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📄 audioengine.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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/* * $RCSfile: AudioEngine.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistribution of source code must retain the above copyright *   notice, this list of conditions and the following disclaimer. * * - Redistribution 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 Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision: 1.5 $ * $Date: 2007/02/09 17:20:02 $ * $State: Exp $ */package com.sun.j3d.audioengines;import javax.media.j3d.*;/** * The AudioEngine Class defines an audio output device that generates * sound 'image' from scene graph. * An AudioEngine object encapsulates the AudioDevice's basic information. * * <p> * NOTE: AudioEngine developers should not subclass this class directly. * Subclass AudioEngine3DL2 instead. */public abstract class AudioEngine implements AudioDevice {    /*     * This device's UNIX file descriptor     */    int fileDescriptor;    /*     * Type of audio output device J3D sound is played over:     * HEADPHONE, MONO_SPEAKER, STEREO_SPEAKERS     */    int audioPlaybackType = HEADPHONES;     /*     * Distance from center ear (midpoint between ears) to physical speaker.     * Default reflects distance for headphones.     * For two speakers it is assumed that the speakers are the same     * distance from the listener and that     */    float distanceToSpeaker = 0.0f;     /*        * Angle between the vector from center ear parallel to head coordiate     * Z axis and the vector from the center ear to the speaker.     * For two speakers it is assumed that the speakers are placed at the     * same angular offset from the listener.     */    float angleOffsetToSpeaker = 0.0f;    /*     *  Channels currently available     */    int   channelsAvailable = 8;    /*     *  Total number of Channels ever available     */    int   totalChannels = 8;    /**     * Construct a new AudioEngine with the specified P.E.     * @param physicalEnvironment the physical environment object where we     * want access to this device.     */    public AudioEngine(PhysicalEnvironment physicalEnvironment ) {	physicalEnvironment.setAudioDevice(this);    }    /**     * Code to initialize the device     * @return flag: true is initialized sucessfully, false if error     */    public abstract boolean initialize();    /**     * Code to close the device     * @return flag: true is closed sucessfully, false if error     */    public abstract boolean close();    /*       * Audio Playback Methods     */     /**     * Set Type of Audio Playback physical transducer(s) sound is output to.     *     Valid types are HEADPHONE, MONO_SPEAKER, STEREO_SPEAKERS     * @param type of audio output device     */     public void setAudioPlaybackType(int type) {        audioPlaybackType = type;    }    /**     * Get Type of Audio Playback Output Device     * returns audio playback type to which sound is currently output     */     public int getAudioPlaybackType() {        return audioPlaybackType;    }    /**     * Set Distance from the Center Ear to a Speaker     * @param distance from the center ear and to the speaker     */     public void setCenterEarToSpeaker(float distance) {        distanceToSpeaker = distance;    }    /**     * Get Distance from Ear to Speaker     * returns value set as distance from listener's ear to speaker     */     public float getCenterEarToSpeaker() {        return distanceToSpeaker;    }     /**     * Set Angle Offset To Speaker     * @param angle in radian between head coordinate Z axis and vector to speaker   */     public void setAngleOffsetToSpeaker(float angle) {        angleOffsetToSpeaker = angle;    }        /**     * Get Angle Offset To Speaker     * returns value set as angle between vector to speaker and Z head axis     */     public float getAngleOffsetToSpeaker() {        return angleOffsetToSpeaker;    }       /**     * Query total number of channels available for sound rendering     * for this audio device.     * returns number of maximum sound channels you can run with this     * library/device-driver.      */      public int getTotalChannels() {        // this method should be overridden by a device specific implementation        return (totalChannels);    }    /**     * Query number of channels currently available for use by the     * returns number of sound channels currently available (number     * not being used by active sounds.     */      public int getChannelsAvailable() {        return (channelsAvailable);    }    /**     * Query number of channels that would be used to render a particular     * sound node.     * @param sound refenence to sound node that query to be performed on     * returns number of sound channels used by a specific Sound node     * @deprecated This method is now part of the Sound class     */      public int getChannelsUsedForSound(Sound sound) {        if (sound != null)            return sound.getNumberOfChannelsUsed();        else            return -1;    }}

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