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jMonkeyEngine is a 3-D game engine for adventurous Java developers
/*
* Copyright (c) 2009-2012 jMonkeyEngine
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* * Redistributions 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 'jMonkeyEngine' nor the names of its contributors
* may be used to endorse or promote products derived from this software
* without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
* TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
package com.jme3.audio;
import com.jme3.util.NativeObject;
/**
* AudioData
is an abstract representation
* of audio data. There are two ways to handle audio data, short audio files
* are to be stored entirely in memory, while long audio files (music) are
* streamed from the hard drive as they are played.
*
* @author Kirill Vainer
*/
public abstract class AudioData extends NativeObject {
protected int sampleRate;
protected int channels;
protected int bitsPerSample;
public enum DataType {
Buffer,
Stream
}
public AudioData() {
super();
}
protected AudioData(int id) {
super(id);
}
/**
* @return The data type, either Buffer
or Stream
.
*/
public abstract DataType getDataType();
/**
* @return the duration in seconds of the audio clip.
*/
public abstract float getDuration();
/**
* @return Bits per single sample from a channel.
*/
public int getBitsPerSample() {
return bitsPerSample;
}
/**
* @return Number of channels. 1 for mono, 2 for stereo, etc.
*/
public int getChannels() {
return channels;
}
/**
* @return The sample rate, or how many samples per second.
*/
public int getSampleRate() {
return sampleRate;
}
/**
* Sets the format of the audio data.
* @param channels # of channels, 1 = mono, 2 = stereo
* @param bitsPerSample Bits per sample, e.g 8 bits, 16 bits.
* @param sampleRate Sample rate, 44100, 22050, etc.
*/
public void setupFormat(int channels, int bitsPerSample, int sampleRate) {
if (id != -1)
throw new IllegalStateException("Already set up");
this.channels = channels;
this.bitsPerSample = bitsPerSample;
this.sampleRate = sampleRate;
}
}
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