anchor.diff:  
   
   === Looping & Ambient Sounds
  -[cols="2", options="header"]
  -|===
  -
  -a|AudioNode Method
  -a|Usage
  -
  -a|setPositional(false) +setDirectional(false)
  +
  +[cols="2", options="header"]
  +|===
  +
  +a|AudioNode Method
  +a|Usage
  +
  +a|setPositional(false) +
  +setDirectional(false)
   a|All 3D effects switched off. This sound is global and plays in headspace (it appears to come from everywhere). Good for environmental ambient sounds and background music.
   
   a|setLooping(true)
  -a|Configures the sound to be a loop: After the sound plays, it repeats from the beginning, until you call stop() or pause(). Good for music and ambient background noises. +*Before 3.1-alpha2, Looping does not work on streamed sounds.* 
  +a|Configures the sound to be a loop: After the sound plays, it repeats from the beginning, until you call stop() or pause(). Good for music and ambient background noises. +
  +*Before 3.1-alpha2, Looping does not work on streamed sounds.* 
   
   |===
   
   
   === Positional 3D Sounds
  -[cols="2", options="header"]
  -|===
  -
  -a|AudioNode Method
  -a|Usage
  -
  -a|setPositional(true) +setLocalTranslation(…)
  +
  +[cols="2", options="header"]
  +|===
  +
  +a|AudioNode Method
  +a|Usage
  +
  +a|setPositional(true) +
  +setLocalTranslation(…)
   a|Activates 3D audio: The sound appears to come from a certain position, where it is loudest. Position the AudioNode in the 3D scene, or move it with mobile players or NPCs.
   
   a|setReverbEnabled(true)
  
positive.code: == Setting Audio Environment Properties
  
  Optionally, You can choose from the following environmental presets from `com.jme3.audio.Environment`. This presets influence subtle echo effects (reverb) that evoke associations of different environments in your users. That is, it makes you scene sound “indoors or “outdoors etc. You use Audio Environments together with `setReverbEnabled(true)` on positional AudioNodes (see above).
  [cols="11", options="header"]
  |===
  
  
negative.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!
  
  |===
  