📄 audiodevice3d.html
字号:
This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>rolloff</CODE> - atmospheric gain scale factor (changing speed of sound)<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setRolloff(float)"><CODE>AuralAttributes.setRolloff(float)</CODE></A></DL></DD></DL><HR><A NAME="setReflectionCoefficient(float)"><!-- --></A><H3>setReflectionCoefficient</H3><PRE>public void <B>setReflectionCoefficient</B>(float coefficient)</PRE><DL><DD>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. <P> A full description of this parameter and how it is used is in the documentation for the AuralAttributes class. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>coefficient</CODE> - reflection/absorption factor applied to reverb<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setReflectionCoefficient(float)"><CODE>AuralAttributes.setReflectionCoefficient(float)</CODE></A></DL></DD></DL><HR><A NAME="setReverbDelay(float)"><!-- --></A><H3>setReverbDelay</H3><PRE>public void <B>setReverbDelay</B>(float reverbDelay)</PRE><DL><DD>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. <P> A full description of this parameter and how it is used is in the documentation for the AuralAttributes class. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>reverbDelay</CODE> - time between each order of late reflection<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setReverbDelay(float)"><CODE>AuralAttributes.setReverbDelay(float reverbDelay)</CODE></A></DL></DD></DL><HR><A NAME="setReverbOrder(int)"><!-- --></A><H3>setReverbOrder</H3><PRE>public void <B>setReverbOrder</B>(int reverbOrder)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>reverbOrder</CODE> - number of times reflections added to reverb signal<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setReverbOrder(int)"><CODE>AuralAttributes.setReverbOrder(int)</CODE></A></DL></DD></DL><HR><A NAME="setDistanceFilter(int, double[], float[])"><!-- --></A><H3>setDistanceFilter</H3><PRE>public void <B>setDistanceFilter</B>(int filterType, double[] distance, float[] filterCutoff)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>filterType</CODE> - denotes the type of filtering to be applied<DD><CODE>distance</CODE> - array of offset distances from sound origin<DD><CODE>filterCutoff</CODE> - array of frequency cutoff<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setDistanceFilter(float[], float[])"><CODE>AuralAttributes.setDistanceFilter(float[] distance, float[] frequencyCutoff)</CODE></A>, <A HREF="../../../javax/media/j3d/AuralAttributes.html#setDistanceFilter(javax.vecmath.Point2f[])"><CODE>AuralAttributes.setDistanceFilter(Point2f[] attenuation)</CODE></A></DL></DD></DL><HR><A NAME="setFrequencyScaleFactor(float)"><!-- --></A><H3>setFrequencyScaleFactor</H3><PRE>public void <B>setFrequencyScaleFactor</B>(float frequencyScaleFactor)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>frequencyScaleFactor</CODE> - factor applied to change of frequency<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setFrequencyScaleFactor(float)"><CODE>AuralAttributes.setFrequencyScaleFactor(float)</CODE></A></DL></DD></DL><HR><A NAME="setVelocityScaleFactor(float)"><!-- --></A><H3>setVelocityScaleFactor</H3><PRE>public void <B>setVelocityScaleFactor</B>(float velocityScaleFactor)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>velocityScaleFactor</CODE> - applied to velocity of sound in relation to listener<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setVelocityScaleFactor(float)"><CODE>AuralAttributes.setVelocityScaleFactor(float)</CODE></A></DL></DD></DL><HR><A NAME="muteSample(int)"><!-- --></A><H3>muteSample</H3><PRE>public void <B>muteSample</B>(int index)</PRE><DL><DD>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). <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample</DL></DD></DL><HR><A NAME="unmuteSample(int)"><!-- --></A><H3>unmuteSample</H3><PRE>public void <B>unmuteSample</B>(int index)</PRE><DL><DD>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). <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample</DL></DD></DL><HR><A NAME="pauseSample(int)"><!-- --></A><H3>pauseSample</H3><PRE>public void <B>pauseSample</B>(int index)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample</DL></DD></DL><HR><A NAME="unpauseSample(int)"><!-- --></A><H3>unpauseSample</H3><PRE>public void <B>unpauseSample</B>(int index)</PRE><DL><DD>Restarts the paused sample from the location in the sample where paused. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample</DL></DD></DL><HR><A NAME="updateSample(int)"><!-- --></A><H3>updateSample</H3><PRE>public void <B>updateSample</B>(int index)</PRE><DL><DD>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. <P> This method should only be called by Java3D Core and NOT by any application.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample</DL></DD></DL><!-- ========= END OF CLASS DATA ========= --><HR><!-- ========== START OF NAVBAR ========== --><A NAME="navbar_bottom"><!-- --></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0"><TR><TD COLSPAN=3 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_bottom_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> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-summary.html"><FONT CLASS="NavBarFont1"><B>Package</B></FONT></A> </TD> <TD BGCOLOR="#FFFFFF" CLASS="NavBarCell1Rev"> <FONT CLASS="NavBarFont1Rev"><B>Class</B></FONT> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="package-tree.html"><FONT CLASS="NavBarFont1"><B>Tree</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../deprecated-list.html"><FONT CLASS="NavBarFont1"><B>Deprecated</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../index-all.html"><FONT CLASS="NavBarFont1"><B>Index</B></FONT></A> </TD> <TD BGCOLOR="#EEEEFF" CLASS="NavBarCell1"> <A HREF="../../../help-doc.html"><FONT CLASS="NavBarFont1"><B>Help</B></FONT></A> </TD> </TR></TABLE></TD><TD ALIGN="right" VALIGN="top" ROWSPAN=3><EM></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../../javax/media/j3d/AudioDevice.html"><B>PREV CLASS</B></A> <A HREF="../../../javax/media/j3d/AudioDevice3DL2.html"><B>NEXT CLASS</B></A></FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2"> <A HREF="../../../index.html" TARGET="_top"><B>FRAMES</B></A> <A HREF="AudioDevice3D.html" TARGET="_top"><B>NO FRAMES</B></A> <SCRIPT> <!-- if(window==top) { document.writeln('<A HREF="../../../allclasses-noframe.html" TARGET=""><B>All Classes</B></A>'); } //--></SCRIPT><NOSCRIPT><A HREF="../../../allclasses-noframe.html" TARGET=""><B>All Classes</B></A></NOSCRIPT></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2"> SUMMARY: NESTED | <A HREF="#field_summary">FIELD</A> | CONSTR | <A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL: <A HREF="#field_detail">FIELD</A> | CONSTR | <A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><!-- =========== END OF NAVBAR =========== --><HR></BODY></HTML>
⌨️ 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 + -