anchor.diff:  == Audio Terminology
   
   *  *Streaming:* There are two ways to load audio data: Short audio files are to be stored entirely in memory (prebuffered), while long audio files, such as music, are streamed from the hard drive as it is played.
  -*  *Looping:* You can play a sound either once and then stop, or repeatedly (continuously) in a loop. +You cannot loop streamed sounds.
  +*  *Looping:* You can play a sound either once and then stop, or repeatedly (continuously) in a loop. +
  +You cannot loop streamed sounds.
   *  *Instance:* If you play the same audio twice, the playing is queued up and jME plays one after the other. If you play instances of sounds, several instances of the same sound can play at the same time.
   
   
  
positive.code: 
  
  === Directional 3D Sounds
  [cols="2", options="header"]
  |===
  
  a|AudioNode Method
  a|Usage
  
  a|setDirectional(true) +setDirection(…) 
  a|Activates 3D audio: This sound can only be heard from a certain direction. Specify the direction and angle in the 3D scene if you have setDirectional() true. Use this to restrict noises that should not be heard, for example, through a wall.
  
  a|setInnerAngle() +setOuterAngle()
  a|Set the angle in degrees for the directional audio. The angle is relative to the direction. Note: By default, both angles are 360° and the sound can be heard from all directions!
  
  |===
  
negative.code: 
  
  == Getting AudioNode Properties
  
  [cols="2", options="header"]
  |===
  
  