1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
|
/*
* 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);
}
|