanceGain, float dirX, float dirY, float dirZ, float[] angle, float[] angularGain, float[] frequencyCutoff)`
Constructs a ConeSound node object using all the provided PointSound parameter values, which include a single spherical distance attenuation array, but includes an angular attenuation array.

`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] frontDistanceAttenuation, Point2f[] backDistanceAttenuation, Vector3f direction)` Constructs a ConeSound node object using all the provided PointSound parameter values.

`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] frontDistanceAttenuation, Point2f[] backDistanceAttenuation, Vector3f direction, Point3f[] angularAttenuation)`
Constructs and initializes a new Cone Sound node explicitly setting all PointSound and ConeSound fields as arguments: the PointSound position, front and back distance attenuation Point2f array, and ConeSound direction vector and Point3f angular attenuation.

`ConeSound(MediaContainer soundData, float initialGain, int loopCount, boolean release, boolean continuous, boolean enable, Bounds region, float priority, Point3f position, Point2f[] distanceAttenuation, Vector3f direction, Point3f[] angularAttenuation)`
Constructs a ConeSound node object using all the provided PointSound parameter values, which include a single spherical distance attenuation array, but includes an angular attenuation array.

`ConeSound(MediaContainer soundData, float initialGain, Point3f position, Vector3f direction)` Constructs a ConeSound node object using only the provided parameter values for sound, overall initial gain, position, and direction.

Method Summary
`Node` `cloneNode(boolean forceDuplicate)` Creates a new instance of the node.
`void` `duplicateNode(Node originalNode, boolean forceDuplicate)` Copies all node information from `originalNode` into the current node.
`void` `getAngularAttenuation(float[] distance, float[] gain, float[] filter)` Copies the array of attenuation values from this sound, including gain and filter, into the separate arrays.
`void` `getAngularAttenuation(Point3f[] attenuation)` Copies the array of attenuation values from this sound, including gain and filter, into the specified array.
`int` `getAngularAttenuationLength()` Retrieves angular attenuation array length.
`void` `getDirection(Vector3f direction)` Retrieves this sound's direction and places it in the vector provided.
`void` `getDistanceGain(float[] frontDistance, float[] frontGain, float[] backDistance, float[] backGain)` Gets this sound's elliptical distance gain attenuation values in separate arrays.
`void` `getDistanceGain(Point2f[] frontAttenuation, Point2f[] backAttenuation)` Gets this sound's elliptical distance attenuation.
`void` `setAngularAttenuation(float[] distance, float[] gain, float[] filter)` Sets angular attenuation including gain and filter using separate arrays.
`void` `setAngularAttenuation(Point2f[] attenuation)` Sets this sound's angular gain attenuation (not including filter).
`void` `setAngularAttenuation(Point3f[] attenuation)` In the second form of setAngularAttenuation, an array of all three values is supplied.
`void` `setBackDistanceGain(float[] distance, float[] gain)` Sets this sound's back distance gain attenuation as separate arrays.
`void` `setBackDistanceGain(Point2f[] attenuation)` Sets this sound's back distance gain attenuation - where gain scale factor is applied to sound based on distance listener along the negative sound direction axis from sound source.
`void` `setDirection(float x, float y, float z)` Sets this sound's direction from the three values provided.
`void` `setDirection(Vector3f direction)` Sets this sound's direction from the vector provided.
`void` `setDistanceGain(float[] frontDistance, float[] frontGain, float[] backDistance, float[] backGain)` Sets this sound's distance gain attenuation as an array of Point2fs.
`void` `setDistanceGain(Point2f[] frontAttenuation, Point2f[] backAttenuation)` Sets this sound's distance gain elliptical attenuation - where gain scale factor is applied to sound based on distance listener is from sound source.

Methods inherited from class javax.media.j3d.PointSound
`getDistanceGain, getDistanceGain, getDistanceGainLength, getPosition, setDistanceGain, setDistanceGain, setPosition, setPosition`

Methods inherited from class javax.media.j3d.Sound

`getContinuousEnable, getDuration, getEnable, getInitialGain, getLoop, getMute, getNumberOfChannelsUsed, getNumberOfChannelsUsed, getPause, getPriority, getRateScaleFactor, getReleaseEnable, getSchedulingBoundingLeaf, getSchedulingBounds, getSoundData, isPlaying, isPlaying, isPlayingSilently, isPlayingSilently, isReady, isReady, setContinuousEnable, setEnable, setInitialGain, setLoop, setMute, setPause, setPriority, setRateScaleFactor, setReleaseEnable, setSchedulingBoundingLeaf, setSchedulingBounds, setSoundData, updateNodeReferences`

Methods inherited from class javax.media.j3d.Node
`cloneTree, cloneTree, cloneTree, cloneTree, cloneTree, cloneTree, getBounds, getBoundsAutoCompute, getCollidable, getLocale, getLocalToVworld, getLocalToVworld, getParent, getPickable, setBounds, setBoundsAutoCompute, setCollidable, setPickable`

Methods inherited from class javax.media.j3d.SceneGraphObject
`clearCapability, clearCapabilityIsFrequent, duplicateSceneGraphObject, getCapability, getCapabilityIsFrequent, getName, getUserData, isCompiled, isLive, setCapability, setCapabilityIsFrequent, setName, setUserData, toString`

Methods inherited from class java.lang.Object
`clone, equals, finalize, getClass, hashCode, notify, notifyAll, wait, wait, wait`

Field Detail

### ALLOW_DIRECTION_READ

    public static final int ALLOW_DIRECTION_READ

  Specifies that this ConeSound allows access to its object's direction information.

  See Also:
    Constant Field Values

### ALLOW_DIRECTION_WRITE

    public static final int ALLOW_DIRECTION_WRITE

  Specifies that this ConeSound allows writing to its object's direction information.

  See Also:
    Constant Field Values

### ALLOW_ANGULAR_ATTENUATION_READ

    public static final int ALLOW_ANGULAR_ATTENUATION_READ

  Specifies that this ConeSound allows access to its object's cone params information.

  See Also:
    Constant Field Values

### ALLOW_ANGULAR_ATTENUATION_WRITE

    public static final int ALLOW_ANGULAR_ATTENUATION_WRITE

  Specifies that this ConeSound allows writing to its object's cone params information.

  See Also:
    Constant Field Values

Constructor Detail

### ConeSound

    public ConeSound()

  Constructs and initializes a new ConeSound node using default parameters. The following default values are used:
  Direction vector: (0.0, 0.0, 1.0)
  Angular attenuation: ((0.0, 1.0, Sound.NO_FILTER),(p/2, 0.0, Sound.NO_FILTER))

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     Point3f position,
                     Vector3f direction)

  Constructs a ConeSound node object using only the provided parameter values for sound, overall initial gain, position, and direction. The remaining fields are set to the default values above. This form uses Point3f as input for its position and Vector3f for direction.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `position` - 3D location of source
    `direction` - 3D vector defining cone's axis

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     float posX,
                     float posY,
                     float posZ,
                     float dirX,
                     float dirY,
                     float dirZ)

  Constructs a ConeSound node object using only the provided parameter values for sound, overall initial gain, position, and direction. The remaining fields are set to the default values above. This form uses individual float parameters for the elements of the position and direction vectors.

  Parameters:
    `soundData` - sound source data
    `initialGain` - amplitude scale factor applied to sound
    `posX` - x coordinate of location of source
    `posY` - y coordinate of location of source
    `posZ` - z coordinate of location of source
    `dirX` - x coordinate cones' axii vector
    `dirY` - y coordinate cones' axii vector
    `dirZ` - z coordinate cones' axii vector

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     Point3f position,
                     Point2f[] frontDistanceAttenuation,
                     Point2f[] backDistanceAttenuation,
                     Vector3f direction)

  Constructs a ConeSound node object using all the provided PointSound parameter values. This form uses points or vectors as input for its position, direction, and front/back distance attenuation arrays.

  Unlike the single distance gain attenuation array for PointSounds which define spherical areas about the sound source between which gains are linearly interpolated, this directed ConeSound can have two distance gain attenuation arrays that define ellipsoidal attenuation areas. See the setDistanceGain PointSound method for details on how the separate distance and distanceGain arrays are interpreted.

  The ConeSound's direction vector and angular measurements are defined in the local coordinate system of the node.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `position` - 3D location of source
    `frontDistanceAttenuation` - array of (distance,gain) pairs controlling attenuation values along the positive direction axis
    `backDistanceAttenuation` - array of (distance,gain) pairs controlling attenuation values along the negative direction axis
    `direction` - vector defining cones' axii

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     float posX,
                     float posY,
                     float posZ,
                     float[] frontDistance,
                     float[] frontDistanceGain,
                     float[] backDistance,
                     float[] backDistanceGain,
                     float dirX,
                     float dirY,
                     float dirZ)

  Constructs a ConeSound node object using the provided parameter values. This form uses individual float parameters for the elements of the position, direction, and two distance attenuation arrays. Unlike the single distance gain attenuation array for PointSounds, which define spherical areas about the sound source between which gains are linearly interpolated, this directed ConeSound can have two distance gain attenuation arrays that define ellipsoidal attenuation areas. See the setDistanceGain PointSound method for details on how the separate distance and distanceGain arrays are interpreted. The ConeSound's direction vector and angular measurements are defined in the local coordinate system of the node.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `posX` - x coordinate of location of source
    `posY` - y coordinate of location of source
    `posZ` - z coordinate of location of source
    `frontDistance` - array of front distance values used for attenuation
    `frontDistanceGain` - array of front gain scale factors used for attenuation
    `backDistance` - array of back distance values used for attenuation
    `backDistanceGain` - array of back gain scale factors used for attenuation
    `dirX` - x coordinate cones' axii vector
    `dirY` - y coordinate cones' axii vector
    `dirZ` - z coordinate cones' axii vector

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     Point3f position,
                     Point2f[] distanceAttenuation,
                     Vector3f direction,
                     Point3f[] angularAttenuation)

  Constructs a ConeSound node object using all the provided PointSound parameter values, which include a single spherical distance attenuation array, but includes an angular attenuation array. This form uses points and vectors as input for its position, direction, single spherical distanceAttenuation array, and angularAttenuation array. It also accepts arrays of points for the distance attenuation and angular values. Each Point2f in the distanceAttenuation array contains a distance and a gain scale factor. Each Point3f in the angularAttenuation array contains an angular distance, a gain scale factor, and a filtering value (which is currently defined as a simple cutoff frequency).

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `position` - 3D location of source
    `distanceAttenuation` - array of (distance,gain) pairs controlling attenuation values along the positive direction axis
    `direction` - vector defining cones' axii
    `angularAttenuation` - array of tuples defining angular gain/filtering

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     float posX,
                     float posY,
                     float posZ,
                     float[] distance,
                     float[] distanceGain,
                     float dirX,
                     float dirY,
                     float dirZ,
                     float[] angle,
                     float[] angularGain,
                     float[] frequencyCutoff)

  Constructs a ConeSound node object using all the provided PointSound parameter values, which include a single spherical distance attenuation array, but includes an angular attenuation array. This form uses individual float parameters for elements of position, direction, distanceAttenuation array, and angularAttenuation array. It also accepts separate arrays for the distance and gain scale factors components of distance attenuation, and separate arrays for the angular distance, angular gain, and filtering components of angular attenuation. See the setDistanceGain ConeSound method for details on how the separate distance and distanceGain arrays are interpreted. See the setAngularAttenuation ConeSound method for details on how the separate angularDistance, angularGain, and filter arrays are interpreted.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `posX` - x coordinate of location of source
    `posY` - y coordinate of location of source
    `posZ` - z coordinate of location of source
    `distance` - array of front distance values used for attenuation
    `distanceGain` - array of front gain scale factors used for attenuation
    `dirX` - x coordinate cones' axii vector
    `dirY` - y coordinate cones' axii vector
    `dirZ` - z coordinate cones' axii vector
    `angle` - array of angle radians for angularAttenuation
    `angularGain` - array of gain scale factors for angularAttenuation
    `frequencyCutoff` - array of lowpass filter values in Hertz

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     Point3f position,
                     Point2f[] frontDistanceAttenuation,
                     Point2f[] backDistanceAttenuation,
                     Vector3f direction,
                     Point3f[] angularAttenuation)

  Constructs and initializes a new Cone Sound node explicitly setting all PointSound and ConeSound fields as arguments: the PointSound position, front and back distance attenuation Point2f array, and ConeSound direction vector and Point3f angular attenuation.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `position` - 3D location of source
    `frontDistanceAttenuation` - array of (distance,gain) pairs controlling attenuation values along the positive direction axis
    `backDistanceAttenuation` - array of (distance,gain) pairs controlling attenuation values along the negative direction axis
    `direction` - vector defining cones' axii
    `angularAttenuation` - array of tuples defining angular gain/filtering

### ConeSound

    public ConeSound(MediaContainer soundData,
                     float initialGain,
                     int loopCount,
                     boolean release,
                     boolean continuous,
                     boolean enable,
                     Bounds region,
                     float priority,
                     float posX,
                     float posY,
                     float posZ,
                     float[] frontDistance,
                     float[] frontDistanceGain,
                     float[] backDistance,
                     float[] backDistanceGain,
                     float dirX,
                     float dirY,
                     float dirZ,
                     float[] angle,
                     float[] angularGain,
                     float[] frequencyCutoff)

  Constructs and initializes a new Cone Sound node explicitly setting all PointSound and ConeSound fields as arguments but all the vector and point arguments are broken into individual float array components.

  Parameters:
    `soundData` - sound source data associated with this node
    `initialGain` - amplitude scale factor applied to sound
    `loopCount` - number of times sound is looped
    `release` - flag denoting playing sound to end
    `continuous` - denotes that sound silently plays when disabled
    `enable` - sound switched on/off
    `region` - scheduling bounds
    `priority` - playback ranking value
    `posX` - x coordinate of location of source
    `posY` - y coordinate of location of source
    `posZ` - z coordinate of location of source
    `frontDistance` - array of front distance values used for attenuation
    `frontDistanceGain` - array of front gain scale factors used for attenuation
    `backDistance` - array of back distance values used for attenuation
    `backDistanceGain` - array of back gain scale factors used for attenuation
    `dirX` - x coordinate cones' axii vector
    `dirY` - y coordinate cones' axii vector
    `dirZ` - z coordinate cones' axii vector
    `angle` - array of angle radians for angularAttenuation
    `angularGain` - array of gain scale factors for angularAttenuation
    `frequencyCutoff` - array of lowpass filter values in Hertz

Method Detail

### setDistanceGain

    public void setDistanceGain(Point2f[] frontAttenuation,
                                Point2f[] backAttenuation)

  Sets this sound's distance gain elliptical attenuation - where gain scale factor is applied to sound based on distance listener is from sound source.

  Parameters:
    `frontAttenuation` - defined by pairs of (distance,gain-scale-factor)
    `backAttenuation` - defined by pairs of (distance,gain-scale-factor)
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setDistanceGain

    public void setDistanceGain(float[] frontDistance,
                                float[] frontGain,
                                float[] backDistance,
                                float[] backGain)

  Sets this sound's distance gain attenuation as an array of Point2fs.

  Parameters:
    `frontDistance` - array of monotonically-increasing floats
    `frontGain` - array of non-negative scale factors
    `backDistance` - array of monotonically-increasing floats
    `backGain` - array of non-negative scale factors
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setBackDistanceGain

    public void setBackDistanceGain(Point2f[] attenuation)

  Sets this sound's back distance gain attenuation - where gain scale factor is applied to sound based on distance listener along the negative sound direction axis from sound source.

  Parameters:
    `attenuation` - defined by pairs of (distance,gain-scale-factor)
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setBackDistanceGain

    public void setBackDistanceGain(float[] distance,
                                    float[] gain)

  Sets this sound's back distance gain attenuation as separate arrays.

  Parameters:
    `distance` - array of monotonically-increasing floats
    `gain` - array of non-negative scale factors
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getDistanceGain

    public void getDistanceGain(Point2f[] frontAttenuation,
                                Point2f[] backAttenuation)

  Gets this sound's elliptical distance attenuation. The attenuation values are copied into the specified arrays. The arrays must be large enough to hold all of the forward distances and backward distances attenuation values. The individual array elements must be allocated by the caller. The Point2f x,y values are defined as follows: x is the distance, y is the gain.

  Parameters:
    `frontAttenuation` - arrays containing forward distances attenuation pairs
    `backAttenuation` - arrays containing backward distances attenuation pairs
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getDistanceGain

    public void getDistanceGain(float[] frontDistance,
                                float[] frontGain,
                                float[] backDistance,
                                float[] backGain)

  Gets this sound's elliptical distance gain attenuation values in separate arrays. The arrays must be large enough to hold all of the values.

  Parameters:
    `frontDistance` - array of float distances along the sound axis
    `frontGain` - array of non-negative scale factors associated with front distances
    `backDistance` - array of float negative distances along the sound axis
    `backGain` - array of non-negative scale factors associated with back distances
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setDirection

    public void setDirection(Vector3f direction)

  Sets this sound's direction from the vector provided.

  Parameters:
    `direction` - the new direction
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setDirection

    public void setDirection(float x,
                             float y,
                             float z)

  Sets this sound's direction from the three values provided.

  Parameters:
    `x` - the new x direction
    `y` - the new y direction
    `z` - the new z direction
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getDirection

    public void getDirection(Vector3f direction)

  Retrieves this sound's direction and places it in the vector provided.

  Parameters:
    `direction` - axis of cones; 'direction' of sound
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setAngularAttenuation

    public void setAngularAttenuation(Point2f[] attenuation)

  Sets this sound's angular gain attenuation (not including filter). In this form of setAngularAttenuation, only the angular distances and angular gain scale factors pairs are given. The filter values for these tuples are implicitly set to Sound.NO_FILTER.

  Parameters:
    `attenuation` - array containing angular distance and gain
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setAngularAttenuation

    public void setAngularAttenuation(Point3f[] attenuation)

  In the second form of setAngularAttenuation, an array of all three values is supplied.

  Parameters:
    `attenuation` - array containing angular distance, gain, and filter
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### setAngularAttenuation

    public void setAngularAttenuation(float[] distance,
                                      float[] gain,
                                      float[] filter)

  Sets angular attenuation including gain and filter using separate arrays. The third form of setAngularAttenuation accepts three separate arrays for these angular attenuation values. These arrays should be of the same length. If the angularGain or filtering array length is greater than angularDistance array length, the array elements beyond the length of the angularDistance array are ignored. If the angularGain or filtering array is shorter than the angularDistance array, the last value of the short array is repeated to fill an array of length equal to angularDistance array.

  Parameters:
    `distance` - array containing angular distance
    `gain` - array containing angular gain attenuation
    `filter` - array containing angular low-pass frequency cutoff values
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getAngularAttenuationLength

    public int getAngularAttenuationLength()

  Retrieves angular attenuation array length. All arrays are forced to same size.

  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getAngularAttenuation

    public void getAngularAttenuation(Point3f[] attenuation)

  Copies the array of attenuation values from this sound, including gain and filter, into the specified array. The array must be large enough to hold all of the points. The individual array elements must be allocated by the caller. The Point3f x,y,z values are defined as follows: x is the angular distance, y is the angular gain attenuation, and z is the frequency cutoff.

  Parameters:
    `attenuation` - the array to receive the attenuation values applied to gain when listener is between cones
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### getAngularAttenuation

    public void getAngularAttenuation(float[] distance,
                                      float[] gain,
                                      float[] filter)

  Copies the array of attenuation values from this sound, including gain and filter, into the separate arrays. The arrays must be large enough to hold all of the values.

  Parameters:
    `distance` - array containing angular distance
    `gain` - array containing angular gain attenuation
    `filter` - array containing angular low-pass frequency cutoff values
  Throws:
    `CapabilityNotSetException` - if appropriate capability is not set and this object is part of live or compiled scene graph

### cloneNode

    public Node cloneNode(boolean forceDuplicate)

  Creates a new instance of the node. This routine is called by `cloneTree` to duplicate the current node.

  Overrides:
    `cloneNode` in class `PointSound`
  Parameters:
    `forceDuplicate` - when set to `true`, causes the `duplicateOnCloneTree` flag to be ignored. When `false`, the value of each node's `duplicateOnCloneTree` variable determines whether NodeComponent data is duplicated or copied.
  See Also:
    `Node.cloneTree()`, `Node.cloneNode(boolean)`, `Node.duplicateNode(javax.media.j3d.Node, boolean)`, `NodeComponent.setDuplicateOnCloneTree(boolean)`

### duplicateNode

    public void duplicateNode(Node originalNode,
                              boolean forceDuplicate)

  Copies all node information from `originalNode` into the current node. This method is called from the `cloneNode` method which is, in turn, called by the `cloneTree` method.

  For any `NodeComponent` objects contained by the object being duplicated, each `NodeComponent` object's `duplicateOnCloneTree` value is used to determine whether the `NodeComponent` should be duplicated in the new node or if just a reference to the current node should be placed in the new node. This flag can be overridden by setting the `forceDuplicate` parameter in the `cloneTree` method to `true`.
  NOTE: Applications should not call this method directly. It should only be called by the cloneNode method.

  Overrides:
    `duplicateNode` in class `PointSound`
  Parameters:
    `originalNode` - the original node to duplicate.
    `forceDuplicate` - when set to `true`, causes the `duplicateOnCloneTree` flag to be ignored. When `false`, the value of each node's `duplicateOnCloneTree` variable determines whether NodeComponent data is duplicated or copied.
  Throws:
    `java.lang.ClassCastException` - if originalNode is not an instance of `ConeSound`
  See Also:
    `Node.cloneTree()`, `Node.cloneNode(boolean)`, `NodeComponent.setDuplicateOnCloneTree(boolean)`

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