/* * 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. *

* 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. *

* AudioDevice Interface *

*

*

* Instantiating and Registering a New Device *

*

*

* 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. *

* If an application creates it's own instance of an AudioDevice and * initializes it directly, rather than using PhysicalEnvironment. * setAudioDevice(), that application may make any 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); }