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 * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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 * particular file as subject to the "Classpath" exception as provided
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 * version 2 for more details (a copy is included in the LICENSE file that
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package javax.media.j3d;

import javax.vecmath.Point2f;
import javax.vecmath.Point3d;
import javax.vecmath.Point3f;
import javax.vecmath.Vector3d;
import javax.vecmath.Vector3f;


/**
 * The AudioDevice3D class defines a 3D audio device that is used to set
 * sound and aural attributes.
 *

* After the application chooses the AudioDevice3D that Java3D sound * is to be rendered on, the Java 3D Sound Scheduler will call these * methods for all active sounds to render them on the audio device. *

* The intent is for this interface to be implemented by AudioDevice Driver * developers using a software or hardware sound engine of their choice. *

* Methods in this interface provide the Java3D Core a generic way to * set and query the audio device the application has chosen audio rendering * to be performed on. Methods in this interface include: *

    * Set up and clear the sound as a sample on the device. *

    * Start, stop, pause, unpause, mute, and unmute of sample on the device. *

    * Set parameters for each sample corresponding to the fields in the * Sound node. *

    * Set the current active aural parameters that affect all positional samples. *

*

* Sound Types *

* Sound types match the Sound node classes defined for Java 3D core * for BackgroundSound, PointSound, and ConeSound. The type of sound * a sample is loaded as determines which methods affect it. * *

* Sound Data Types *

* Samples can be processed as streaming or buffered data. * Fully spatializing sound sources may require data to be buffered. * */ public interface AudioDevice3D extends AudioDevice { /** * Specifies the sound type as background sound. */ public static final int BACKGROUND_SOUND = 1; /** * Specifies the sound type as point sound. */ public static final int POINT_SOUND = 2; /** * Specifies the sound type as cone sound. */ public static final int CONE_SOUND = 3; /** * Sound data specified as Streaming is not copied by the AudioDevice * driver implementation. It is up to the application to ensure that * this data is continuously accessible during sound rendering. * Furthermore, full sound spatialization may not be possible, for * all AudioDevice3D implementations on unbuffered sound data. */ public static final int STREAMING_AUDIO_DATA = 1; /** * Sound data specified as Buffered is copied by the AudioDevice * driver implementation. */ public static final int BUFFERED_AUDIO_DATA = 2; /** * Accepts a reference to the current View. * Passes reference to current View Object. The PhysicalEnvironment * parameters (with playback type and speaker placement), and the * PhysicalBody parameters (position/orientation of ears) * can be obtained from this object, and the transformations to/from * ViewPlatform coordinate (space the listener's head is in) and * Virtual World coordinates (space sounds are in). *

* This method should only be called by Java3D Core and NOT by any application. * @param reference the current View */ public abstract void setView(View reference); /** * Accepts a reference to the MediaContainer * which contains a reference to sound data and information about the * type of data it is. A "sound type" input parameter denotes if the * Java 3D sound associated with this sample is a Background, Point, or * Cone Sound node. * Depending on the type of MediaContainer the sound data is and on the * implementation of the AudioDevice used, sound data preparation could * consist of opening, attaching, or loading sound data into the device. * Unless the cached flag is true, this sound data should NOT be copied, * if possible, into host or device memory. *

* Once this preparation is complete for the sound sample, an AudioDevice * specific index, used to reference the sample in future method calls, * is returned. All the rest of the methods described below require * this index as a parameter. *

* This method should only be called by Java3D Core and NOT by any application. * @param soundType defines the type of Sound Node: Background, Point, and * Cone * @param soundData reference to MediaContainer sound data and cached flag * @return device specific sample index used for referencing this sound */ public abstract int prepareSound(int soundType, MediaContainer soundData); /** * Requests that the AudioDevice free all * resources associated with sample with index id. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void clearSound(int index); /** * Returns the duration in milliseconds of the sound sample, * if this information can be determined. * For non-cached * streams, this method returns Sound.DURATION_UNKNOWN. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @return sound duration in milliseconds if this can be determined, * otherwise (for non-cached streams) Sound.DURATION_UNKNOWN is returned */ public abstract long getSampleDuration(int index); /** * * Retrieves the number of channels (on executing audio device) that * this sound is using, if it is playing, or is expected to use * if it were begun to be played. This form of this method takes the * sound's current state (including whether it is muted or unmuted) * into account. *

* For some AudioDevice3D implementations: *

    * Muted sound take channels up on the systems mixer (because they're * rendered as samples playing with gain zero. *

    * A single sound could be rendered using multiple samples, each taking * up mixer channels. *

*

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @return number of channels used by sound if it were playing */ public abstract int getNumberOfChannelsUsed(int index); /** * * Retrieves the number of channels (on executing audio device) that * this sound is using, if it is playing, or is projected to use if * it were to be started playing. Rather than using the actual current * muted/unmuted state of the sound, the muted parameter is used in * making the determination. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param muted flag to use as the current muted state ignoring current * mute state * @return number of channels used by sound if it were playing */ public abstract int getNumberOfChannelsUsed(int index, boolean muted); /** * Begins a sound playing on the AudioDevice. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @return flag denoting if sample was started; 1 if true, 0 if false */ public abstract int startSample(int index); /** * Returns the system time of when the sound * was last "started". Note that this start time will be as accurate * as the AudioDevice implementation can make it - but that it is not * guaranteed to be exact. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @return system time in milliseconds of the last time sound was started */ public abstract long getStartTime(int index); /** * Stops the sound on the AudioDevice. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * associated with sound data to be played * @return flag denoting if sample was stopped; 1 if true, 0 if false */ public abstract int stopSample(int index); /** * Sets the overall gain scale factor applied to data associated with this * source to increase or decrease its overall amplitude. * The gain scale factor value passed into this method is the combined value * of the Sound node's Initial Gain and the current AuralAttribute Gain * scale factors. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param scaleFactor amplitude (gain) scale factor */ public abstract void setSampleGain(int index, float scaleFactor); /** * Sets a sound's loop count. * A full description of this parameter and how it is used is in * the documentation for Sound.setLoop. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param count number of times sound is looped during play * @see Sound#setLoop */ public abstract void setLoop(int index, int count); /** * Passes a reference to the concatenated transformation to be applied to * local sound position and direction parameters. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param trans transformation matrix applied to local coordinate parameters */ public abstract void setVworldXfrm(int index, Transform3D trans); /** * Sets this sound's location (in Local coordinates) from specified * Point. The form of the position parameter matches those of the PointSound * method of the same name. * A full description of this parameter and how it is used is in * the documentation for PointSound class. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param position location of Point or Cone Sound in Virtual World * coordinates * @see PointSound#setPosition(float x, float y, float z) * @see PointSound#setPosition(Point3f position) */ public abstract void setPosition(int index, Point3d position); /** * Sets this sound's distance gain elliptical attenuation (not * including filter cutoff frequency) by defining corresponding * arrays containing distances from the sound's origin and gain * scale factors applied to all active positional sounds. * Gain scale factor is applied to sound based on the distance * the listener * is from sound source. * These attenuation parameters are ignored for BackgroundSound nodes. * The back attenuation parameter is ignored for PointSound nodes. *

* The form of the attenuation parameters match that of the ConeSound method * of the same name. * A full description of this parameter and how it is used is in * the documentation for ConeSound class. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param frontDistance defines an array of distance along positive axis * through which ellipses pass * @param frontAttenuationScaleFactor gain scale factors * @param backDistance defines an array of distance along the negative axis * through which ellipses pass * @param backAttenuationScaleFactor gain scale factors * @see ConeSound#setDistanceGain(float[] frontDistance, float[] frontGain, * float[] backDistance, float[] backGain) * @see ConeSound#setDistanceGain(Point2f[] frontAttenuation, * Point2f[] backAttenuation) */ public abstract void setDistanceGain(int index, double[] frontDistance, float[] frontAttenuationScaleFactor, double[] backDistance, float[] backAttenuationScaleFactor); /** * Sets this sound's direction from the local coordinate vector provided. * The form of the direction parameter matches that of the ConeSound method * of the same name. * A full description of this parameter and how it is used is in * the documentation for the ConeSound class. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param direction the new direction vector in local coordinates * @see ConeSound#setDirection(float x, float y, float z) * @see ConeSound#setDirection(Vector3f direction) */ public abstract void setDirection(int index, Vector3d direction); /** * Sets this sound's angular gain attenuation (including filter) * by defining corresponding arrays containing angular offsets from * the sound's axis, gain scale factors, and frequency cutoff applied * to all active directional sounds. * Gain scale factor is applied to sound based on the angle between the * sound's axis and the ray from the sound source origin to the listener. * The form of the attenuation parameter matches that of the ConeSound * method of the same name. * A full description of this parameter and how it is used is in * the documentation for the ConeSound class. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample * @param filterType describes type (if any) of filtering defined by attenuation * @param angle array containing angular distances from sound axis * @param attenuationScaleFactor array containing gain scale factor * @param filterCutoff array containing filter cutoff frequencies. * The filter values for each tuples can be set to Sound.NO_FILTER. * @see ConeSound#setAngularAttenuation(float[] distance, float[] gain, * float[] filter) * @see ConeSound#setAngularAttenuation(Point3f[] attenuation) * @see ConeSound#setAngularAttenuation(Point2f[] attenuation) */ public abstract void setAngularAttenuation(int index, int filterType, double[] angle, float[] attenuationScaleFactor, float[] filterCutoff); /** * Changes the speed of sound factor. * A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param rolloff atmospheric gain scale factor (changing speed of sound) * @see AuralAttributes#setRolloff */ public abstract void setRolloff(float rolloff); /** * Sets the Reflective Coefficient scale factor applied to distinct * low-order early reflections of sound off the surfaces in the region * defined by the current listening region. *

* A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param coefficient reflection/absorption factor applied to reverb * @see AuralAttributes#setReflectionCoefficient */ public abstract void setReflectionCoefficient(float coefficient); /** * Sets the reverberation delay time. * In this form, while reverberation is being rendered, the parameter * specifies the delay time between each order of late reflections * explicitly given in milliseconds. * A value for delay time of 0.0 disables * reverberation. *

* A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param reverbDelay time between each order of late reflection * @see AuralAttributes#setReverbDelay(float reverbDelay) */ public abstract void setReverbDelay(float reverbDelay); /** * Sets the reverberation order of reflections. * The reverbOrder parameter specifies the number of times reflections are added to * reverberation being calculated. A value of -1 specifies an unbounded * number of reverberations. * A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param reverbOrder number of times reflections added to reverb signal * @see AuralAttributes#setReverbOrder */ public abstract void setReverbOrder(int reverbOrder); /** * Sets Distance Filter corresponding arrays containing distances and * frequency cutoff applied to all active positional sounds. * Gain scale factor is applied to sound based on the distance the listener * is from the sound source. * A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param filterType denotes the type of filtering to be applied * @param distance array of offset distances from sound origin * @param filterCutoff array of frequency cutoff * @see AuralAttributes#setDistanceFilter(float[] distance, * float[] frequencyCutoff) * @see AuralAttributes#setDistanceFilter(Point2f[] attenuation) */ public abstract void setDistanceFilter(int filterType, double[] distance, float[] filterCutoff); /** * Specifies a scale factor applied to the frequency (or * wavelength). A value less than 1.0 will result of slowing the playback * rate of the sample. A value greater than 1.0 will increase the playback * rate. * This parameter is also used to expand or contract the usual * frequency shift applied to the sound source due to Doppler effect * calculations. Valid values are >= 0.0. * A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param frequencyScaleFactor factor applied to change of frequency * @see AuralAttributes#setFrequencyScaleFactor */ public abstract void setFrequencyScaleFactor(float frequencyScaleFactor); /** * Sets the Velocity scale factor applied during Doppler Effect calculation. * This parameter specifies a scale factor applied to the velocity of sound * relative to the listener's position and movement in relation to the sound's * position and movement. This scale factor is multipled by the calculated * velocity portion of the Doppler effect equation used during sound rendering. * A full description of this parameter and how it is used is in * the documentation for the AuralAttributes class. *

* This method should only be called by Java3D Core and NOT by any application. * @param velocityScaleFactor applied to velocity of sound in relation * to listener * @see AuralAttributes#setVelocityScaleFactor */ public abstract void setVelocityScaleFactor(float velocityScaleFactor); /** * Makes the sample 'play silently'. * This method implements (as efficiently as possible) the muting * of a playing sound sample. Ideally this is implemented by * stopping a sample and freeing channel resources (rather than * just setting the gain of the sample to zero). *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void muteSample(int index); /** * Makes a silently playing sample audible. * In the ideal, this restarts a muted sample by offset from the * beginning by the number of milliseconds since the time the sample * began playing (rather than setting gain to current non-zero gain). *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void unmuteSample(int index); /** * Temporarily stops a cached sample from playing without resetting the * sample's current pointer back to the beginning of the sound data so * that it can be unpaused at a later time from the same location in the * sample when the pause was initiated. Pausing a streaming, non-cached * sound sample will be treated as a mute. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void pauseSample(int index); /** * Restarts the paused sample from the location in the sample where * paused. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void unpauseSample(int index); /** * * Explicitly updates a Sample. * This method is called when a Sound is to be explicitly updated. * It is only called when all a sounds parameters are known to have * been passed to the audio device. In this way, an implementation * can choose to perform lazy-evaluation of a sample, rather than * updating the rendering state of the sample after every individual * parameter changed. * This method can be left as a null method if the implementor so chooses. *

* This method should only be called by Java3D Core and NOT by any application. * @param index device specific reference number to device driver sample */ public abstract void updateSample(int index); }





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