Interface AudioSortStage

All Known Implementing Classes:

public interface AudioSortStage

Handles any sort of rendering sort ability.

Typical sorting operations that may implement this interface are for depth or priority sorting.

A sorter will have a reciever for its output. If no receiver is registered the sorter should still operate because an implemenation could choose to poll for the output of the sorter at any time too. The output should always remain valid, regardless of whether another sort is in progress. If a sort is in progress then the output is for the previous sort step.

$Revision: 2.2 $
Alan Hudson

Method Summary
 void halt()
          Force a halt of the current processing.
 void setSortedAudioReceiver(SortedAudioReceiver sgr)
          Register a reciever for the output of the sorter.
 void sort(RenderableRequestData otherData, AudioEnvironmentData data, AudioCullOutputDetails[] nodes, int numNodes)
          Sort the listing of nodes in the given array.

Method Detail


void sort(RenderableRequestData otherData,
          AudioEnvironmentData data,
          AudioCullOutputDetails[] nodes,
          int numNodes)
Sort the listing of nodes in the given array. Do not return until the sort has been completed.

For the 2D array of objects, contains the list of final subscenes to send to the final stage. First index is the direct owner of the scene contents. The second index is the scene parent of the scene included (needed for pBuffer GL context handling at render time). If this second one is null, then the parent is the main canvas that is being rendered to.

otherData - data to be processed before the rendering
data - External rendering environment information
nodes - List of processed nodes based on the scene they came from
numNodes - Number of nodes in each scene


void setSortedAudioReceiver(SortedAudioReceiver sgr)
Register a reciever for the output of the sorter. If the value is null, it will clear the currently set receiver.

sgr - The receiver instance to add or null


void halt()
Force a halt of the current processing. Any processing in progress should exit immediately. Used to abort the current scene processing due to application shutdown or complete scene replacement.


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