⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 reverbtype.html

📁 API資料大全
💻 HTML
📖 第 1 页 / 共 2 页
字号:
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Frameset//EN""http://www.w3.org/TR/REC-html40/frameset.dtd"><!--NewPage--><HTML><HEAD><!-- Generated by javadoc on Thu Apr 27 23:38:02 PDT 2000 --><TITLE>Java 2 Platform SE v1.3: Class  ReverbType</TITLE><LINK REL ="stylesheet" TYPE="text/css" HREF="../../../stylesheet.css" TITLE="Style"></HEAD><BODY BGCOLOR="white"><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_top"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_top_firstrow"><!-- --></A><TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3">  <TR ALIGN="center" VALIGN="top">  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../overview-summary.html"><FONT CLASS="NavBarFont1"><B>Overview</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> &nbsp;<FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="class-use/ReverbType.html"><FONT CLASS="NavBarFont1"><B>Use</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../index-files/index-1.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A>&nbsp;</TD>  <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1">    <A HREF="../../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A>&nbsp;</TD>  </TR></TABLE></TD><TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM><b>Java<sup><font size=-2>TM</font></sup>&nbsp;2&nbsp;Platform<br>Std.&nbsp;Ed. v1.3</b></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">&nbsp;<A HREF="../../../javax/sound/sampled/Port.Info.html"><B>PREV CLASS</B></A>&nbsp;&nbsp;NEXT CLASS</FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">  <A HREF="../../../index.html" TARGET="_top"><B>FRAMES</B></A>  &nbsp;&nbsp;<A HREF="ReverbType.html" TARGET="_top"><B>NO FRAMES</B></A></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">  SUMMARY: &nbsp;INNER&nbsp;|&nbsp;FIELD&nbsp;|&nbsp;<A HREF="#constructor_summary">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL: &nbsp;FIELD&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><!-- =========== END OF NAVBAR =========== --><HR><!-- ======== START OF CLASS DATA ======== --><H2><FONT SIZE="-1">javax.sound.sampled</FONT><BR>Class  ReverbType</H2><PRE><A HREF="../../../java/lang/Object.html">java.lang.Object</A>  |  +--<B>javax.sound.sampled.ReverbType</B></PRE><HR><DL><DT>public class <B>ReverbType</B><DT>extends <A HREF="../../../java/lang/Object.html">Object</A></DL><P>The <code>ReverbType</code> class provides methods for  accessing various reverberation settings to be applied to an audio signal. <p> Reverberation simulates the reflection of sound off of the walls, ceiling, and floor of a room.  Depending on  the size of the room, and how absorbent or reflective the materials in the room's surfaces are, the sound might bounce around for a  long time before dying away. <p> The reverberation parameters provided by <code>ReverbType</code> consist  of the delay time and intensity of early reflections, the delay time and intensity of late reflections, and an overall decay time.   Early reflections are the initial individual low-order reflections of the  direct signal off the surfaces in the room. The late Relections are the dense, high-order reflections that characterize  the room's reverberation. The delay times for the start of these two reflection types give the listener a sense of the overall size and complexity of the room's shape and contents. The larger the room, the longer the reflection delay times. The early and late reflections' intensities define the gain (in decibels) of the reflected signals as compared to the direct signal.  These intensities give the listener an impression of the absorptive nature of the surfaces and objects in the room. The decay time defines how long the reverberation takes to exponentially decay until it is no longer perceptible ("effective zero"). The larger and less absorbent the surfaces, the longer the decay time. <p> The set of parameters defined here may not include all aspects of reverberation as specified by some systems.  For example, the Midi Manufacturer's Association (MMA) has an Interactive Audio Special Interest Group (IASIG), which has a 3-D Working Group that has defined a Level 2 Spec (I3DL2).  I3DL2 supports filtering of reverberation and  control of reverb density.  These properties are not included in the JavaSound 1.0 definition of a reverb control.  In such a case, the implementing system should either extend the defined reverb control to include additional parameters, or else interpret the system's additional capabilities in a way that fits the model described here.   <p> If implementing JavaSound on a I3DL2-compliant device: <ul> <li>Filtering is disabled (high-frequency attenuations are set to 0.0 dB) <li>Density parameters are set to midway between minimum and maximum </ul> <p> The following table shows what parameter values an implementation might use for a  representative set of reverberation settings.   <p>  <b>Reverberation Types and Parameters</b> <p> <table border=1 cellpadding=5>  <tr>  <th>Type</th>  <th>Decay Time (ms)</th>  <th>Late Intensity (dB)</th>  <th>Late Delay (ms)</th>  <th>Early Intensity (dB)</th>  <th>Early Delay(ms)</th> </tr>  <tr>  <td>Cavern</td>  <td>2250</td>  <td>-2.0</td>  <td>41.3</td>  <td>-1.4</td>  <td>10.3</td> </tr>  <tr>  <td>Dungeon</td>  <td>1600</td>  <td>-1.0</td>  <td>10.3</td>  <td>-0.7</td>  <td>2.6</td> </tr>  <tr>  <td>Garage</td>  <td>900</td>  <td>-6.0</td>  <td>14.7</td>  <td>-4.0</td>  <td>3.9</td> </tr>  <tr>  <td>Acoustic Lab</td>  <td>280</td>  <td>-3.0</td>  <td>8.0</td>  <td>-2.0</td>  <td>2.0</td> </tr>  <tr>  <td>Closet</td>  <td>150</td>  <td>-10.0</td>  <td>2.5</td>  <td>-7.0</td>  <td>0.6</td> </tr>  </table><P><DL><DT><B>Since: </B><DD>1.3</DD></DL><HR><P><!-- ======== INNER CLASS SUMMARY ======== --><!-- =========== FIELD SUMMARY =========== --><!-- ======== CONSTRUCTOR SUMMARY ======== --><A NAME="constructor_summary"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=2><FONT SIZE="+2"><B>Constructor Summary</B></FONT></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>protected </CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/sound/sampled/ReverbType.html#ReverbType(java.lang.String, int, float, int, float, int)">ReverbType</A></B>(<A HREF="../../../java/lang/String.html">String</A>&nbsp;name,           int&nbsp;earlyReflectionDelay,           float&nbsp;earlyReflectionIntensity,           int&nbsp;lateReflectionDelay,           float&nbsp;lateReflectionIntensity,           int&nbsp;decayTime)</CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Constructs a new reverb type that has the specified reverberation parameter values.</TD></TR></TABLE>&nbsp;<!-- ========== METHOD SUMMARY =========== --><A NAME="method_summary"><!-- --></A><TABLE BORDER="1" CELLPADDING="3" CELLSPACING="0" WIDTH="100%"><TR BGCOLOR="#CCCCFF" CLASS="TableHeadingColor"><TD COLSPAN=2><FONT SIZE="+2"><B>Method Summary</B></FONT></TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>&nbsp;boolean</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/sound/sampled/ReverbType.html#equals(java.lang.Object)">equals</A></B>(<A HREF="../../../java/lang/Object.html">Object</A>&nbsp;obj)</CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Indicates whether the specified object is equal to this reverb type, returning <code>true</code> if the objects are identical.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/sound/sampled/ReverbType.html#getDecayTime()">getDecayTime</A></B>()</CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Obtains the decay time, which is the amount of time over which the late reflections attenuate to effective zero.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>&nbsp;int</CODE></FONT></TD><TD><CODE><B><A HREF="../../../javax/sound/sampled/ReverbType.html#getEarlyReflectionDelay()">getEarlyReflectionDelay</A></B>()</CODE><BR>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Returns the early reflection delay time in microseconds.</TD></TR><TR BGCOLOR="white" CLASS="TableRowColor"><TD ALIGN="right" VALIGN="top" WIDTH="1%"><FONT SIZE="-1"><CODE>&nbsp;float</CODE></FONT></TD>

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -