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</DL><HR><A NAME="setDecayFilter(float)"><!-- --></A><H3>setDecayFilter</H3><PRE>public void <B>setDecayFilter</B>(float&nbsp;frequencyCutoff)</PRE><DL><DD>Set reverb decay filter. This provides for frequencies above the given cutoff frequency to be attenuated during reverb decay at a different rate than frequencies below this value.  Thus, defining a different reverb decay curve for  frequencies above the cutoff value. Default: 1.0 decay is uniform for all frequencies. <P> There is no corresponding Core AuralAttributes method at this time. Until high frequency attenuation is supported by new Core API, this will be set by the Core with the value 1.0. It is highly recommended that this method should NOT be called by any application if the audio device is associated with  a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>frequencyCutoff</CODE> - value of frequencies in Hertz above which a low-pass filter is applied.<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setDecayFilter(float)"><CODE>AuralAttributes.setDecayFilter(float)</CODE></A></DL></DD></DL><HR><A NAME="setDiffusion(float)"><!-- --></A><H3>setDiffusion</H3><PRE>public void <B>setDiffusion</B>(float&nbsp;diffusion)</PRE><DL><DD>Set reverb diffusion. This defines the echo dispersement (also referred to as 'echo density'). The value of this reverb parameter is expressed as a percent of the audio device's minimum-to-maximum values. Default: 1.0f - maximum diffusion on device. <P> A full description of this parameter and how it is used is in the documentation for the AuralAttributes class. <P> This method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>diffusion</CODE> - percentage expressed within the range of 0.0 and 1.0<DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setDiffusion(float)"><CODE>AuralAttributes.setDiffusion(float)</CODE></A></DL></DD></DL><HR><A NAME="setDensity(float)"><!-- --></A><H3>setDensity</H3><PRE>public void <B>setDensity</B>(float&nbsp;diffusion)</PRE><DL><DD>Set reverb density. This defines the modal density (also referred to as 'spectral  coloration'). The value of this parameter is expressed as a percent of the audio device's minimum-to-maximum values for this reverb parameter. Default: 1.0f - maximum density on device. <P> A full description of this parameter and how it is used is in the documentation for the AuralAttributes class. <P> This method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>See Also:</B><DD><A HREF="../../../javax/media/j3d/AuralAttributes.html#setDensity(float)"><CODE>AuralAttributes.setDensity(float)</CODE></A></DL></DD></DL><HR><A NAME="setObstructionGain(int, float)"><!-- --></A><H3>setObstructionGain</H3><PRE>public void <B>setObstructionGain</B>(int&nbsp;sampleId,                               float&nbsp;scaleFactor)</PRE><DL><DD>Set the obstruction gain control.  This method allows for attenuating sound waves traveling between the sound source and the listener obstructed by objects.  Direct sound signals/waves for obstructed sound source are attenuated but not indirect (reflected) waves. Default: 1.0 - gain is not attenuated; obstruction is not occurring. <P> There is no corresponding Core AuralAttributes method at this time. Even so, this method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>sampleId</CODE> - device specific reference number to device driver sample<DD><CODE>scaleFactor</CODE> - non-negative factor applied to direct sound gain</DL></DD></DL><HR><A NAME="setObstructionFilter(int, float)"><!-- --></A><H3>setObstructionFilter</H3><PRE>public void <B>setObstructionFilter</B>(int&nbsp;sampleId,                                 float&nbsp;frequencyCutoff)</PRE><DL><DD>Set the obstruction filter control. This provides for frequencies above the given cutoff frequency to be attenuated, during while the gain of an obstruction signal is being calculated, at a different rate than frequencies below this value. Default: 1.0 - filtering is uniform for all frequencies. <P> There is no corresponding Core AuralAttributes method at this time. Until high frequency attenuation is supported by new Core API this will be set by the Core with the value 1.0. It is highly recommended that this method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>frequencyCutoff</CODE> - value of frequencies in Hertz above which a low-pass filter is applied.</DL></DD></DL><HR><A NAME="setOcclusionGain(int, float)"><!-- --></A><H3>setOcclusionGain</H3><PRE>public void <B>setOcclusionGain</B>(int&nbsp;sampleId,                             float&nbsp;scaleFactor)</PRE><DL><DD>Set the occlusion gain control.  This method allows for attenuating sound waves traveling between the sound source and the listener occluded by objects.  Both direct and indirect sound signals/waves for occluded sound sources are attenuated. Default: 1.0 - gain is not attenuated; occlusion is not occurring. <P> There is no corresponding Core AuralAttributes method at this time. Even so, this method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>sampleId</CODE> - device specific reference number to device driver sample<DD><CODE>scaleFactor</CODE> - non-negative factor applied to direct sound gain</DL></DD></DL><HR><A NAME="setOcclusionFilter(int, float)"><!-- --></A><H3>setOcclusionFilter</H3><PRE>public void <B>setOcclusionFilter</B>(int&nbsp;sampleId,                               float&nbsp;frequencyCutoff)</PRE><DL><DD>Set the occlusion filter control. This provides for frequencies above the given cutoff frequency to be attenuated, during while the gain of an occluded signal is being calculated, at a different rate than frequencies below this value. Default: 1.0 - filtering is uniform for all frequencies. <P> There is no corresponding Core AuralAttributes method at this time. Until high frequency attenuation is supported by new Core API this will be set by the Core with the value 1.0. It is highly recommended that this method should NOT be called by any application if the audio device is associated with a Physical Environment used by Java3D Core.<P><DD><DL></DL></DD><DD><DL><DT><B>Parameters:</B><DD><CODE>frequencyCutoff</CODE> - value of frequencies in Hertz above which a low-pass filter is applied.</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>&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/AudioDevice3D.html"><B>PREV CLASS</B></A>&nbsp;&nbsp;<A HREF="../../../javax/media/j3d/GeometryUpdater.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>  &nbsp;&nbsp;<A HREF="AudioDevice3DL2.html" TARGET="_top"><B>NO FRAMES</B></A>  &nbsp;&nbsp;<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:&nbsp;NESTED&nbsp;|&nbsp;FIELD&nbsp;|&nbsp;CONSTR&nbsp;|&nbsp;<A HREF="#method_summary">METHOD</A></FONT></TD><TD VALIGN="top" CLASS="NavBarCell3"><FONT SIZE="-2">DETAIL:&nbsp;FIELD&nbsp;|&nbsp;CONSTR&nbsp;|&nbsp;<A HREF="#method_detail">METHOD</A></FONT></TD></TR></TABLE><!-- =========== END OF NAVBAR =========== --><HR></BODY></HTML>

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