AudioNode

lumin. AudioNode

new AudioNode()

Extends

Methods

addChild(a_pChild) → {boolean}

Inherited From:

Adds a child to the current Node, removing it from its current parent.

A child can only have a single Parent

Parameters:
Name Type Description
a_pChild lumin.Node

The Node to add as a child to this Node.

Returns:

true if successful, false if failed

Type
boolean

addMoveCallback(trackopt)

Inherited From:

Adds a client-side callback event to the move list. When the event is reached during the
animation playback, the ServerEventCallback function set in Client will be called
with an event TransformAnimationEventData.

Parameters:
Name Type Attributes Default Description
track number <optional>
0

addToLayer(a_layer)

Inherited From:

Adds this node to the specified node layer. Nodes can be members of multiple layers.

Parameters:
Name Type Description
a_layer number

createSoundWithLoadedFile(resourceID, autoDestroyopt, dynamicDecodeopt) → {boolean}

Initializes the AudioNode for using the already loaded resource(keyed on resource ID)
Associates audio resource id with audio node.
Also, sets resource related properties.

Parameters:
Name Type Attributes Default Description
resourceID number

ID of the audio resource which is already created.

autoDestroy boolean <optional>
false

If true, play the sound once and delete the node. If false the audio
node will stay until scenegraph is destroyed.
It is good practice to remove the unused node sooner than later after
it's not required.

dynamicDecode boolean <optional>
false

true = The file resource is compressed and will be decoded when playing.
false = The file\resource is an uncompressed PCM data.

Returns:

bool - Returns true on success else, returns false.

Type
boolean

createSoundWithStreamedFile(resourceID, autoDestroyopt) → {boolean}

Initializes the AudioNode for loading the audio file chunk at a time in memory.
Associates audio resource(file) with audio node. Also, sets resource related properties.

Parameters:
Name Type Attributes Default Description
resourceID number

resource id of sound resource

autoDestroy boolean <optional>
false

If true, play the sound once and delete the node. If false the audio node will
stay until scenegraph is destroyed.
It is good practice to remove the unused node sooner than later after it's not
required.

Returns:

bool - Returns true on success else, returns false.

Type
boolean

createWithSound(sound, autoDestroyopt)

Parameters:
Name Type Attributes Default Description
sound lumin.Sound
autoDestroy boolean <optional>
false

delayMove(durationSecs, trackopt)

Inherited From:

Adds a delay to the current move sequence.

Parameters:
Name Type Attributes Default Description
durationSecs number

How long to delay, in seconds.

track number <optional>
0

which animation track to add the delay to.

findChild(name) → {lumin.Node}

Inherited From:

Find the first named child in the node hierarchy, including this Node.

Does a breadth-first search of the child node hierarchy
for the specified named Node and will return the first encountered match,
or nullptr if no named Node found.

Parameters:
Name Type Description
name string

The name to search for.

Returns:
Type
lumin.Node

findChildren(a_type, a_bExactTypeopt, a_bIncludeSelfopt) → {Array.<lumin.Node>}

Inherited From:

Does a breadth-first search of the child node hierarchy
for the specified Node type.

Parameters:
Name Type Attributes Default Description
a_type number

The type of Node to find in the child hierarchy.

a_bExactType boolean <optional>
false

Flag to indicate if the child node must be the exact type or can be derived from the type (default false).

a_bIncludeSelf boolean <optional>
false

Flag to indicate if the search should include this Node (default false).

Returns:

A vector of Node pointers containing the results.

Type
Array.<lumin.Node>

findParent(a_type, a_bExactTypeopt) → {lumin.Node}

Inherited From:

Searches up the tree parentage for the specific Node type.

Parameters:
Name Type Attributes Default Description
a_type number

The type of Node to find in the parent hierarchy.

a_bExactType boolean <optional>
false

Flag to indicate if the parent node must be the exact type or can be derived from the type (default false).

Returns:

The parent node, if found, null if not found.

Type
lumin.Node

getAABB() → {lumin.math.AABB}

Inherited From:

Get the AABB of this Node's full hierarchy, including all descendants,
with all Node transforms applied.

The returned AABB encompasses this Node and all descendant Nodes
and is aligned to the coordinate system the Node resides within,
i.e. the Node's parent coordinate system.
Note, the returned AABB is not guaranteed to be the minimal,
tightest fitting AABB to encompass the Node's descendant hierarchy,
but it will fully enlose the Node's hierarchy.

Returns:

The bounding box

Type
lumin.math.AABB

getAnchorPosition() → {vec3}

Inherited From:

Returns the anchor position of the node.

Returns:

The anchor position.

Type
vec3

getChild(a_iIndex) → {lumin.Node}

Inherited From:

Gets the n'th child from this Node's children

Parameters:
Name Type Description
a_iIndex number

The index of the child.

Returns:

Child Node

Type
lumin.Node

getChildCount() → {number}

Inherited From:

Gets the number of immediate children this Node has

Returns:

Count of immediate child Nodes

Type
number

getCurrentPrismTransform() → {mat4}

Inherited From:

Get the Cached Prism Transform of this Node

Returns:

Transform Matrix

Type
mat4

getCurrentWorldTransform() → {mat4}

Inherited From:

Get the Cached World Transform of this Node

Returns:

Transform Matrix

Type
mat4

getCursorHoverState() → {lumin.CursorHoverState}

Inherited From:

Get the cursor hover state for this Node.

Returns:

the cursor state.

Type
lumin.CursorHoverState

getLocalAABB() → {lumin.math.AABB}

Inherited From:

Get the local AABB of this Node only, not including children,
aligned to this Node's local coordinate system.

A local AABB of math::AABB::EMPTY indicates the Node either
has no visual information or that local AABB is not supported
for the Node.

Note: The local AABB for ModelNodes is currently not supported
and will report math::AABB::EMPTY.

Returns:

The bounding box.

Type
lumin.math.AABB

getLocalPosition() → {vec3}

Inherited From:

Get the Local Position of this Node

Returns:

Position

Type
vec3

getLocalRotation() → {quat}

Inherited From:

Get the Local Rotation of this Node

Returns:

Rotation

Type
quat

getLocalScale() → {vec3}

Inherited From:

Get the Local Scale of this Node

Returns:

Scale

Type
vec3

getLocalTransform() → {mat4}

Inherited From:

Get the Local Transform of this Node

Returns:

Transform Matrix

Type
mat4

getName() → {string}

Inherited From:

Get the name of the Node.

This call returns EMPTY_STRING if the Node's
name has not been set.

Returns:

The name of the Node, if set.

Type
string

getNodeId() → {number}

Inherited From:

Gets the Node Id of this Node

Every Node is assigned a unique ID per Prism

Returns:

Node id of the current Node

Type
number

getParent() → {lumin.Node}

Inherited From:

Gets this Node's immediate parent

Returns:

Parent Node, nullptr = no parent

Type
lumin.Node

getParentedBoneName() → {string}

Inherited From:

When parented to a parents bone with setParentedBoneName

Returns:

Parents bone name we are attached to

Type
string

getPrismId() → {number}

Inherited From:

Returns the id of the prism the node belongs to.

Returns:

the prism id (0 = invalid prism)

Type
number

getPrismPosition() → {vec3}

Inherited From:

Get the Prism Position of this Node

Returns:

Position

Type
vec3

getRigidBody() → {lumin.PhysicsRigidBody}

Inherited From:

Returns the PhysicsRigidBody attached to the node, if the node is participating in the physics
system.

Returns:

the rigid body

Type
lumin.PhysicsRigidBody

getRoot() → {lumin.RootNode}

Inherited From:

Gets the root node of the node tree this node belongs to.

Returns:

The root node, or nullptr if none.

Type
lumin.RootNode

getSoundPitch() → {number}

Get sound pitch.

Returns:
  • Reference to a float to output current value.
Type
number

getSoundState() → {lumin.AudioState}

Gets the current state of the audio, see enum AudioState.

Returns:
  • Output parameter where the audio state will be stored.
Type
lumin.AudioState

getSoundVolumeLinear() → {number}

Gets the current audio volume.

Returns:
  • Reference to a float to output current value.
Type
number

getSpatialSoundDirection(channel) → {quat}

Get sound direction of a given audio channel.
Direction is relative to audio node's local orientation.

Parameters:
Name Type Description
channel number

Channel index(zero based).

Returns:
  • A quaternion (glm::quat) which gets populated by direction
            of the sound for the given channel.
Type
quat

getSpatialSoundDirectSendLevels(channel) → {lumin.SpatialSoundSendLevels}

Gets the direct send levels for one channel of a sound output.

Multi-channel sounds require the direct send levels to be read
individually for each channel by calling this function once for each
channel. For mono sounds use channel = 0. For stereo sounds use
channel = 0 for left and channel = 1 for right.

Parameters:
Name Type Description
channel number

selects the channel whose direct send levels are being read

Returns:
  • SpatialSoundSendLevels struct to return the levels
Type
lumin.SpatialSoundSendLevels

getSpatialSoundDistanceProperties(channel) → {lumin.SpatialSoundDistanceProperties}

Get spatial sound distance parameters for a given channel.

Parameters:
Name Type Description
channel number

Channel index(zero based).

Returns:
  • Reference to distance properties struct.
            See struct SpatialSoundDistanceProperties
Type
lumin.SpatialSoundDistanceProperties

getSpatialSoundEnable() → {boolean}

Query if spatial sound is enabled or disabled.

Returns:
  • true, Enabled
                       false, Disabled
Type
boolean

getSpatialSoundPosition(channel) → {vec3}

Get position of the given audio channel. Position is relative to audio node's
local position.

Parameters:
Name Type Description
channel number

Channel index(zero based).

Returns:
  • A glm::vec3 which gets populated by the offset
            of channels position.
Type
vec3

getSpatialSoundRadiationProperties(channel) → {lumin.SpatialSoundRadiationProperties}

Get spatial sound radiation parameters for a given channel.

Parameters:
Name Type Description
channel number

Channel index(zero based).

Returns:
  • Reference to radiation properties struct.
            See struct SpatialSoundRadiationProperties
Type
lumin.SpatialSoundRadiationProperties

getSpatialSoundRoomSendLevels(channel) → {lumin.SpatialSoundSendLevels}

Gets the room send levels for one channel of a sound output.

Multi-channel sounds require the room send levels to be read
individually for each channel by calling this function once for each
channel. For mono sounds use channel = 0. For stereo sounds use
channel = 0 for left and channel = 1 for right.

Parameters:
Name Type Description
channel number

selects the channel whose room send levels are being read

Returns:
  • SpatialSoundSendLevels struct to return the levels
Type
lumin.SpatialSoundSendLevels

getStreamedFileOffset() → {number}

Gets the currently set starting point for playback of a streamed-file sound.

Returns:
  • Reference to uint32_t to output the current value of offset.
Type
number

getWorldPosition() → {vec3}

Inherited From:

Get the World Position of this Node

Returns:

Position

Type
vec3

isInLayer(a_layer) → {boolean}

Inherited From:

Checks to see if node subscribes to the specified node layer.

Parameters:
Name Type Description
a_layer number

The layer to test if this node is a member of.

Returns:

True if this node subscribes to the specified layer.

Type
boolean

isInSubtree(pParent) → {boolean}

Inherited From:

Determines if this Node is within the subtree.

Parameters:
Name Type Description
pParent lumin.Node
Returns:

true if this Node is within the subtree, false if not.

Type
boolean

isSkipRaycast() → {boolean}

Inherited From:

Returns the skip raycast state of the node.

Returns:

True if the node is skipped during raycasting.

Type
boolean

isSoundLooping() → {boolean}

Queries if the sound is looping or not.

Returns:
  • true, if sound is looping.
                       false, if not.
Type
boolean

isSoundMuted() → {boolean}

Check if sound is muted or not.

Returns:
  • Reference to a bool to output current value.
            true - muted
            false - not muted
Type
boolean

isTriggerable() → {boolean}

Inherited From:

Returns true if this node should handle trigger presses directly.

Returns:

true if this node will handle trigger presses directly when focused,
false if trigger press will instead enter prism placement mode.

Type
boolean

isVisibilityInherited() → {boolean}

Inherited From:

Returns whether this Node's visibility is inherited by its children or not.

Returns:

True if the Node's visiblity is inherited.

Type
boolean

isVisible() → {boolean}

Inherited From:

Returns the visibility state of the node. Note that only the local state is checked, the
effect of a parent's visibility is ignored.

Returns:

True if the Node is visible.

Type
boolean

isVisibleInPrism() → {boolean}

Inherited From:

Returns the visibility of the Node in the hierarchy based on self visibility and any
potential inherited visibility.

Returns:

True if the Node is visible in the Prism.

Type
boolean

pauseSound()

Pause the sound if already playing.

(static) playSound(prism, sound, pos) → {boolean}

Fire and forget API.
Creates an AudioNode with the properties from the given Sound and sets a callback to destroy the node when it has finished playing.

Parameters:
Name Type Description
prism lumin.Prism

Prism instance that the created node will belong to.

sound lumin.Sound

Sound instance that contains audio properties for the created AudioNode.

pos vec3

Position to set to the created AudioNode.

Returns:

True if the audio node was successfully created, added to the scene and set to delete on play end.

Type
boolean

(static) playSound(prism, soundName, pos) → {boolean}

Fire and forget API.
Creates an AudioNode with the properties from the given Sound and sets a callback to destroy the node when it has finished playing.

Parameters:
Name Type Description
prism lumin.Prism

Prism instance that the created node will belong to.

soundName string

name of a Sound instance that contains audio properties for the created AudioNode.

pos vec3

Position to set to the created AudioNode.

Returns:

True if the audio node was successfully created, added to the scene and set to delete on play end.

Type
boolean

(static) playSound(prism, sound) → {boolean}

Fire and forget API.
Creates an AudioNode with the properties from the given Sound and sets a callback to destroy the node when it has finished playing.

Parameters:
Name Type Description
prism lumin.Prism

Prism instance that the created node will belong to.

sound lumin.Sound

Sound instance that contains audio properties for the created AudioNode.

Returns:

True if the audio node was successfully created, added to the scene and set to delete on play end.

Type
boolean

(static) playSound(prism, soundName) → {boolean}

Fire and forget API.
Creates an AudioNode with the properties from the given Sound and sets a callback to destroy the node when it has finished playing.

Parameters:
Name Type Description
prism lumin.Prism

Prism instance that the created node will belong to.

soundName string

name of a Sound instance that contains audio properties for the created AudioNode.

Returns:

True if the audio node was successfully created, added to the scene and set to delete on play end.

Type
boolean

releaseOutputStreamBuffer() → {boolean}

Lets the audio service know that the buffer is filled and ready.

Returns:

bool - Returns true on success else false.

Type
boolean

releaseOutputStreamBuffer(streamId) → {boolean}

Lets the audio service know that the buffer is filled and ready.

Parameters:
Name Type Description
streamId number

OutputStream's Id whose buffer is being released.

Returns:

bool - Returns true on success else false.

Type
boolean

removeChild(a_pChild)

Inherited From:

Remove a child from the current Node

Parameters:
Name Type Description
a_pChild lumin.Node

The child Node to remove.

removeFromLayer(a_layer)

Inherited From:

Removes this node from the specified node layer.

Parameters:
Name Type Description
a_layer number

The layer this node will be removed from.

resumeSound()

Resume the sound if already playing and is paused.

setAnchorPosition(a_position)

Inherited From:

Sets the anchor position of the Node's transform. Rotations, scaling, and translations of the
transform will take place around this point. Changing the anchor point will recalculate
the transform to the new anchor point.

Parameters:
Name Type Description
a_position vec3

Anchor position. This is relative to the default 0,0,0 position of the
transform.

setCursorHoverState(state)

Inherited From:

Set the cursor hover state for this Node.

Setting this will set the cursor state when this Node
or any descendant Nodes, that are not explicitly set,
are hovered over.

Parameters:
Name Type Description
state lumin.CursorHoverState

The cursor state

setLocalPosition(aPos)

Inherited From:

Set the local position of this Node

Parameters:
Name Type Description
aPos vec3

new position

setLocalRotation(aRot)

Inherited From:

Set the local rotation of this Node

Parameters:
Name Type Description
aRot quat

new rotation

setLocalScale(aScale)

Inherited From:

Set the local scale of this Node

Parameters:
Name Type Description
aScale vec3

new scale

setLocalTransform(aTransform)

Inherited From:

Set the local transform of this Node

Parameters:
Name Type Description
aTransform mat4

transform matrix

setName(a_name) → {boolean}

Inherited From:

Set the name of the Node

By default a Node has no name.

Parameters:
Name Type Description
a_name string

The new name of the Node.

Returns:

true if the name of the Node was successfully set, false otherwise.

Type
boolean

setParentedBoneName(a_boneName) → {boolean}

Inherited From:

Set the bone in the parent by name that this child will attach to
This node must have a parent and the parent must be of type ModelNode.

Parameters:
Name Type Description
a_boneName string

bone name to attach to

Returns:

true if successful, false if failed

Type
boolean

setSkipRaycast(a_skipRaycast, a_propagateToChildrenopt)

Inherited From:

Sets the skip raycast state of the node.

Parameters:
Name Type Attributes Default Description
a_skipRaycast boolean

Raycast skip flag.

a_propagateToChildren boolean <optional>
false

Flag to also set the raycast state of any children

setSoundLooping(isLooping)

Sets the mode of playing audio in repeat mode. If enabled, audio will play from start
after reaching the end, until disabled.
When audio is created, the default is disabled.

Parameters:
Name Type Description
isLooping boolean

true enables loop mode.
false disables loop mode.

setSoundMute(isMuted)

Mute or unmute the sound.

Parameters:
Name Type Description
isMuted boolean

true, mute the sound.
false, unmute.

setSoundPitch(pitch)

Sets sound pitch.

The range of the pitch is 0.5 to 2.0, with 0.5 being one octave down
and 2.0 being one octave up (i.e., the pitch is a frequency multiple).
A pitch of 1.0 is the default and means no change.

Parameters:
Name Type Description
pitch number

Pitch value to set. Range 0.5 t0 2.0

setSoundVolumeLinear(volume)

Sets the audio volume.

The range of the volume is 0 to 8, with 0 for silence,
1 for unity gain, and 8 for 8x gain.

Parameters:
Name Type Description
volume number

Volume value to set. Range 0.0f to 8.0f

setSpatialSoundDirection(channel, channelDirection)

Set the sound direction of a given audio channel.
Effective only if spatial sound is enabled (setSpatialSoundEnable) for an audio node.
The Direction is relative to this nodes local orientation.
By default that is, if this API not called then, the direction is same
as the the parent nodes orientation.
Will change the direction even if the audio clip is already playing.

Parameters:
Name Type Description
channel number

Channel index(zero based).

channelDirection quat

A quaternion (glm::quat) specifying the direction of the sound for the given channel
relative to the node's local orientation.

setSpatialSoundDirectSendLevels(channel, channelSendlevels)

Sets the direct send levels for one channel of a sound output.

When 3D audio processing is enabled for a sound output (see
setSpatialSoundEnabled) this function sets the send
levels for the direct component of the sound, i.e., the audio mix
for the the part of the sound not affected by room acoustics.
Multi-channel sounds require the direct send levels to be set
individually for each channel by calling this function once for each
channel. For mono sounds use channel = 0. For stereo sounds use
channel = 0 for left and channel = 1 for right.

Parameters:
Name Type Description
channel number

selects the channel whose direct send levels are being set

channelSendlevels lumin.SpatialSoundSendLevels

SpatialSoundSendLevels struct to set the levels

setSpatialSoundDistanceProperties(channel, channelProperties)

Set spatial sound distance parameters for a given channel.

Parameters:
Name Type Description
channel number

Channel index(zero based).

channelProperties lumin.SpatialSoundDistanceProperties

spatial sound distance parameters, See struct SpatialSoundDistanceProperties

setSpatialSoundEnable(isEnabled)

Enable\Disable the capability for spatial sound.
If enabled, setSpatialSoundPosition
must be called for positional sound to be effective.

Parameters:
Name Type Description
isEnabled boolean

true, Enable
false, Disable

setSpatialSoundPosition(channel, channelPosition)

Set the position of a given audio channel relative to this nodes local position.
Effective only if spatial sound is enabled explicitly for an audio node.
Will change the position even if the audio clip is already playing.

Parameters:
Name Type Description
channel number

Channel index(zero based).

channelPosition vec3

A glm::vec3 specifying the offset of channel position
relative to the node's local position.

setSpatialSoundRadiationProperties(channel, channelProperties)

Set spatial sound radiation parameters for a given channel.

Parameters:
Name Type Description
channel number

Channel index(zero based).

channelProperties lumin.SpatialSoundRadiationProperties

spatial sound radiation parameters, See struct SpatialSoundRadiationProperties

setSpatialSoundRoomSendLevels(channel, channelSendLevels)

Sets the room send levels for one channel of a sound output.

When 3D audio processing is enabled for a sound output (see
setSpatialSoundEnabled) this function sets the send
levels for the room component of the sound, i.e., the audio mix
for the the part of the sound that's affected by room acoustics.
Multi-channel sounds require the room send levels to be set
individually for each channel by calling this function once for each
channel. For mono sounds use channel = 0. For stereo sounds use
channel = 0 for left and channel = 1 for right.

Parameters:
Name Type Description
channel number

selects the channel whose room send levels are being set

channelSendLevels lumin.SpatialSoundSendLevels

SpatialSoundSendLevels struct to set the levels

setStreamedFileOffset(offsetMilliSec)

Sets the starting point for playback of a streamed-file sound.

Parameters:
Name Type Description
offsetMilliSec number

Value for offset in milliseconds.

setTriggerable(a_triggerable)

Inherited From:

Sets whether this node should handle trigger presses directly.

Parameters:
Name Type Description
a_triggerable boolean

true if this node should handle trigger presses directly when focused,
false if trigger press should instead enter prism placement mode.

setVisibilityInherited(a_inherit)

Inherited From:

Flags that the visibility state of this node should be inherited by its children. This does
not change a child's visibility set by setVisible. A visibility of false will take precedence
over a visibility of true. The tables below show the draw result for various combinations of
node visibility and inheritance.

         visible     inherit     drawn
node  :   false       true        no
child :   true          x         no

         visible     inherit     drawn
node  :   false       false       no
child :   true          x         yes

         visible     inherit     drawn
node  :   true        true        yes
child :   false         x         no

         visible     inherit     drawn
node  :   true        false       yes
child :   false         x         no
Parameters:
Name Type Description
a_inherit boolean

Flag that this node's children should inherit its visibility.

setVisible(a_visible, a_propagateToChildrenopt)

Inherited From:

Sets the visibility state of the node.

Parameters:
Name Type Attributes Default Description
a_visible boolean

Visibility flag

a_propagateToChildren boolean <optional>
false

Flag to also set the visibility state of any children

startSound()

Plays the sound from the beginning.

stopSound()

Stops the sound if already playing.

stopTransformAnimations()

Inherited From:

Stops all current property animations.