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/*
 * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
 * are met:
 *
 * - Redistribution of source code must retain the above copyright
 *   notice, this list of conditions and the following disclaimer.
 *
 * - Redistribution in binary form must reproduce the above copyright
 *   notice, this list of conditions and the following disclaimer in
 *   the documentation and/or other materials provided with the
 *   distribution.
 *
 * Neither the name of Sun Microsystems, Inc. or the names of
 * contributors may be used to endorse or promote products derived
 * from this software without specific prior written permission.
 *
 * This software is provided "AS IS," without a warranty of any
 * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
 * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
 * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
 * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
 * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
 * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
 * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
 * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
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 * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
 * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
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 *
 * You acknowledge that this software is not designed, licensed or
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 */

package com.sun.j3d.audioengines;

import javax.media.j3d.AudioDevice;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Sound;

/**
 * The AudioEngine Class defines an audio output device that generates
 * sound 'image' from scene graph.
 * An AudioEngine object encapsulates the AudioDevice's basic information.
 *
 * 

* NOTE: AudioEngine developers should not subclass this class directly. * Subclass AudioEngine3DL2 instead. */ public abstract class AudioEngine implements AudioDevice { /* * This device's UNIX file descriptor */ int fileDescriptor; /* * Type of audio output device J3D sound is played over: * HEADPHONE, MONO_SPEAKER, STEREO_SPEAKERS */ int audioPlaybackType = HEADPHONES; /* * Distance from center ear (midpoint between ears) to physical speaker. * Default reflects distance for headphones. * For two speakers it is assumed that the speakers are the same * distance from the listener and that */ float distanceToSpeaker = 0.0f; /* * Angle between the vector from center ear parallel to head coordiate * Z axis and the vector from the center ear to the speaker. * For two speakers it is assumed that the speakers are placed at the * same angular offset from the listener. */ float angleOffsetToSpeaker = 0.0f; /* * Channels currently available */ int channelsAvailable = 8; /* * Total number of Channels ever available */ int totalChannels = 8; /** * Construct a new AudioEngine with the specified P.E. * @param physicalEnvironment the physical environment object where we * want access to this device. */ public AudioEngine(PhysicalEnvironment physicalEnvironment ) { physicalEnvironment.setAudioDevice(this); } /** * Code to initialize the device * @return flag: true is initialized sucessfully, false if error */ @Override public abstract boolean initialize(); /** * Code to close the device * @return flag: true is closed sucessfully, false if error */ @Override public abstract boolean close(); /* * Audio Playback Methods */ /** * Set Type of Audio Playback physical transducer(s) sound is output to. * Valid types are HEADPHONE, MONO_SPEAKER, STEREO_SPEAKERS * @param type of audio output device */ @Override public void setAudioPlaybackType(int type) { audioPlaybackType = type; } /** * Get Type of Audio Playback Output Device * returns audio playback type to which sound is currently output */ @Override public int getAudioPlaybackType() { return audioPlaybackType; } /** * Set Distance from the Center Ear to a Speaker * @param distance from the center ear and to the speaker */ @Override public void setCenterEarToSpeaker(float distance) { distanceToSpeaker = distance; } /** * Get Distance from Ear to Speaker * returns value set as distance from listener's ear to speaker */ @Override public float getCenterEarToSpeaker() { return distanceToSpeaker; } /** * Set Angle Offset To Speaker * @param angle in radian between head coordinate Z axis and vector to speaker */ @Override public void setAngleOffsetToSpeaker(float angle) { angleOffsetToSpeaker = angle; } /** * Get Angle Offset To Speaker * returns value set as angle between vector to speaker and Z head axis */ @Override public float getAngleOffsetToSpeaker() { return angleOffsetToSpeaker; } /** * Query total number of channels available for sound rendering * for this audio device. * returns number of maximum sound channels you can run with this * library/device-driver. */ @Override public int getTotalChannels() { // this method should be overridden by a device specific implementation return (totalChannels); } /** * Query number of channels currently available for use by the * returns number of sound channels currently available (number * not being used by active sounds. */ @Override public int getChannelsAvailable() { return (channelsAvailable); } /** * Query number of channels that would be used to render a particular * sound node. * @param sound refenence to sound node that query to be performed on * returns number of sound channels used by a specific Sound node * @deprecated This method is now part of the Sound class */ @Override public int getChannelsUsedForSound(Sound sound) { if (sound != null) return sound.getNumberOfChannelsUsed(); else return -1; } }





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