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 <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<DT><B>Returns:</B><DD>sound duration in milliseconds if this can be determined, otherwise (for non-cached streams) Sound.DURATION_UNKNOWN is returned</DL></DD></DL><HR><A NAME="getNumberOfChannelsUsed(int)"><!-- --></A><H3>getNumberOfChannelsUsed</H3><PRE>public int <B>getNumberOfChannelsUsed</B>(int&nbsp;index)</PRE><DL><DD>Retrieves the number of channels (on executing audio device) that  this sound is using, if it is playing, or is expected to use  if it were begun to be played.  This form of this method takes the sound's current state (including whether it is muted or unmuted) into account.<P> For some AudioDevice3D implementations: <UL>     Muted sound take channels up on the systems mixer (because they're         rendered as samples playing with gain zero.<P>     A single sound could be rendered using multiple samples, each taking          up mixer channels.</UL> <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<DT><B>Returns:</B><DD>number of channels used by sound if it were playing</DL></DD></DL><HR><A NAME="getNumberOfChannelsUsed(int, boolean)"><!-- --></A><H3>getNumberOfChannelsUsed</H3><PRE>public int <B>getNumberOfChannelsUsed</B>(int&nbsp;index,                                   boolean&nbsp;muted)</PRE><DL><DD>Retrieves the number of channels (on executing audio device) that  this sound is using, if it is playing, or is projected to use if it were to be started playing.  Rather than using the actual current muted/unmuted state of the sound, the muted parameter is used in making the determination. <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<DD><CODE>muted</CODE> - flag to use as the current muted state ignoring current mute state<DT><B>Returns:</B><DD>number of channels used by sound if it were playing</DL></DD></DL><HR><A NAME="startSample(int)"><!-- --></A><H3>startSample</H3><PRE>public int <B>startSample</B>(int&nbsp;index)</PRE><DL><DD>Begins a sound playing on the AudioDevice. <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<DT><B>Returns:</B><DD>flag denoting if sample was started; 1 if true, 0 if false</DL></DD></DL><HR><A NAME="getStartTime(int)"><!-- --></A><H3>getStartTime</H3><PRE>public long <B>getStartTime</B>(int&nbsp;index)</PRE><DL><DD>Returns the system time of when the sound was last "started".  Note that this start time will be as accurate as the AudioDevice implementation can make it - but that it is not guaranteed to be exact. <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<DT><B>Returns:</B><DD>system time in milliseconds of the last time sound was started</DL></DD></DL><HR><A NAME="stopSample(int)"><!-- --></A><H3>stopSample</H3><PRE>public int <B>stopSample</B>(int&nbsp;index)</PRE><DL><DD>Stops the sound on the AudioDevice. <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 associated with sound data to be played<DT><B>Returns:</B><DD>flag denoting if sample was stopped; 1 if true, 0 if false</DL></DD></DL><HR><A NAME="setSampleGain(int, float)"><!-- --></A><H3>setSampleGain</H3><PRE>public void <B>setSampleGain</B>(int&nbsp;index,                          float&nbsp;scaleFactor)</PRE><DL><DD>Sets the overall gain scale factor applied to data associated with this  source to increase or decrease its overall amplitude. The gain scale factor value passed into this method is the combined value of the Sound node's Initial Gain and the current AuralAttribute Gain scale factors. <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="setLoop(int, int)"><!-- --></A><H3>setLoop</H3><PRE>public void <B>setLoop</B>(int&nbsp;index,                    int&nbsp;count)</PRE><DL><DD>Sets a sound's loop count. A full description of this parameter and how it is used is in  the documentation for Sound.setLoop. <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<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/Sound.html#setLoop(int)"><CODE>Sound.setLoop(int)</CODE></A></DL></DD></DL><HR><A NAME="setVworldXfrm(int, javax.media.j3d.Transform3D)"><!-- --></A><H3>setVworldXfrm</H3><PRE>public void <B>setVworldXfrm</B>(int&nbsp;index,                          <A HREF="../../../javax/media/j3d/Transform3D.html">Transform3D</A>&nbsp;trans)</PRE><DL><DD>Passes a reference to the concatenated transformation to be applied to local sound position and direction parameters. <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<DD><CODE>trans</CODE> - transformation matrix applied to local coordinate parameters</DL></DD></DL><HR><A NAME="setPosition(int, javax.vecmath.Point3d)"><!-- --></A><H3>setPosition</H3><PRE>public void <B>setPosition</B>(int&nbsp;index,                        <A HREF="../../../javax/vecmath/Point3d.html">Point3d</A>&nbsp;position)</PRE><DL><DD>Sets this sound's location (in Local coordinates) from specified 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.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample<DD><CODE>position</CODE> - location of Point or Cone Sound in Virtual World coordinates<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/PointSound.html#setPosition(float, float, float)"><CODE>PointSound.setPosition(float x, float y, float z)</CODE></A>, <A HREF="../../../javax/media/j3d/PointSound.html#setPosition(javax.vecmath.Point3f)"><CODE>PointSound.setPosition(Point3f position)</CODE></A></DL></DD></DL><HR><A NAME="setDistanceGain(int, double[], float[], double[], float[])"><!-- --></A><H3>setDistanceGain</H3><PRE>public void <B>setDistanceGain</B>(int&nbsp;index,                            double[]&nbsp;frontDistance,                            float[]&nbsp;frontAttenuationScaleFactor,                            double[]&nbsp;backDistance,                            float[]&nbsp;backAttenuationScaleFactor)</PRE><DL><DD>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.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample<DD><CODE>frontDistance</CODE> - defines an array of distance along positive axis through which ellipses pass<DD><CODE>frontAttenuationScaleFactor</CODE> - gain scale factors<DD><CODE>backDistance</CODE> - defines an array of distance along the negative axis through which ellipses pass<DD><CODE>backAttenuationScaleFactor</CODE> - gain scale factors<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/ConeSound.html#setDistanceGain(float[], float[], float[], float[])"><CODE>ConeSound.setDistanceGain(float[] frontDistance, float[] frontGain, float[] backDistance, float[] backGain)</CODE></A>, <A HREF="../../../javax/media/j3d/ConeSound.html#setDistanceGain(javax.vecmath.Point2f[], javax.vecmath.Point2f[])"><CODE>ConeSound.setDistanceGain(Point2f[] frontAttenuation, Point2f[] backAttenuation)</CODE></A></DL></DD></DL><HR><A NAME="setDirection(int, javax.vecmath.Vector3d)"><!-- --></A><H3>setDirection</H3><PRE>public void <B>setDirection</B>(int&nbsp;index,                         <A HREF="../../../javax/vecmath/Vector3d.html">Vector3d</A>&nbsp;direction)</PRE><DL><DD>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.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample<DD><CODE>direction</CODE> - the new direction vector in local coordinates<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/ConeSound.html#setDirection(float, float, float)"><CODE>ConeSound.setDirection(float x, float y, float z)</CODE></A>, <A HREF="../../../javax/media/j3d/ConeSound.html#setDirection(javax.vecmath.Vector3f)"><CODE>ConeSound.setDirection(Vector3f direction)</CODE></A></DL></DD></DL><HR><A NAME="setAngularAttenuation(int, int, double[], float[], float[])"><!-- --></A><H3>setAngularAttenuation</H3><PRE>public void <B>setAngularAttenuation</B>(int&nbsp;index,                                  int&nbsp;filterType,                                  double[]&nbsp;angle,                                  float[]&nbsp;attenuationScaleFactor,                                  float[]&nbsp;filterCutoff)</PRE><DL><DD>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.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>index</CODE> - device specific reference number to device driver sample<DD><CODE>filterType</CODE> - describes type (if any) of filtering defined by attenuation<DD><CODE>angle</CODE> - array containing angular distances from sound axis<DD><CODE>attenuationScaleFactor</CODE> - array containing gain scale factor<DD><CODE>filterCutoff</CODE> - array containing filter cutoff frequencies. The filter values for each tuples can be set to Sound.NO_FILTER.<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/ConeSound.html#setAngularAttenuation(float[], float[], float[])"><CODE>ConeSound.setAngularAttenuation(float[] distance, float[] gain, float[] filter)</CODE></A>, <A HREF="../../../javax/media/j3d/ConeSound.html#setAngularAttenuation(javax.vecmath.Point3f[])"><CODE>ConeSound.setAngularAttenuation(Point3f[] attenuation)</CODE></A>, <A HREF="../../../javax/media/j3d/ConeSound.html#setAngularAttenuation(javax.vecmath.Point2f[])"><CODE>ConeSound.setAngularAttenuation(Point2f[] attenuation)</CODE></A></DL></DD></DL><HR><A NAME="setRolloff(float)"><!-- --></A><H3>setRolloff</H3><PRE>public void <B>setRolloff</B>(float&nbsp;rolloff)</PRE><DL><DD>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> 

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