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Java 3D Sound (spatialized audio)

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kcr
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Joined: 2004-03-17
Points: 0

This is an update on our plans for sound (3D spatialized audio) in Java 3D.

As you all know, the current JavaSoundMixer implementation in Java 3D is broken (see Issue 24 at http://java3d.dev.java.net/issues/show_bug.cgi?id=24). As the comments in the code indicate, JavaSoundMixer would need to be rewritten to get it working properly (we don't think that it is feasible to fix the current bugs without a rewrite). The Java 3D team at Sun does not currently have sufficient resources to continue development of an audio engine without significantly impacting development of new graphics features and bug fixes for existing features. Therefore, we would like to propose the following plan in which spatialized sound will not be available by default in Java 3D 1.3.2, and availability in 1.4 will depend on community development of an audio engine.

1. We will produce an initial, incomplete prototype of a JOAL-based audio device, org.jdesktop.j3d.audioengines.joal.JOALMixer, which will be checked into the j3d-incubator project. This will not be distributed with Java 3D, but it will be made available for download. JOALMixer will require JOAL and OpenAL to be installed on your system.

2. Sound will be disabled by default for users of SimpleUniverse. We will add a new new "j3d.audiodevice" system property which will take the (fully qualified) name of a concrete subclass of AudioEngine3DL2. The Viewer.createAudioDevice method will create an instance of this class and call its initialize() method. For example, the following will cause SimpleSounds to work as well (or as poorly) as it does today:

java -Dj3d.audiodevice=com.sun.j3d.audioengines.javasound.JavaSoundMixer SimpleSounds

The following will cause SimpleSounds to work using the JOALMixer prototype:

java -Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALMixer SimpleSounds

Viewer.createAudioDevice will print an error message and return null if the "j3d.audiodevice" property is not set or if the class cannot be found.

3. Applications that construct their own instance of JavaSoundMixer or JOALMixer (or any other class that implements the AudioDevice3DL2 interface) and attach it to the PhysicalEnvironment of the View will continue to work as they do today. We do not plan to fix any bugs in the JavaSoundMixer implementation.

4. Sun does not plan to invest any more resources in Java 3D audio in the near-mid term (i.e., no additional audio work in 1.3.2 or 1.4). If Java 3D audio is important enough to the community, then someone in the community will need to pick up the development and finish the JOALMixer implementation.

-- Kevin

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jada
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Joined: 2004-03-17
Points: 0

Just a minor clarification on (5):
> 5. Get permission from Sun to checkout java.net 3D source (using CVS).

To checkout the source code, you only need to have an valid java.net account and agree to the project licencing term :

https://java3d.dev.java.net/#Licenses

- Chien.

Silvère Martin-Michiellot

At 18:16 05/05/2005, you wrote:
>Btw: for an open source project thats really strange. Not only the fact
>that people have to sign this contract - do you know what it costs if e.g.
>somebody from europe or somewhere else outside of (north) america has to
>send this paper to you via mail!?

Hi,

Well it cost me about 50 cents I believe. ;)
Sent it from europe.
But yes, this is a bit of a pain.

BTW, some unbroken sound in Java3D at last would be nice. Yes, true, I vote
for it.

Cheers,

Silvere.

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kimerinn
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Joined: 2003-10-27
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This is not true for me too. I did not tell about this earlier, because I have not man/hour resources to develop java3D sound, and j3d team told that they have not such resources too.
But if someone starts to develop this feature, I'll give big THANKS to him! :)

kcr
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Joined: 2004-03-17
Points: 0

It's clear that there is interest in using Java 3D Sound. All we need now is someone willing to own and drive the development.

-- Kevin

shawnkendall
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Joined: 2003-06-10
Points: 0

Ok, we are nearly there on willing to take it.
My team is finalizing our position very shortly, but it's looks like we can/will/should take it.

Now what?

jada
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Joined: 2004-03-17
Points: 0

Shawn,
What's our time frame of starting this work ?

- Chien.

jada
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Joined: 2004-03-17
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> What's our time frame of starting this work ?

Sorry, my typo. What's your time frame ?

- Chien.

shawnkendall
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ASAP, immediately (once I get the team's final green light-within day(s))
How MUCH every week will be limited until we can gather some drop of funding (which is part of what I'm chasing right now)

In any case, we can commit to some amount of constant dev and milestones.

shawnkendall
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Joined: 2003-06-10
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Ok, I got the greenlight.

We are starting to go on this. Depending on what's there, how far it is, and how difficuly JOAL wants to be (it's been quite a problem so far) I would bet we could have something interesting by JavaOne if it matters to the Sun team.

The warm body on this task is Will Bracken, he has been developing with me for years, and was one of the co-authors on our book. He'll say hi shortly!

jada
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Joined: 2004-03-17
Points: 0

Shawn and Will,
This is awesome! Give us a week. We will put together a bare framework of JOALMixer implementation, build.xml and a readme in the j3d-incubator project. Thanks for taking the lead in this effort, we will do our best in getting you up to speed.

- Chien.

shawnkendall
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Joined: 2003-06-10
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No problem, we'll be ready and waiting!

kcr
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Joined: 2004-03-17
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> No problem, we'll be ready and waiting!

One thing that we need from you before you start is a signed Joint Copyright Assignment.

https://java3d.dev.java.net/contribute.html#JCA

Once you (or the person doing the work on your behalf) sends this in, you can request and be granted developer access in the j3d-incubator project, which will give you checkin privilege.

-- Kevin

Anonymous

> Once you (or the person doing the work on your
> behalf) sends this in, you can request and be granted
> developer access in the j3d-incubator project, which
> will give you checkin privilege.
>
> -- Kevin

Hey Kevin. Hey everyone. Will Bracken here. Shawn and I are officially signed up and on the list now. So we're ready! What's the latest status?

Will

kcr
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Joined: 2004-03-17
Points: 0

> Hey Kevin. Hey everyone. Will Bracken here. Shawn and I are officially signed up and on the list now. So
> we're ready! What's the latest status?

Chien is getting the code ready to checkin to j3d-incubator as we speak (it will be checked in either today or tomorrow). Now that we have received your JCAs, you can request and will be granted developer access to j3d-incubator.

https://j3d-incubator.dev.java.net/servlets/ProjectMembershipRequest

Let us know if you have any questions, and thanks much for volunteering for this.

-- Kevin

jada
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Joined: 2004-03-17
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Will,
The bits is now in j3d-incubator. You may check it out and play with it. I will correspond with you personally on the details.

thanks,
Chien,

Anonymous

It's been 5 months since this thread has been touched. Where are we today on spacial sound in Java3D?

jada
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Joined: 2004-03-17
Points: 0

We are sorry to inform that owner of this task can no longer commit to it due to his new work load. At present, we have no immediate plan to address this issue unless someone can volunteer to work it.

Issue 157 is created as a placeholder for this task :
https://java3d.dev.java.net/issues/show_bug.cgi?id=157

- Chien.

kcr
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Joined: 2004-03-17
Points: 0

> I note the absence of j3daudio.jar from the 1.3.2 series beta and daily builds, and the
> com.sun.audioengine.javasound code is appearantly in that jar.

The absence of j3daudio.jar is independent of the decision to reduce focus on audio. All of the com.sun.j3d.audioengine.* classes were moved to j3dutils.jar in 1.3.2.

-- Kevin

shawnkendall
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Joined: 2003-06-10
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Hi all,
What is the latest status on this JOAL Java 3D sound engine thingy?

We are about to embark (actually my man in the field, is... in the field) on getting a quality game sound system going.

As many before, we are eval-ing JavaSound .vs JOAL vs. whatever, but since we are using Java3D (and used Java3D sound in the past) I thought I see how things were going?
Thanks! (maybe we can help some?)

kcr
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Joined: 2004-03-17
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It's been put on hold until after JavaOne, with no guarantee that we will have the time/resources to work on it then. What we're looking for is someone to take ownership of the new JOALMixer. Before we put any more work into creating a prototype, we would like to have someone signed up to take it to completion. Btw, if we do continue working on this, what we will create is an incomplete prototype that we will put in the j3d-incubator project. Unless someone outside of Sun picks the project up and takes it to completion, it will not really be useful to anyone. The version we will check into the incubator will be no more functional than JavaSoundMixer is today, the difference being that the JOALMixer should be a good framework from which a functional version could be developed.

-- Kevin

nikolai
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Joined: 2003-06-10
Points: 0

> Unless someone [...] takes
> it to completion, it will not really be useful to
> anyone.

It will be useful to me. :)

t.milard@free.fr

Also for me.
We are trying to use sound with standard java sound.
May be in future we will use spacialized sound.
I can test it.
But I am not good enough to lead the way.

Thierry

Selon java3d-interest@javadesktop.org:

> > Unless someone [...] takes
> > it to completion, it will not really be useful to
> > anyone.
>
> It will be useful to me. :)
> ---
> [Message sent by forum member 'Nikolai' (Nikolai V. Chr.)]
>
> http://www.javadesktop.org/forums/thread.jspa?messageID=76851&#76851
>
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jada
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This is a good sign. We thought no one here is interested in using Java 3D Sound. :-)

- Chien.

Anonymous

Oh...thats not correct, here is at least one additional person who uses it and who wants to use it in future too!

bha11
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Joined: 2004-12-28
Points: 0

> This is an update on our plans for sound (3D
> spatialized audio) in Java 3D.
>
> As you all know, the current JavaSoundMixer
> implementation in Java 3D is broken (see Issue 24 at
> http://java3d.dev.java.net/issues/show_bug.cgi?id=24).
> As the comments in the code indicate, JavaSoundMixer
> would need to be rewritten to get it working properly
> (we don't think that it is feasible to fix the
> current bugs without a rewrite). The Java 3D team at
> Sun does not currently have sufficient resources to
> continue development of an audio engine without
> significantly impacting development of new graphics
> features and bug fixes for existing features.
> Therefore, we would like to propose the following
> plan in which spatialized sound will not be available
> by default in Java 3D 1.3.2, and availability in 1.4
> will depend on community development of an audio
> engine.
>
> 1. We will produce an initial, incomplete prototype
> of a JOAL-based audio device,
> org.jdesktop.j3d.audioengines.joal.JOALMixer, which
> will be checked into the j3d-incubator project. This
> will not be distributed with Java 3D, but it will be
> made available for download. JOALMixer will require
> JOAL and OpenAL to be installed on your system.
>
> 2. Sound will be disabled by default for users of
> SimpleUniverse. We will add a new new
> "j3d.audiodevice" system property which will take the
> (fully qualified) name of a concrete subclass of
> AudioEngine3DL2. The Viewer.createAudioDevice method
> will create an instance of this class and call its
> initialize() method. For example, the following will
> cause SimpleSounds to work as well (or as poorly) as
> it does today:
>
> [i]java
> -Dj3d.audiodevice=com.sun.j3d.audioengines.javasound.J
> avaSoundMixer SimpleSounds[/i]
>
> The following will cause SimpleSounds to work using
> the JOALMixer prototype:
>
> [i]java
> -Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.J
> OALMixer SimpleSounds[/i]
>
> Viewer.createAudioDevice will print an error message
> and return null if the "j3d.audiodevice" property is
> not set or if the class cannot be found.
>
> 3. Applications that construct their own instance of
> JavaSoundMixer or JOALMixer (or any other class that
> implements the AudioDevice3DL2 interface) and attach
> it to the PhysicalEnvironment of the View will
> continue to work as they do today. We do not plan to
> fix any bugs in the JavaSoundMixer implementation.
>
> 4. Sun does not plan to invest any more resources in
> Java 3D audio in the near-mid term (i.e., no
> additional audio work in 1.3.2 or 1.4). If Java 3D
> audio is important enough to the community, then
> someone in the community will need to pick up the
> development and finish the JOALMixer implementation.
>
> -- Kevin

I have a j3d helicopter complex object translating on the Z axis, as the helicopter object gets closer to the viewer, the sound gets louder. This applet works on my VM but when I implemented the applet on another VM, no sound. I found this thread when searching for reasons why I had no sound object on another VM. I recognize this problem. The solutions being considered only push the problem out into the future. I worked with openAL 10 years ago when I was programming in C++ using openGL, it is a great audio application for C++ which does not port easily. I recognize this problem from 10 years ago. Will the user also need to have openAL installed on their VM to run my applet? The answer is "yes". So even after installing and re-writing my code, I will still have the same problem. I have been here before in the world of C++ OpenGL. The createAudioDevice was a simple command for spacial audio. I was going to try to instantiate the spacial audio object into JMF which is a different - non-spacial audio format. Is it possible to instantiate a simple Audo Device object into the "player" object of JMF to accomplish 3d spacial sound?

gcolello
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Joined: 2006-04-26
Points: 0

Success!

I have downloaded all the code needed to implement David's tests of JoalMixer, and they all work. There are three tests:

(1) JOALBackgroundSoundTest.java - Sound that is not spatially local. It lives in the background.

(2) JOALPointSoundTest.java - Sound that emanates spherically in all directions from a point source.

(3) JOALConeSoundTest.java - Sound that emanates towards the viewer in a cone shape from a point source.

These are very nice tests that have wire-frame geometric volumes that indicte to the viewer where the sound is active. The viewer navigates in this space using the standard arrow-key navigator behaviors. The point sound and cone sound dissipate in volume magnitude as the viewer moves away from the sound source. Note that in order to hear any sound at all in the cone sound test, the viewer must use the down-arrow key to step back from the sound source into its cone of sound; because the test starts with the viewer just barely on the other side of the sound source (out of the cone).

A note to all trying these tests: there are many steps that have to be performed before you can actually run the tests. If anyone wants to do this I recommend they contact me first, and I will give you a heads up on the steps that will speed up your success. There were things that confused me, and thus slowed me down (not the least of which at this stage is that the JoalMixer code is in development stage, which means you as as a user must install CVS to get access to the code). If I get time I will write up the steps and post them here later.

I am now in the process of creating a more sophisticated test of these sound behaviors. If this test succeeds, I am going to recommend that the JoalMixer-related code gets into the next build of Java 3D. That will make it MUCH easier to use, especially if the build includes OpenAL and joal itself, so that the user does not have to separately download and install these packages.

Congratulations David and thanks for your effort!

andrewm
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Joined: 2006-08-24
Points: 0

Whew! 100+ hours into my j3d project before I discover the spatialized sound is wonky... Are we still at a place where I have to deal with CVS, etc. to try this code? If so, I would appreciate those steps.
-A

gcolello
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Joined: 2006-04-26
Points: 0

To get JoalMixer working you must currently perform the following steps:

1. Install Java 3D 1.4.

2. Install OpenAL.

3. Install JOAL.

4. Install CVS.

5. Get permission from Sun to checkout java.net 3D source (using CVS).

6. Checkout "j3d-incubator" Source.

7. Build and Install JoalMixer (from checked-out source).

8. Run the JoalMixer Demos.

This sounds like a lot of work, and was a big learning experience for me, but you can probably do it fairly easily now, if you follow my example below.

The following are the detailed steps I used for each of the above steps:

---------------------
1. Install Java 3D 1.4:

(I assume you know how to do this, or you wouldn't be reading this in the first place.)

----------------------
2. Install OpenAL:

Follow this link:

"http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=46"

At bottom of the page click on link:

"OpenALwEAX.exe"

to download "OpenALwEAX.exe". Use this to install OpenAL. This puts "wrap_oal.dll" and "OpenAL32.dll" into c:\WINDOWS\system32, which may be sufficient; however, Starfire Research at:

http://www.starfireresearch.com/services/java/docs/joal.html

recommends you copy these files into your Java install \bin subdirectories (I did). For example these are my Java folders:

C:\Program Files\Java\Java3D\1.4.0_01\bin
C:\Program Files\Java\jdk1.5.0_07\jre\bin
C:\Program Files\Java\jre1.5.0_07\bin

----------------------
3. Install JOAL:

Follow this link:

"https://joal.dev.java.net/"

On the right-hand side of the page click on the links:

"joal.jar" and "joal-natives-windows-i586.jar"

to download "joal.zip" and "joal-natives-windows-i586.zip" respectively. Note the link names are incorrect, but the downloaded files are correct. Leave "joal.zip" as is. Uncompress "joal-natives-windows-i586.zip" and locate the file "joal_native.dll" inside. Copy "joal.zip" and "joal_native.dll" into your Java install \ext subdirectories. For example these are my Java folders:

C:\Program Files\Java\Java3D\1.4.0_01\lib\ext
C:\Program Files\Java\jdk1.5.0_07\jre\lib\ext
C:\Program Files\Java\jre1.5.0_07\lib\ext

----------------------
4. Install CVS:

Follow this link:

"http://www.wincvs.org/download.html#WINCVS"

Go to the section labelled something like "Latest Recommended Release: WinCvs 2.0.2.4" and click on:

"[Download Installer]"

This should lead to downloading "WinCvs2_0_2-4.zip". Uncompress this file and inside find and run "wincvs_setup.exe" as stated in the accompanying "readme.txt". The WinCVS GUI and CVSNT are both installed.

(NOTE: I also downloaded and installed Python to enable the CVS command line options. A link to Python (and other compatible command line tools) are at the bottom of the original WINCVS page listed above.)

(WATCHOUT! If you have Norton Internet Security running as your firewall like I do, then WinCVS will not work. I got no warning, but NIS disabled CVSNT by default. The result, when I treied to do step #6 below, was that WinCVS produced misleading error messages like "Error connecting to host cvs.dev.java.net: No such host is known." I fixed this by going into NIS and enabling CVSNT for all access.)

----------------------
5. Get permission from Sun to checkout java.net 3D source (using CVS):

This can best be done by writing an email to Chen at "Chien.Yang@Sun.COM" to initiate the process and get instructions. Note, I ended up sending a gray-scale scan of my signed agreement into the Sun representative, because I could never get their fax to work. The whole process only takes a couple of days to complete. They are very responsive.

----------------------
6. Checkout "j3d-incubator" Source:

Run your CVS client. You will then want to execute the following commands in CVS, using either the GUI or the command line (after getting CVS privileges from Sun, see item #5 above):

"cvs -d :pserver:gcolello@cvs.dev.java.net:/cvs login"

"cvs -d :pserver:gcolello@cvs.dev.java.net:/cvs checkout j3d-incubator"

which will download the entire j3d-incubator set of developer source code. The instructions on the following java.net web page:

"https://j3d-core.dev.java.net/servlets/ProjectSource#wincvs"

are generally correct, except the current version of WinCVS does not require setting CVSROOT, which can be confusing. Write me if you have any problems with this at "gcolello@comcast.net".

(NOTE: You will only be using the "JoalMixer" source code from j3d-incubator (see item #7 below).)

----------------------
7. Build and Install JoalMixer (from checked-out source):

You will need Ant to do this step. If you do not already have Ant installed, then go to:

http://ant.apache.org/

and download a binary distribution and install it. Be sure to set the DOS environment variable "ANT_HOME" to the folder you installed Ant at ("c:\java\apache-ant-1.6.5" in my case).

Now that Ant exists, open a DOS command window in the directory in which the downloaded j3d-incubator JOAL build file exists. In my case this was:

"C:\Documents and Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\src\classes\org\jdesktop\j3d\audioengines\joal"

If you do a "dir" command in the window, you should see "build.xml". If not, set your current path to the above subdirectory (I do this by setting the properties of a DOS command window to launch at the proper subdirectory). If so, type "ant all". This creates the "joalmixer.jar" file under the build subdirectory. In my case this was:

"C:\Documents and Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\build\lib\ext\joalmixer.jar"

Now copy "joalmixer.jar" into your Java install \ext subdirectories (the same ones JOAL in step #3 above went into). For example these are my Java folders:

C:\Program Files\Java\Java3D\1.4.0_01\lib\ext
C:\Program Files\Java\jdk1.5.0_07\jre\lib\ext
C:\Program Files\Java\jre1.5.0_07\lib\ext

----------------------
8. Run the JoalMixer Demos:

You will also need Ant to do this step. Open a DOS command window in the directory in which the downloaded j3d-incubator JOAL Demos' build file exists. In my case this was:

"C:\Documents and Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\src\classes\org\jdesktop\j3d\apps\sound"

Type "ant runBackgroundSound", "ant runPointSound", or "ant runConeSound" to compile and run the corresponding demos.

These are very nice tests that have wire-frame geometric volumes that indicte to the viewer where the sound is active. The viewer navigates in this space using the standard arrow-key navigator behaviors. The point sound and cone sound dissipate in volume magnitude as the viewer moves away from the sound source. Note that in order to hear any sound at all in the cone sound test, the viewer must use the down-arrow key to step back from the sound source into its cone of sound; because the test starts with the viewer just barely on the other side of the sound source (out of the cone).

(NOTE1: It is important to realize that the command line argument "-Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALMixer" must now be passed to java when executing any program with 3D sound. If you look inside the "build.xml" file used to run the above demos, you will see that that is being done. You must do the same, when running any custom program you write.)

(NOTE2: Strangely these demos all worked fine for me the first time I ran them. Now they produce a graphic window, but do not produce any sound, when I run them. From the trace messages being printed in the command window, it is clear that the programs are not running to completion anymore. They are stopping at the point a sound device is being created. I do not have any idea why this is so, but in case it happens to you, you now have fair warning. On the other hand I have taken all the source code and created separate programs of my own. These all work fine. Go figure.)

David Grace

Hi,

I am responsible for the JOALMixer. These instructions are a great
description of exactly what is required to use the JOALMixer at the moment.
I am in the process of creating Webstart versions of the demos which can
hopefully automate all of this for easy testing. This should be done in a
week or two, I am still working out some of the details. I will also put the
JOALMixer in a jar file so that can be downloaded without CVS access.

In the future, as I understand, the plan is to have the JOALMixer packaged
separately to Java3D but easily installable. It is basically up to the
owners and the community how this is actually done.

As for the demos not working now, I will check that immediately and get back
to you.

I was going to wait until I had the webstart versions up and running before
advertising the project but I will definitely appreciate if people could
test the JOALMixer, especially on platforms other than Windows which I am
using to write the code. It might be easier to wait a week or two but for
now the JOALMixer does work but there is quite a bit of setup work.

David Grace.

-----Original Message-----
From: java3d-interest@javadesktop.org
[mailto:java3d-interest@javadesktop.org]
Sent: Saturday, August 26, 2006 11:05 AM
To: interest@java3d.dev.java.net
Subject: Re: Java 3D Sound (spatialized audio)

To get JoalMixer working you must currently perform the following steps:

1. Install Java 3D 1.4.

2. Install OpenAL.

3. Install JOAL.

4. Install CVS.

5. Get permission from Sun to checkout java.net 3D source (using CVS).

6. Checkout "j3d-incubator" Source.

7. Build and Install JoalMixer (from checked-out source).

8. Run the JoalMixer Demos.

This sounds like a lot of work, and was a big learning experience for me,
but you can probably do it fairly easily now, if you follow my example
below.

The following are the detailed steps I used for each of the above steps:

---------------------
1. Install Java 3D 1.4:

(I assume you know how to do this, or you wouldn't be reading this in the
first place.)

----------------------
2. Install OpenAL:

Follow this link:

"http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&ai
d=46"

At bottom of the page click on link:

"OpenALwEAX.exe"

to download "OpenALwEAX.exe". Use this to install OpenAL. This puts
"wrap_oal.dll" and "OpenAL32.dll" into c:\WINDOWS\system32, which may be
sufficient; however, Starfire Research at:

http://www.starfireresearch.com/services/java/docs/joal.html

recommends you copy these files into your Java install \bin subdirectories
(I did). For example these are my Java folders:

C:\Program Files\Java\Java3D\1.4.0_01\bin
C:\Program Files\Java\jdk1.5.0_07\jre\bin
C:\Program Files\Java\jre1.5.0_07\bin

----------------------
3. Install JOAL:

Follow this link:

"https://joal.dev.java.net/"

On the right-hand side of the page click on the links:

"joal.jar" and "joal-natives-windows-i586.jar"

to download "joal.zip" and "joal-natives-windows-i586.zip" respectively.
Note the link names are incorrect, but the downloaded files are correct.
Leave "joal.zip" as is. Uncompress "joal-natives-windows-i586.zip" and
locate the file "joal_native.dll" inside. Copy "joal.zip" and
"joal_native.dll" into your Java install \ext subdirectories. For example
these are my Java folders:

C:\Program Files\Java\Java3D\1.4.0_01\lib\ext
C:\Program Files\Java\jdk1.5.0_07\jre\lib\ext
C:\Program Files\Java\jre1.5.0_07\lib\ext

----------------------
4. Install CVS:

Follow this link:

"http://www.wincvs.org/download.html#WINCVS"

Go to the section labelled something like "Latest Recommended Release:
WinCvs 2.0.2.4" and click on:

"[Download Installer]"

This should lead to downloading "WinCvs2_0_2-4.zip". Uncompress this file
and inside find and run "wincvs_setup.exe" as stated in the accompanying
"readme.txt". The WinCVS GUI and CVSNT are both installed.

(NOTE: I also downloaded and installed Python to enable the CVS command line
options. A link to Python (and other compatible command line tools) are at
the bottom of the original WINCVS page listed above.)

(WATCHOUT! If you have Norton Internet Security running as your firewall
like I do, then WinCVS will not work. I got no warning, but NIS disabled
CVSNT by default. The result, when I treied to do step #6 below, was that
WinCVS produced misleading error messages like "Error connecting to host
cvs.dev.java.net: No such host is known." I fixed this by going into NIS and
enabling CVSNT for all access.)

----------------------
5. Get permission from Sun to checkout java.net 3D source (using CVS):

This can best be done by writing an email to Chen at "Chien.Yang@Sun.COM" to
initiate the process and get instructions. Note, I ended up sending a
gray-scale scan of my signed agreement into the Sun representative, because
I could never get their fax to work. The whole process only takes a couple
of days to complete. They are very responsive.

----------------------
6. Checkout "j3d-incubator" Source:

Run your CVS client. You will then want to execute the following commands in
CVS, using either the GUI or the command line (after getting CVS privileges
from Sun, see item #5 above):

"cvs -d :pserver:gcolello@cvs.dev.java.net:/cvs login"

"cvs -d :pserver:gcolello@cvs.dev.java.net:/cvs checkout j3d-incubator"

which will download the entire j3d-incubator set of developer source code.
The instructions on the following java.net web page:

"https://j3d-core.dev.java.net/servlets/ProjectSource#wincvs"

are generally correct, except the current version of WinCVS does not require
setting CVSROOT, which can be confusing. Write me if you have any problems
with this at "gcolello@comcast.net".

(NOTE: You will only be using the "JoalMixer" source code from j3d-incubator
(see item #7 below).)

----------------------
7. Build and Install JoalMixer (from checked-out source):

You will need Ant to do this step. If you do not already have Ant installed,
then go to:

http://ant.apache.org/

and download a binary distribution and install it. Be sure to set the DOS
environment variable "ANT_HOME" to the folder you installed Ant at
("c:\java\apache-ant-1.6.5" in my case).

Now that Ant exists, open a DOS command window in the directory in which the
downloaded j3d-incubator JOAL build file exists. In my case this was:

"C:\Documents and
Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\src\classes\or
g\jdesktop\j3d\audioengines\joal"

If you do a "dir" command in the window, you should see "build.xml". If not,
set your current path to the above subdirectory (I do this by setting the
properties of a DOS command window to launch at the proper subdirectory). If
so, type "ant all". This creates the "joalmixer.jar" file under the build
subdirectory. In my case this was:

"C:\Documents and
Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\build\lib\ext\
joalmixer.jar"

Now copy "joalmixer.jar" into your Java install \ext subdirectories (the
same ones JOAL in step #3 above went into). For example these are my Java
folders:

C:\Program Files\Java\Java3D\1.4.0_01\lib\ext
C:\Program Files\Java\jdk1.5.0_07\jre\lib\ext
C:\Program Files\Java\jre1.5.0_07\lib\ext

----------------------
8. Run the JoalMixer Demos:

You will also need Ant to do this step. Open a DOS command window in the
directory in which the downloaded j3d-incubator JOAL Demos' build file
exists. In my case this was:

"C:\Documents and
Settings\Owner\Desktop\java3d\j3d_cvs\proj_test\j3d-incubator\src\classes\or
g\jdesktop\j3d\apps\sound"

Type "ant runBackgroundSound", "ant runPointSound", or "ant runConeSound" to
compile and run the corresponding demos.

These are very nice tests that have wire-frame geometric volumes that
indicte to the viewer where the sound is active. The viewer navigates in
this space using the standard arrow-key navigator behaviors. The point sound
and cone sound dissipate in volume magnitude as the viewer moves away from
the sound source. Note that in order to hear any sound at all in the cone
sound test, the viewer must use the down-arrow key to step back from the
sound source into its cone of sound; because the test starts with the viewer
just barely on the other side of the sound source (out of the cone).

(NOTE1: It is important to realize that the command line argument
"-Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALMixer" must now be
passed to java when executing any program with 3D sound. If you look inside
the "build.xml" file used to run the above demos, you will see that that is
being done. You must do the same, when running any custom program you
write.)

(NOTE2: Strangely these demos all worked fine for me the first time I ran
them. Now they produce a graphic window, but do not produce any sound, when
I run them. From the trace messages being printed in the command window, it
is clear that the programs are not running to completion anymore. They are
stopping at the point a sound device is being created. I do not have any
idea why this is so, but in case it happens to you, you now have fair
warning. On the other hand I have taken all the source code and created
separate programs of my own. These all work fine. Go figure.)
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gcolello
Offline
Joined: 2006-04-26
Points: 0

There is no file called "joal.jar" within ANY of the zip packages at the page: https://joal.dev.java.net/.

I assumed "joal.jar" would be in "joal.zip", but there are only class files in the unzipped package.

On the positive side I did find "joal_native.dll" in the zip package "joal-natives-win32.zip".

I was able to install OpenGL also.

I am still having big problems with the new version of wincvs. What version are you using Dave? Can you send me your email address, so we can communicate directly? My address is : gcolello@comcast.net.

David Grace

Hi gcolello,

You are right, it is joal.zip not joal.jar. I will fix the instructions.

For joal all you have to do is have joal.zip and the native dll/so (in
your case ' joal_native.dll') in the classpath. That is all that is
necessary to use joal, assuming you have installed OpenAL already.

I actually used netbeans inbuilt CVS to download the files, but on the
advice of Chien I am using WinCVS to upload the files, I downloaded
WinCvs2_0_2-4.zip and installed it.

As for OpenGL, it is my understanding on windows at least, that OpenGL
is already installed with most if not all graphics drivers.

Once you have successfully downloaded the incubator project you will
find sound demos in 'org.jdesktop.j3d.apps.sound'. The build.xml in that
folder has 3 run targets for demos for each type of sound. You can use
these to test whether joal is working correctly. Again the joal files
must be on the classpath.

Hope that helps,

Dave.

-----Original Message-----
From: java3d-interest@javadesktop.org
[mailto:java3d-interest@javadesktop.org]
Sent: Friday, 21 July 2006 4:57 AM
To: interest@java3d.dev.java.net
Subject: Re: Java 3D Sound (spatialized audio)

There is no file called "joal.jar" within ANY of the zip packages at the
page: https://joal.dev.java.net/.

I assumed "joal.jar" would be in "joal.zip", but there are only class
files in the unzipped package.

On the positive side I did find "joal_native.dll" in the zip package
"joal-natives-win32.zip".

I was able to install OpenGL also.

I am still having big problems with the new version of wincvs. What
version are you using Dave? Can you send me your email address, so we
can communicate directly? My address is : gcolello@comcast.net.
[Message sent by forum member 'gcolello' (gcolello)]

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gcolello
Offline
Joined: 2006-04-26
Points: 0

Ok. Chien I read your reply. Item (1) would be good for me too...

So, I did some investigation to better understand what the current status of things are. Specifically what coding issues will the developer of JOALMixer be confronted with? I offer the following longish summary (please check for accuracy):

(1) We are talking about making SPATIAL sound work as if it came from point sources in 3D space, so that proximity of the viewer to objects making sounds (and their relative velocities) determines what the viewer hears. These capabilities are described in detail in the "Java 3D API Specification" under the general topic of the Sound node. I gather that simple (non-spatial) BACKGROUND sound can in fact now be made to work by following the directions stated by kcr at the beginning of this thread (although I admit I have not tried this yet).

(2) I gather that SPATIAL sound actually worked on versions of Java 3D prior to 1.3, through something called the "Headspace AudioEngine", mentioned by kcr on the Java 3D Parent project page. He further states that "The reason the Headspace AudioEngine was removed is that we do not have the rights to ship the source code for the native Headspace sound mixer." I assume he is referring to "com.sun.j3d.audioengines.headspace", for which JavaDocs can be found at "http://www.cs.utexas.edu/~naylor/courses/Graphics/Shared/Java3D/Documentation/html/com/sun/j3d/audioengines/headspace/package-tree.html". Is a possible temporary solution for Java 3D users to obtain the Headspace sound mixer on their own, as it currently is? Does it actually still work? If so, what would be involved in getting rights to use it? Moreover, could you say a bit more about this subject in general? What's the Headspace engine currently used for? Why is the source restricted?

(3) On July 14, 2005 you created the relevant Issue 157: "Would like a JOALMixer implementation of AudioEngine3DL2". In another posting by kcr he said, "JOALMixer will require JOAL and OpenAL to be installed on your system." OpenAL is a 3D spatial sound engine, maintained by Creative, designed to do the sort of things described by me in item (1) above (see also item (6) below). JOAL is a javanet gaming project (see item (5) below). In a May 25, 2005 posting you stated "Will, The bits is now in j3d-incubator. You may check it out and play with it. I will correspond with you personally on the details." I assume this meant that the starting version of JOALMixer was added to j3d-incubator. I find nothing in j3d-incubator like that.

(4) In another thread called "JOAL Implementation queries" David Grace is talking about an actual JOALMixer implementation he has in progress (or at least he is working on implementing the JOAL interface to AudioDevice3D, which I assume is fundamental to the cause). Since that thread has a recent date (June 20, 2006), I wonder why this thread does not specifically refer to that thread. If I volunteer through this thread, shouldn't I be working with Dave?

(5) I find that JOAL itself is under "Projects > games > games-core > joal". The current build for WinXP (my environment) is "joal-natives-win32.jar", available for download as a .zip file, which actually contains "joal-native.dll". There appear to be no instructions as to what I am supposed to do with this file.

(6) "Installing OpenAL" actually means installing the OpenAL 1.1 SDK, which is available at the Creative web page "http://developer.creative.com/articles/article.asp?cat=1&sbcat=31&top=38&aid=45", as the installer package "OpenAL11CoreSDK.exe". I have not tried installing this yet.

jada
Offline
Joined: 2004-03-17
Points: 0

1) Yes, this is correct.

2) Works for Java 3D 1.3.1 too. Yes, Kevin is referring to com.sun.j3d.audioengines.headspace. We have decided to move away from Headspace AudioEngine, for reason you have quoted, it is not maintainable by Sun. Moving forward, we would focus our community on JOALMixer for Java 3D Sound.

3) Yes, JOALMixer requires OpenAL ( available at http://developer.creative.com ) and JOAL ( available at https://joal.dev.java.net ). There is a very basic framework of JOALMixer in j3d-incubator : https://j3d-incubator.dev.java.net/

4) Yes, Dave has signed up to the task. I've received an update from him over the weekends. He should be doing a putback pretty soon. It will be great with Dave and you can work together. I will be most happy to connect both of you up, but before any such collaboration could happen, we will need a signed JCA form from you : https://java3d.dev.java.net/contribute.html

5) I can't find any instruction on what to do with JOAL on JOAL's website too! The following website might be more helpful to you about installing JOAL : http://www.starfireresearch.com/services/java/docs/joal.html

6) Refer to (5)

Hope this helps.

- Chien.

David Grace

Hi gcolello,

I have uploaded code into the 'org.jdesktop.j3d.audioengines.joal'
branch of the j3d-incubator project that successfully implements
rendering of sound using joal. There are also test classes in
'org.jdesktop.j3d.apps.sound' which test each type of sound using the
new joal renderer.

This code seems to work well for all sound types (BackgroundSound,
PointSound and ConeSound). It has only been tested on Windows so far.

Instruction on how to use this class is included in the top of the java
class file and also the javadocs. It says:

1. You must have the OpenAL drivers installed on your machine, these
can be
downloaded for Windows, MacOS, Linux at
http://www.openal.org/downloads.html

2. You must have JOAL installed which can be downloaded from
https://joal.dev.java.net/. This includes joal.jar and the native dll/so
for your selected platform.

3. To use in your application you simply use:
java
-j3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALAudioEngine3DL2
[your_application_class] and call viewer.createAudioDevice(); as normal.

Any feedback or testing would be greatly appreciated, as would any help
in general.

Dave.

-----Original Message-----
From: java3d-interest@javadesktop.org
[mailto:java3d-interest@javadesktop.org]
Sent: Tuesday, 18 July 2006 8:59 AM
To: interest@java3d.dev.java.net
Subject: Re: Java 3D Sound (spatialized audio)

1) Yes, this is correct.

2) Works for Java 3D 1.3.1 too. Yes, Kevin is referring to
com.sun.j3d.audioengines.headspace. We have decided to move away from
Headspace AudioEngine, for reason you have quoted, it is not
maintainable by Sun. Moving forward, we would focus our community on
JOALMixer for Java 3D Sound.

3) Yes, JOALMixer requires OpenAL ( available at
http://developer.creative.com ) and JOAL ( available at
https://joal.dev.java.net ). There is a very basic framework of
JOALMixer in j3d-incubator : https://j3d-incubator.dev.java.net/

4) Yes, Dave has signed up to the task. I've received an update from him
over the weekends. He should be doing a putback pretty soon. It will be
great with Dave and you can work together. I will be most happy to
connect both of you up, but before any such collaboration could happen,
we will need a signed JCA form from you :
https://java3d.dev.java.net/contribute.html

5) I can't find any instruction on what to do with JOAL on JOAL's
website too! The following website might be more helpful to you about
installing JOAL :
http://www.starfireresearch.com/services/java/docs/joal.html

6) Refer to (5)

Hope this helps.

- Chien.
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David Grace

Hi all,

Just one note, there was a typo.

3. To use in your application you simply use:
java
-Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALAudioEngine3DL2
[your_application_class] and call viewer.createAudioDevice(); as normal.

The 'D' was accidentally deleted.

Dave.

-----Original Message-----
From: David Grace [mailto:programmer@dutchie.net]
Sent: Thursday, 20 July 2006 8:29 AM
To: interest@java3d.dev.java.net
Subject: RE: Java 3D Sound (spatialized audio)

Hi gcolello,

I have uploaded code into the 'org.jdesktop.j3d.audioengines.joal'
branch of the j3d-incubator project that successfully implements
rendering of sound using joal. There are also test classes in
'org.jdesktop.j3d.apps.sound' which test each type of sound using the
new joal renderer.

This code seems to work well for all sound types (BackgroundSound,
PointSound and ConeSound). It has only been tested on Windows so far.

Instruction on how to use this class is included in the top of the java
class file and also the javadocs. It says:

1. You must have the OpenAL drivers installed on your machine, these
can be
downloaded for Windows, MacOS, Linux at
http://www.openal.org/downloads.html

2. You must have JOAL installed which can be downloaded from
https://joal.dev.java.net/. This includes joal.jar and the native dll/so
for your selected platform.

3. To use in your application you simply use:
java
-j3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALAudioEngine3DL2
[your_application_class] and call viewer.createAudioDevice(); as normal.

Any feedback or testing would be greatly appreciated, as would any help
in general.

Dave.

-----Original Message-----
From: java3d-interest@javadesktop.org
[mailto:java3d-interest@javadesktop.org]
Sent: Tuesday, 18 July 2006 8:59 AM
To: interest@java3d.dev.java.net
Subject: Re: Java 3D Sound (spatialized audio)

1) Yes, this is correct.

2) Works for Java 3D 1.3.1 too. Yes, Kevin is referring to
com.sun.j3d.audioengines.headspace. We have decided to move away from
Headspace AudioEngine, for reason you have quoted, it is not
maintainable by Sun. Moving forward, we would focus our community on
JOALMixer for Java 3D Sound.

3) Yes, JOALMixer requires OpenAL ( available at
http://developer.creative.com ) and JOAL ( available at
https://joal.dev.java.net ). There is a very basic framework of
JOALMixer in j3d-incubator : https://j3d-incubator.dev.java.net/

4) Yes, Dave has signed up to the task. I've received an update from him
over the weekends. He should be doing a putback pretty soon. It will be
great with Dave and you can work together. I will be most happy to
connect both of you up, but before any such collaboration could happen,
we will need a signed JCA form from you :
https://java3d.dev.java.net/contribute.html

5) I can't find any instruction on what to do with JOAL on JOAL's
website too! The following website might be more helpful to you about
installing JOAL :
http://www.starfireresearch.com/services/java/docs/joal.html

6) Refer to (5)

Hope this helps.

- Chien.
[Message sent by forum member 'jada' (jada)]

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David Grace

Hi all,

One more update, I have been asked to rename JOALAudioEngine3DL2 to
JOALMixer so it becomes:

3. To use in your application you simply use:
java
-Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALMixer
[your_application_class] and call viewer.createAudioDevice(); as normal.

Dave.

-----Original Message-----
From: David Grace [mailto:programmer@dutchie.net]
Sent: Thursday, 20 July 2006 8:47 AM
To: interest@java3d.dev.java.net
Subject: RE: Java 3D Sound (spatialized audio)

Hi all,

Just one note, there was a typo.

3. To use in your application you simply use:
java
-Dj3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALAudioEngine3DL2
[your_application_class] and call viewer.createAudioDevice(); as normal.

The 'D' was accidentally deleted.

Dave.

-----Original Message-----
From: David Grace [mailto:programmer@dutchie.net]
Sent: Thursday, 20 July 2006 8:29 AM
To: interest@java3d.dev.java.net
Subject: RE: Java 3D Sound (spatialized audio)

Hi gcolello,

I have uploaded code into the 'org.jdesktop.j3d.audioengines.joal'
branch of the j3d-incubator project that successfully implements
rendering of sound using joal. There are also test classes in
'org.jdesktop.j3d.apps.sound' which test each type of sound using the
new joal renderer.

This code seems to work well for all sound types (BackgroundSound,
PointSound and ConeSound). It has only been tested on Windows so far.

Instruction on how to use this class is included in the top of the java
class file and also the javadocs. It says:

1. You must have the OpenAL drivers installed on your machine, these
can be
downloaded for Windows, MacOS, Linux at
http://www.openal.org/downloads.html

2. You must have JOAL installed which can be downloaded from
https://joal.dev.java.net/. This includes joal.jar and the native dll/so
for your selected platform.

3. To use in your application you simply use:
java
-j3d.audiodevice=org.jdesktop.j3d.audioengines.joal.JOALAudioEngine3DL2
[your_application_class] and call viewer.createAudioDevice(); as normal.

Any feedback or testing would be greatly appreciated, as would any help
in general.

Dave.

-----Original Message-----
From: java3d-interest@javadesktop.org
[mailto:java3d-interest@javadesktop.org]
Sent: Tuesday, 18 July 2006 8:59 AM
To: interest@java3d.dev.java.net
Subject: Re: Java 3D Sound (spatialized audio)

1) Yes, this is correct.

2) Works for Java 3D 1.3.1 too. Yes, Kevin is referring to
com.sun.j3d.audioengines.headspace. We have decided to move away from
Headspace AudioEngine, for reason you have quoted, it is not
maintainable by Sun. Moving forward, we would focus our community on
JOALMixer for Java 3D Sound.

3) Yes, JOALMixer requires OpenAL ( available at
http://developer.creative.com ) and JOAL ( available at
https://joal.dev.java.net ). There is a very basic framework of
JOALMixer in j3d-incubator : https://j3d-incubator.dev.java.net/

4) Yes, Dave has signed up to the task. I've received an update from him
over the weekends. He should be doing a putback pretty soon. It will be
great with Dave and you can work together. I will be most happy to
connect both of you up, but before any such collaboration could happen,
we will need a signed JCA form from you :
https://java3d.dev.java.net/contribute.html

5) I can't find any instruction on what to do with JOAL on JOAL's
website too! The following website might be more helpful to you about
installing JOAL :
http://www.starfireresearch.com/services/java/docs/joal.html

6) Refer to (5)

Hope this helps.

- Chien.
[Message sent by forum member 'jada' (jada)]

http://forums.java.net/jive/thread.jspa?messageID=133655

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gcolello
Offline
Joined: 2006-04-26
Points: 0

I am attempting to develop a simulation-builder application involving Multi-Media input/output using Java. Java 3D is a central part of this application.

The original thread question was whether there was any interest in 3D sound. I cannot imagine 3D without at least background sound (music and voice), but before I start volunteering for the 3D sound project, I have a background question...

The overall audio problem seems to me to break into two needs:

---------------------
(1) Audio associated with 3D and working with real-time interaction: To some degree this is currently accomplished with JavaSoundMixer and related classes, as described in the beginning of this thread.

(2) Audio added as a static parallel track "in post production" like with movies: I assume this is the sort of thing one would do with JMF, but I have found no example in the JMF world that attempts this sort of thing.
--------------

I am interested in both types of audio with 3D, but I'm not sure item 2 is needed, if item 1 works effectively, and the resulting animation can be exported as an .avi or .mov with sound. Adding tracks in post is always more difficult. Getting both to work together up front would be neat.

In any case what I am interested in first of all is how are these two aspects of sound with 3D viewed by the current 3D project developers (at Sun?). I need to get my focus correctly directed within the Java 3D community regarding these two issues.

(Sorry if I should have started a new thread. Feel free to do so if you prefer)

jada
Offline
Joined: 2004-03-17
Points: 0

We will be very please if the community can help us achieve (1). :-)

- Chien.

Anonymous

Btw: for an open source project thats really strange. Not only the fact that people have to sign this contract - do you know what it costs if e.g. somebody from europe or somewhere else outside of (north) america has to send this paper to you via mail!?

kcr
Offline
Joined: 2004-03-17
Points: 0

> Btw: for an open source project thats really strange.

Not at all. NetBeans uses it, and has a really good explanation as to why it's a good idea:

http://www.netbeans.org/about/legal/jca.html

Primarily, we don't want code to be integrated for which someone can later assert exclusive copyright and/or IP claims.

> Not only the fact that people have to sign this contract - do you know what it costs if e.g. somebody
> from europe or somewhere else outside of (north) america has to send this paper to you via mail!?

Most people scan and e-mail it to the address listed on the web page.

-- Kevin

pepe
Offline
Joined: 2003-06-10
Points: 0

sounds good to me.

Anonymous

To avoid misunderstandings: does this mean that the current build of J3D 1.3.2 has completely no sound (what means the Sound-objects don't work) are or does it have no spatialized sound?

kcr
Offline
Joined: 2004-03-17
Points: 0

It means that applications, such as the SimpleSounds example program, that use SimpleUniverse and call Viewer.createAudioDevice() will not play any Java 3D Sounds. The application will run as if Viewer.createAudioDevice() was not called. If you run the application with "-Dj3d.audiodevice=com.sun.j3d.audioengines.javasound.JavaSoundMixer" then it will play the sounds.

Applications that *explicitly* create an AudioDevice3D and add it to the PhysicalEnvironment will continue to work as before.

-- Kevin

vender
Offline
Joined: 2004-11-21
Points: 0

I note the absence of j3daudio.jar from the 1.3.2 series beta and daily builds, and the com.sun.audioengine.javasound code is appearantly in that jar.

Is this deliberate and should we be switching to other implementations of AudioDevice3D and AudioDevice3DL2?
--Brad Vender

jada
Offline
Joined: 2004-03-17
Points: 0

Yes, that is the plan. As mentioned by Kevin in the begining of this thread :

We will produce an initial, incomplete prototype of a JOAL-based audio device, org.jdesktop.j3d.audioengines.joal.JOALMixer, which will be checked into the j3d-incubator project. This will not be distributed with Java 3D, but it will be made available for download. JOALMixer will require JOAL and OpenAL to be installed on your system.

- Chien.