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VRML Script Tutorial
Full list

VRML Interactive Tutorial

Introduction
VRML File Structure
Drawing: Shape node
Geometry Nodes:
Box
Sphere
Cone
Cylinder
PointSet
IndexedLineSet
IndexedFaceSet
Extrusion
ElevationGrid
Example: Chessboard
Text
FontStyle
Appearance
Material
Textures
Image Texture
Movie Texture
Pixel Texture
Texture Coordinate
Texture Transform
Let there be Light
Directional Light
Point Light
Spot Light
Materials with Colored Lights
Hierarchical Node Structures
Group
Transform
Collision
Anchor
Billboard
Switch
Inlining Files
Defining and Instancing Nodes
Defining Levels of Detail
Events in VRML
Creating Paths between events: ROUTE
Generating Events based on Timers or User Actions
Timers
Touch Sensor
Visibility Sensor
Dragging Sensors
Plane Sensor
Sphere Sensor
Cylinder Sensor
Proximity Sensors
Example: Proximity sensor
Interpolators
Color
Coordinate
Normal
Orientation
Position
Scalar
Example
Let the Music Play
Sound
AudioClip
Bindable Nodes
Who Am I: NavigationInfo
Where Am I: ViewPoint
Adding Realism to the world
Background
Fog
Information about your world
WorldInfo
Definition for Auxiliary Nodes
Coordinate
Color
Normal

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Sound Node

VRML 2.0 supports not only 3D graphics but also 3D sound. Using the Sound node you can not only provide a location for the sound source but also the spatial properties of its propagation.

The following fields are present:

source specifies either an AudioClip node, for wave and midi sounds, or a MovieTexture node, for mpeg sound.

location specifies the location of the sound source in the local coordinate system in which the Sound node is included.

intensity defines the volume of the sound, must be between 0 and 1, where 0 corresponds to silence and 1 to full volume.

direction indicates the direction in which the sound source is pointing.

priority provides a way to define the relevance of the sound. This field is useful if there are no sound channels available, must be between 0 and 1. Higher values indicate higher priorities.

spatialize indicates if the sound should be treated as 3D or ambient sound. If TRUE the sound is 3D else the sound is not localized, i.e. you can hear the sound in both the left and right channels of your stereo regardless of your position.

minBack, minFront: specify an inner ellipsoid within which the sound is heard at the intensity specified.

maxBack, maxFront: specify an outter ellipsoid. If the user is outside this ellipsoid the the sound is not heard. When between the ellipsoids the sound is attenuated as one travels from the inner ellipsoid to the outter ellipsoid.

Syntax:
Sound {
source NULL
location 0 0 0
intensity 1
priority 0
spatialize TRUE
minBack 1
minFront 1
maxBack 10
maxFront 10
}