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authorHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
committerHarvey Harrison <[email protected]>2015-04-19 21:02:06 -0700
commit7a2e20caac9db6f789a7b3fab344b9758af45335 (patch)
treeb5236ff2570178de356eab569225108948eb4d30 /src/javax/media/j3d/AudioDevice.java
parentf76ce302c4bb2a9f03bbee571ec5d05c29633023 (diff)
j3dcore: flatten the directory structure a bit
Signed-off-by: Harvey Harrison <[email protected]>
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+/*
+ * Copyright 1997-2008 Sun Microsystems, Inc. All Rights Reserved.
+ * DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
+ *
+ * This code is free software; you can redistribute it and/or modify it
+ * under the terms of the GNU General Public License version 2 only, as
+ * published by the Free Software Foundation. Sun designates this
+ * particular file as subject to the "Classpath" exception as provided
+ * by Sun in the LICENSE file that accompanied this code.
+ *
+ * This code is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
+ * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
+ * version 2 for more details (a copy is included in the LICENSE file that
+ * accompanied this code).
+ *
+ * You should have received a copy of the GNU General Public License version
+ * 2 along with this work; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
+ *
+ * Please contact Sun Microsystems, Inc., 4150 Network Circle, Santa Clara,
+ * CA 95054 USA or visit www.sun.com if you need additional information or
+ * have any questions.
+ *
+ */
+
+package javax.media.j3d;
+
+
+/**
+ * The AudioDevice Class defines and encapsulates the
+ * audio device's basic information and characteristics.
+ * <P>
+ * A Java3D application running on a particular machine could have one of
+ * several options available to it for playing the audio image created by the
+ * sound renderer. Perhaps the machine Java3D is executing on has more than
+ * one sound card (e.g., one that is a Wave Table Synthesis card and the other
+ * with accelerated sound spatialization hardware). Furthermore, suppose there
+ * are Java3D audio device drivers that execute Java3D audio methods on each of
+ * these specific cards. In such a case the application would have at least two
+ * audio device drivers through which the audio could be produced. For such a
+ * case the Java3D application must choose the audio device driver with which
+ * sound rendering is to be performed. Once this audio device is chosen, the
+ * application can additionally select the type of audio playback type the
+ * rendered sound image is to be output on. The playback device (headphones or
+ * speaker(s)) is physically connected to the port the selected device driver
+ * outputs to.
+ *<P>
+ * AudioDevice Interface
+ *<P>
+ *<UL> The selection of this device driver is done through methods in the
+ * PhysicalEnvironment object - see PhysicalEnvironment class.
+ * The application would query how many audio devices are available. For
+ * each device, the user can get the AudioDevice object that describes it
+ * and query its characteristics. Once a decision is made about which of
+ * the available audio devices to use for a PhysicalEnvironment, the
+ * particular device is set into this PhysicalEnvironment's fields. Each
+ * PhysicalEnvironment object may use only a single audio device.
+ *<P>
+ * The AudioDevice object interface specifies an abstract input device
+ * that creators of Java3D class libraries would implement for a particular
+ * device. Java3D's uses several methods to interact with specific devices.
+ * Since all audio devices implement this consistent interface, the user
+ * could have a portable means of initialize, set particular audio device
+ * elements and query generic characteristics for any audio device.
+ *<P>
+ *Initialization
+ *<P><UL>
+ * Each audio device driver must be initialized.
+ * The chosen device driver should be initialized before any Java3D
+ * Sound methods are executed because the implementation of the Sound
+ * methods, in general, are potentially device driver dependent.</UL>
+ *<P>
+ * Audio Playback Type
+ *<P><UL>
+ * These methods set and retrieve the audio playback type used to output
+ * the analog audio from rendering Java3D Sound nodes.
+ * The audio playback type specifies that playback will be through:
+ * stereo headphones, a monaural speaker, or a pair of speakers.
+ * For the stereo speakers, it is assumed that the two output speakers are
+ * equally distant from the listener, both at same angle from the head
+ * axis (thus oriented symmetrically about the listener), and at the same
+ * elevation.
+ * The type of playback chosen affects the sound image generated.
+ * Cross-talk cancellation is applied to the audio image if playback over
+ * stereo speakers is selected.</UL>
+ *<P>
+ * Distance to Speaker
+ *<P><UL>
+ * These methods set and retrieve the distance in meters from the center
+ * ear (the midpoint between the left and right ears) and one of the
+ * speakers in the listener's environment. For monaural speaker playback,
+ * a typical distance from the listener to the speaker in a workstation
+ * cabinet is 0.76 meters. For stereo speakers placed at the sides of the
+ * display, this might be 0.82 meters.</UL>
+ *<P>
+ * Angular Offset of Speakers
+ *<P><UL>
+ * These methods set and retrieve the angle in radians between the vectors
+ * from the center ear to each of the speaker transducers and the vectors
+ * from the center ear parallel to the head coordinate's Z axis. Speakers
+ * placed at the sides of the computer display typically range between
+ * 0.28 to 0.35 radians (between 10 and 20 degrees).</UL>
+ *<P>
+ * Device Driver Specific Data
+ *<P><UL>
+ * While the sound image created for final output to the playback system
+ * is either only mono or stereo (for this version of Java3D) most device
+ * driver implementations will mix the left and right image signals
+ * generated for each rendered sound source before outputting the final
+ * playback image. Each sound source will use N input channels of this
+ * internal mixer. Each implemented Java3D audio device driver will have
+ * its own limitations and driver-specific characteristics. These include
+ * channel availability and usage (during rendering). Methods for
+ * querying these device-driver specific characteristics are provided.</UL></UL>
+ *<P>
+ * Instantiating and Registering a New Device
+ *<P>
+ *<UL> A browser or applications developer must instantiate whatever system-
+ * specific audio devices that he or she needs and that exist on the system.
+ * This device information typically exists in a site configuration file.
+ * The browser or application will instantiate the physical environment as
+ * requested by the end-user.
+ *<P>
+ * The API for instantiating devices is site-specific, but it consists of
+ * a device object with a constructor and at least all of the methods
+ * specified in the AudioDevice interface.
+ *<P>
+ * Once instantiated, the browser or application must register the device
+ * with the Java3D sound scheduler by associating this device with a
+ * PhysicalEnvironment. The setAudioDevice method introduces new devices
+ * to the Java3D environment and the allAudioDevices method produces an
+ * enumeration that allows examining all available devices within a Java3D
+ * environment. See PhysicalEnvironment class for more details.</UL>
+ * <P>
+ * General Rules for calling AudioDevice methods:
+ * It is illegal for an application to call any non-query AudioDevice method
+ * if the AudioDevice is created then explicitly assigned to a
+ * PhysicalEnvironment using PhysicalEnvironment.setAudioDevice();
+ * When either PhysicalEnvironment.setAudioDevice() is called - including
+ * when implicitly called by SimpleUniverse.getViewer().createAudioDevice()
+ * - the Core creates a SoundScheduler thread which makes calls to
+ * the AudioDevice.
+ * <P>
+ * If an application creates it's own instance of an AudioDevice and
+ * initializes it directly, rather than using PhysicalEnvironment.
+ * setAudioDevice(), that application may make <i>any</i> AudioDevice3D methods calls
+ * without fear of the Java 3D Core also trying to control the AudioDevice.
+ * Under this condition it is safe to call AudioDevice non-query methods.
+ */
+
+public interface AudioDevice {
+
+ /** *************
+ *
+ * Constants
+ *
+ ****************/
+ /**
+ * Audio Playback Types
+ *
+ * Types of audio output device Java3D sound is played over:
+ * Headphones, MONO_SPEAKER, STEREO_SPEAKERS
+ */
+ /**
+ * Choosing Headphones as the audio playback type
+ * specifies that the audio playback will be through stereo headphones.
+ */
+ public static final int HEADPHONES = 0;
+
+ /**
+ * Choosing a
+ * single near-field monoaural speaker
+ * as the audio playback type
+ * specifies that the audio playback will be through a single speaker
+ * some supplied distance away from the listener.
+ */
+ public static final int MONO_SPEAKER = 1;
+
+ /**
+ * Choosing a
+ * two near-field stereo speakers
+ * as the audio playback type
+ * specifies that the audio playback will be through stereo speakers
+ * some supplied distance away from, and at some given angle to
+ * the listener.
+ */
+ public static final int STEREO_SPEAKERS = 2;
+
+ /**
+ * Initialize the audio device.
+ * Exactly what occurs during initialization is implementation dependent.
+ * This method provides explicit control by the user over when this
+ * initialization occurs.
+ * Initialization must be initiated before any other AudioDevice
+ * methods are called.
+ * @return true if initialization was successful without errors
+ */
+ public abstract boolean initialize();
+
+ /**
+ * Code to close the device and release resources.
+ * @return true if close of device was successful without errors
+ */
+ public abstract boolean close();
+
+ /**
+ * Set Type of Audio Playback physical transducer(s) sound is output to.
+ * Valid types are HEADPHONES, MONO_SPEAKER, STEREO_SPEAKERS
+ * @param type audio playback type
+ */
+ public abstract void setAudioPlaybackType(int type);
+
+ /**
+ * Get Type of Audio Playback Output Device.
+ * @return audio playback type
+ */
+ public abstract int getAudioPlaybackType();
+
+ /**
+ * Set Distance from interaural mid-point between Ears to a Speaker.
+ * @param distance from interaural midpoint between the ears to closest speaker
+ */
+ public abstract void setCenterEarToSpeaker(float distance);
+
+ /**
+ * Get Distance from interaural mid-point between Ears to a Speaker.
+ * @return distance from interaural midpoint between the ears to closest speaker
+ */
+ public abstract float getCenterEarToSpeaker();
+
+ /**
+ * Set Angle Offset (in radians) To Speaker.
+ * @param angle in radians from head Z axis and vector from center ear to speaker
+ */
+ public abstract void setAngleOffsetToSpeaker(float angle);
+
+ /**
+ * Get Angle Offset (in radians) To Speaker.
+ * @return angle in radians from head Z axis and vector from center ear to speaker
+ */
+ public abstract float getAngleOffsetToSpeaker();
+
+ /**
+ * Query total number of channels available for sound rendering
+ * for this audio device. This returns the maximum number of channels
+ * available for Java3D sound rendering for all sound sources.
+ * @return total number of channels that can be used for this audio device
+ */
+ public abstract int getTotalChannels();
+
+ /**
+ * Query number of channels currently available for use.
+ * During rendering, when sound nodes are playing, this method returns the
+ * number of channels still available to Java3D for rendering additional
+ * sound nodes.
+ * @return total number of channels current available
+ */
+ public abstract int getChannelsAvailable();
+
+ /**
+ * Query number of channels that are used, or would be used to render
+ * a particular sound node. This method returns the number of channels
+ * needed to render a particular Sound node. The return value is the same
+ * no matter if the Sound is currently active and enabled (being played) or
+ * is inactive.
+ * @return number of channels a particular Sound node is using or would used
+ * if enabled and activated (rendered).
+ */
+ public abstract int getChannelsUsedForSound(Sound node);
+}