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📄 audiodevice3d.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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     * 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.     * <P>      * 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.     * <P>     * 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.     * <P>      * 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.     * <P>      * 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.     * <P>      * 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.     * <P>      * 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.     * <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.     * @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.     * <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.     * @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.     * <P>      * 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.     * <P>      * 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.     * <P>      * 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.     * <P>      * 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).     * <P>      * 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).      * <P>      * 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.     * <P>      * 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.     * <P>      * 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.     * <P>      * 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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