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Sound class whenever it fails
to located a given sound clip label.print(), normal(), debug() and trace() methods.print(), normal(), debug() and trace() methods.autoStatus, write the byte count upon object finalization.
time milliseconds.
null if that level isn't available.
true if this Sound object is capable of playing audio, false otherwise.
true if the game has ended because all balls have been lost.
true if this Sound object has been muted by the mute() method, false otherwise.
null if
the loading failed, but if there was an I/O error reading from the
stream, you will probably get an IOException instead).
null
if the image could not be created for some reason.
len bytes from the underlying input stream,
placing them into the supplied byte array b at the supplied
offset off, according the general contract of
java.io.InputStream.read(byte[], int, int).
enabled parameter is false,
the audio subsystem will never be used and all methods in
this class will be dummies.
mute() has been called, re-enabled sound playing.
statusLimit (set by
setStatusLimit()), debug data containing the number
of bytes totally read and and since last call is written to
System.out.
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