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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd"><!--NewPage--><HTML><HEAD><!-- Generated by javadoc (build 1.5.0_06) on Wed Dec 13 16:19:59 PST 2006 --><TITLE>AuralAttributes (Java 3D 1.5.0)</TITLE><META NAME="keywords" CONTENT="javax.media.j3d.AuralAttributes class"><LINK REL ="stylesheet" TYPE="text/css" HREF="../../../stylesheet.css" TITLE="Style"><SCRIPT type="text/javascript">function windowTitle(){    parent.document.title="AuralAttributes (Java 3D 1.5.0)";}</SCRIPT><NOSCRIPT></NOSCRIPT></HEAD><BODY BGCOLOR="white" onload="windowTitle();"><!-- ========= START OF TOP NAVBAR ======= --><A NAME="navbar_top"><!-- --></A><A HREF="#skip-navbar_top" title="Skip navigation links"></A><TABLE BORDER="0" WIDTH="100%" CELLPADDING="1" CELLSPACING="0" SUMMARY=""><TR><TD COLSPAN=2 BGCOLOR="#EEEEFF" CLASS="NavBarCell1"><A NAME="navbar_top_firstrow"><!-- --></A><TABLE BORDER="0" CELLPADDING="0" CELLSPACING="3" SUMMARY="">  <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="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-all.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></EM></TD></TR><TR><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">&nbsp;<A HREF="../../../javax/media/j3d/AudioDevice3DL2.html" title="interface in javax.media.j3d"><B>PREV CLASS</B></A>&nbsp;&nbsp;<A HREF="../../../javax/media/j3d/Background.html" title="class in javax.media.j3d"><B>NEXT CLASS</B></A></FONT></TD><TD BGCOLOR="white" CLASS="NavBarCell2"><FONT SIZE="-2">  <A HREF="../../../index.html?javax/media/j3d/AuralAttributes.html" target="_top"><B>FRAMES</B></A>  &nbsp;&nbsp;<A HREF="AuralAttributes.html" target="_top"><B>NO FRAMES</B></A>  &nbsp;&nbsp;<SCRIPT type="text/javascript">  <!--  if(window==top) {    document.writeln('<A HREF="../../../allclasses-noframe.html"><B>All Classes</B></A>');  }  //--></SCRIPT><NOSCRIPT>  <A HREF="../../../allclasses-noframe.html"><B>All Classes</B></A></NOSCRIPT></FONT></TD></TR><TR><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">  SUMMARY:&nbsp;NESTED&nbsp;|&nbsp;<A HREF="#field_summary">FIELD</A>&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;<A HREF="#field_detail">FIELD</A>&nbsp;|&nbsp;<A HREF="#constructor_detail">CONSTR</A>&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><A NAME="skip-navbar_top"></A><!-- ========= END OF TOP NAVBAR ========= --><HR><!-- ======== START OF CLASS DATA ======== --><H2><FONT SIZE="-1">javax.media.j3d</FONT><BR>Class AuralAttributes</H2><PRE>java.lang.Object  <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../javax/media/j3d/SceneGraphObject.html" title="class in javax.media.j3d">javax.media.j3d.SceneGraphObject</A>      <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><A HREF="../../../javax/media/j3d/NodeComponent.html" title="class in javax.media.j3d">javax.media.j3d.NodeComponent</A>          <IMG SRC="../../../resources/inherit.gif" ALT="extended by "><B>javax.media.j3d.AuralAttributes</B></PRE><HR><DL><DT><PRE>public class <B>AuralAttributes</B><DT>extends <A HREF="../../../javax/media/j3d/NodeComponent.html" title="class in javax.media.j3d">NodeComponent</A></DL></PRE><P>The AuralAttributes object is a component object of a Soundscape node that defines environmental audio parameters that affect sound rendering. These attributes include gain scale factor, atmospheric rolloff, and parameters controlling reverberation, distance frequency filtering, and velocity-based Doppler effect.<P> Attribute Gain   <P><UL>    Scale factor applied to all sound's amplitude active within this region.    This factor attenuates both direct and reflected/reverbered amplitudes.    Valid values are >= 0.0  </UL><P> Attribute Gain Rolloff   <P><UL>    Rolloff scale factor is used to model atmospheric changes from normal    speed of sound.  The base value, 0.344 meters/millisecond is used    to approximate the speed of sound through air at room temperature,     is multipled by this scale factor whenever the speed of sound is    applied during spatialization calculations.    Valid values are >= 0.0.  Values > 1.0 increase the speed of sound,    while values < 1.0 decrease its speed. A value of zero makes sound    silent (but it continues to play).   </UL><P> Auralization <P><UL>    Auralization is the environmental modeling of sound iteratively    reflecting off the surfaces of the bounded region the listener is in.    Auralization components include     early, distinct, low-order reflections and later, dense,    higher-order reflections referred to as reverberation.    These reflections are attenuated relative to the direct, unreflected     sound.  The difference in gain between direct and reflected sound    gives the listener a sense of the surface material and     the relative distance of the sound.    The delay between the start of the direct sound and start of     reverberation (as detected by the listener),     as well as the length of time reverberation is audible as it    exponentially decays, give the listener a sense of the size of the     listening space.   <P>    In Java3D's model for auralization there are several parameters    that approximate sound reflection and reverberation for a particular    listening space:     <UL>Reflection Coefficient  <UL>Gain attenuation of the initial         reflections across all frequencies.</UL></UL>     <UL>(Early) Reflection Delay  <UL>The time it takes for the first         low-order reflected sound to reach the listener.</UL></UL>     <UL>Reverb Coefficient  <UL>Gain attenuation of the late reflections         (referred to as 'reverb') across all frequencies.</UL></UL>     <UL>Reverb Delay  <UL>The time it takes for reverbered sound         to reach the listener.</UL></UL>     <UL>Decay Time <UL>Describes the reverb decay curve by defining the         length of time reverb takes to decay to effective zero.         </UL></UL>     <UL>Decay Filter  <UL>High-frequencies of the late reverberation         can be attenuated at a different rate. </UL></UL>     <UL>Density  <UL>Modal density (spectral coloration) of         reverberation.</UL></UL>     <UL>Diffusion  <UL>Echo dispersement of reverberation.</UL></UL>     <UL>Reverb Bounds  <UL>Approximates the volume of the listening space.         If specified, it defines the reverberation delay.</UL></UL>     <UL>Reverb Order  <UL>Optionally limits the amount of times during          reverb calculation that a sound is recursively reflected off the          bounding region.</UL></UL>   <P>    Reflection Coefficient   <P><UL>       The reflection coefficient is an amplitude scale factor used to       approximate the average reflective or absorptive characteristics       for early reflections       of the composite surfaces in the region the listener is in.       This scale factor is applied to the sound's amplitude regardless of the       sound's position.         The range of valid values is 0.0 to 1.0.       A value of 1.0 denotes that reflections are unattenuated -       the amplitude of reflected sound waves are not decreased.       A value of 0.0 represents full absorption of reflections       by the surfaces in the listening space (no reflections occur       thus reverberation is disabled).     </UL>   <P>    Reflection Delay   <P><UL>       The early reflection delay time (in milliseconds) can be explicitly       set.  Well-defined values are floats > 0.0.       A value of 0.0 results in reverberation being added as soon as       possible after the sound begins.     </UL>   <P>    Reverberation Coefficient   <P><UL>       The reverb coefficient is an amplitude scale factor used to       approximate the average reflective or absorptive characteristics       of late reflections.       A value of 0.0 represents full absorption of reflections       by the surfaces in the listening space (no reflections occur       thus reverberation is disabled).     </UL>   <P>    Reverberation Delay   <P><UL>       The reverb delay time (in milliseconds) is set either explicitly,       or implicitly by supplying a reverb bounds volume (from which the       delay time can be calculated).  Well-defined values are floats > 0.0.       A value of 0.0 results in reverberation being added as soon as       possible after the sound begins.  Reverb delay, as calculated from non-       null reverb bounds, takes precedence over explicitly set delay time.     </UL>   <P>    Reverberation Bounds   <P><UL>       The reverb bounding region defines the overall size of space       that reverberation is calculated for.       This optional bounds does not have to be the same as the application       region of the Soundscape node referencing this AuralAttributes object.       If this bounding region is specified then reverb decay and delay are       internally calculated from this bounds.     </UL>   <P>    Reverberation Order   <P><UL>       The reverb order is a hint that can be used during reverberation       to limit the number of late reflections required in calculation of       reverb decay.       All positive values can be interpreted during reverb rendering       as the maximum order of reflections to be calculated.       A non-positive value signifies that no limit is placed on the order of       reflections calculated during reverberation rendering.       In the case where reverb order is not limited, reverb decay is defined       strictly by the Reverberation Decay Time parameter.     </UL>   <P>    Decay Time   <P><UL>       The reverberation decay time explicitly defines the length of time in       milliseconds it takes for the amplitude of late reflections to        exponentally decrease to effective zero.       In the case where reverb delay is set non-positive       the renderer will perform the shortest reverberation decay       possible.       If ReverbOrder is set, this parameter is clamped by the reverb       time calculated as time = reverb Delay * reverb Order.       If ReverbOrder is 0, the decay time parameter is not clamped.     </UL>   <P>    Decay Filter   <P><UL>       The reverberation decay filter defines how frequencies above a given       value are attenuated by the listening space.  This allows for modelling       materials on surfaces that absorb high frequencies at a faster rate        than low frequencies.     </UL>   <P>    Reverberation Diffusion   <P><UL>       The reverberation diffusion explicitly defines echo dispersement       (sometimes refered to as echo density).  The value for diffusion       is proportional to the number of echos per second heard in late       reverberation, especially noticable at the tail of the reverberation       decay.  The greater the diffusion the more 'natural' the reverberation       decay sounds.  Reducing diffusion makes the decay sound hollow as        produced in a small highly reflecive space (such as a bathroom).     </UL>   <P>    Reverberation Density   <P><UL>       The reverberation density explicitly defines modal reverb density        The value for this modal density is proportional to the number of       resonances heard in late reverberation perceived as spectral        coloration.  The greater the density, the smoother, less grainy the       later reverberation decay.     </UL></UL><P> Distance Filter   <P><UL>  This parameter specifies a (distance, filter) attenuation pairs array.

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