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-/*
- * $RCSfile$
- *
- * Copyright (c) 2006 Sun Microsystems, Inc. All rights reserved.
- *
- * $Revision$
- * $Date$
- * $State$
- */
-
-==========================================================================
-Java 3D(TM) Sound 1.3 Beta 1
-==========================================================================
-
-Java 3D sound is rendered via the use of a specific implementation
-of the AudioDevice3D interface. This release includes two AudioDevice3DL2
-implementations.
-
-= = = = = = = = = = = = = = = = = = = = = = =
-HeadspaceMixer AudioDevice3DL2 Implememtation
-= = = = = = = = = = = = = = = = = = = = = = =
-
- The HeadspaceMixer implementation is part of the Sun Java 3D
- com.sun.j3d.audioengines.headspace package. This implementation
- uses a version of the Headspace Audio Engine licensed from Beatnik
- which does all rendering in software and pipes the stereo audio image
- to the platform's audio device.
-
- The implemention that was called JavaSoundMixer in previous Sun
- releases of Java 3D has been renamed to HeadspaceMixer.
- It was renamed in enticipation of the release of a new AudioDevice
- implementation that uses JavaSound API which will be called JavaSoundMixer
- (described below).
-
- The HeadspaceMixer audio device will be created and initialized when the
- utility SimpleUniverse.Viewer.createAudioDevice() method is called.
- If your application uses this utility, no change will be required to
- use the recommended HeadspaceMixer implementation.
-
- If your application explicitly used the older JavaSoundMixer audio device
- implemention from the package com.sun.j3d.audioengines.javasound, you should
- change the reference to JavaSoundMixer, at least for this Beta 1 release,
- to HeadspaceMixer:
-
- import com.sun.j3d.audioengines.headspace.HeadspaceMixer;
- :
- HeadspaceMixer mixer = new HeadspaceMixer(physicalEnvironment);
-
- Most of the Java 3D Audio features have been implemented but there are
- a few exceptions. Additionally, some Java 3D Audio features are only
- only partially implemented.
-
- Hang under JDK 1.3 on Windows platforms
- ---------------------------------------
- Occationally, some applications when run under JDK 1.3 on Windows
- experienced window manager hangs. This problem could not be produced
- under JDK 1.4. It is recommended that if this problem arrises with
- your application that JDK 1.4 be used.
-
- Audio Features Not Supported with this release:
- -----------------------------------------------
- - Cross-talk cancellation is not performed when rendered audio output
- on speakers.
- - Spatialization of positional and directional sound is very rudimentary.
- Point and Cone sound will simply be panned (approximating interaural
- intensity difference) and left-right output signals delayed
- (approximating interaural delay difference) applying gain attenuation.
- - The filtering of sound source (that would aid in Elevation or Front/
- Back differentiation cues) is not implemented with this AudioDevice.
- - For this release, distance and angular low-pass filtering of sound
- sources is implemented with a very simple algorithm (that choose speed
- over accuracy).
- - For this release, Sound.POSITIVE_INFINITY is mapped to 2^15.
-
- Supported MediaContainers data
- ------------------------------
- This engine supports 8- and 16- bit linear, and u-law and A-law formatted
- files in mono and stereo AU, AIFF, WAV, and PCM file formats.
- Compressed formats such as DVI, GSM, and MOD are not supported at this
- time. Encoded format such as MP3 are not supported.
-
- MIDI and RMF files are supported but not fully spatialized.
- MIDI file playback as BackgroundSound and attenuated Point/ConeSounds
- is at least partially supported with the following limitations:
- - For this release MIDI data is automatically cached.
- - Point/ConeSound nodes that use MIDI MediaContainers can not be
- panned or delayed to simulate Interaural Intensity or Time
- Differences due to the limitiation of the underlying technology
- used in this implementation.
-
- InputStreams as MediaContainers are not supported for Point or
- ConeSounds in this implementation.
-
- Reverberation
- -------------
- The Headspace engine supports these 5 reverberation environments:
- "Closet" very small area, very absorptive surfaces
- "Acoustic Lab" med. small area, equally absorptive/reflective
- "Garage" med. large area, somewhat reflective surfaces
- "Dungeon" medium area, reflective surfaces
- "Cavern" large area, highly reflective surfaces
-
- The AuralAttributes parameters dealing with reverb -
- early and late reflection coefficient and delay time, reverb decay
- time - are compared to choose one of these five software aural
- environments offered as part of the Headspace engine.
- Decay speed, paired with the explicit or implicit size of the space,
- determine the Headspace Reverb type that is set:
-
- | Short: Long:
- Size Delay Time | Decay <= 1500ms Decay > 1500ms
- ---------------------------------------------------------------
- small (< 100ms) | 2 "Closet" 4 "Acoustic Lab"
- medium (<=500ms) | 3 "Garage" 6 "Dungeon"
- large (> 500ms) | 6 "Dungeon" 5 "Cavern"
-
- A "feature" of this engines 'Dungeon' reverb type is that the
- reverberation is added to the opposite pan position from the
- sound's position. This creates an aural effect that sounds
- like the reverberation is bouncing off the opposite wall of
- the 'Dungeon'.
-
-= = = = = = = = = = = = = = = = = = = = = = =
-JavaSoundMixer AudioDevice3DL2 Implememtation
-= = = = = = = = = = = = = = = = = = = = = = =
-
- The JavaSoundMixer implementation is part of the Sun Java 3D
- com.sun.j3d.audioengines.javasound package. This implementation uses
- the Java Sound API. All low-level access to the platforms audio device
- are dependent on the Java Sound mixer implementation(s) installed on
- the machine you're running on.
-
- The JavaSoundMixer Java 3D audio device implementation uses Java Sound
- SourceDataLine streams for non-cached data and Java Sound Clips for
- cached data. Support for specific sound cards, the exact input formats
- that can be passed as data to Java 3D MediaContainers, and which feature
- are rendered in software verses accelleration hardware is dependent on
- the Java Sound implementation installed on your machine.
- There is guarenteed to be at least one Java Sound mixer implementation
- available with all J2SE releases (such as Sun's JDK 1.3 and above).
-
- Audio Features Not Supported with this release:
- -----------------------------------------------
- The JavaSoundMixer is a brand new implementation as of 1.3 Beta 1
- release. While much of the Java 3D Audio API has been implemented
- but there are known problems and limitations. Additionally, some Java
- 3D Audio features are only partially implemented.
-
- - Non-linear file formats (A-law and u-law) are not converted.
- - MIDI files for all sound types are not implemented.
- - There are several timing and channel synchronization problems
- encountered when Point and Cone Sounds are rendered.
- - Distance and angular low-pass filtering of sound source is not
- implemented.
- - Spatialization of positional and directional sound is very rudimentary.
- See notes above under HeadspaceMixer.
- - Cross-talk cancellation for speaker playback is not performed.
-
- Until these isues are fixed in next Beta 2 release it is recommended
- that you use the the HeadspaceMixer implementation.
-
- Supported MediaContainers data
- ------------------------------
- The intent is that all MediaContainer input data types supported by
- Java Sound will also be supported by the JavaSoundMixer implementation.
- This implementation will not have the restrictions on InputStreams as
- the HeadspaceMixer implementation has.
-
- Reverberation
- -------------
- Java 3D reverberation parameters map to a corresponding set
- reverb control parameters available thru JavaSound API for Clips
- (cached MediaContainers). The exact auralization rendering based
- on these parameters is dependent on the Java Sound mixer implementation
- choosen.
-
-= = = = = = = = = = = = = = = = = = = = = = =
-Use
-= = = = = = = = = = = = = = = = = = = = = = =
-Any Java 3D program that wants to render sounds must create and initialize
-an instance of either HeadspaceMixer or JavaSoundMixer directly or indirectly
-(using SimpleUniverse utilities).
-
-All of the sound example programs included in this release use the
-com.sun.j3d.utils.universe.SimpleUniverse class to create and initialize
-an instance of the HeadspaceMixer with the following code:
-
- Canvas3D c = new Canvas3D(null);
- SimpleUniverse u = new SimpleUniverse(c);
- AudioDevice audioDev = u.getViewer().createAudioDevice();
-
-As application can initialize the HeadspaceMixer implementation directly
-with code like following:
-
- import com.sun.j3d.audioengines.headspace.HeadspaceMixer;
- :
- Canvas3D canvas = new Canvas3D(null);
- SimpleUniverse univ = new SimpleUniverse(canvas);
- univ.getViewingPlatform().setNominalViewingTransform();
- PhysicalEnvironment physicalEnv =
- univ.getViewer().getPhysicalEnvironment();
- if (physicalEnv != null) {
- HeadspaceMixer mixer = new HeadspaceMixer(physicalEnv);
- if (mixer == null)
- System.out.println("creation of audio device failed");
- mixer.initialize();
- }
-
-NOTE: Sun JDK has an implementation of the javax.sound.sampled.Mixer
-interface named 'HeadspaceMixer'. If your application also imports the
-javax.sound.sampled package you'll need to explicitly differentiate by
-specifying the full Java 3D package when referencing HeadspaceMixer:
- :
- com.sun.j3d.audioengines.headspace.HeadspaceMixer mixer =
- new com.sun.j3d.audioengines.headspace.HeadspaceMixer(physicalEnv);
- :
-
-
-==========================================================================
-General Installation Notes:
-==========================================================================
- If your Java 3D application has trouble acquiring the AudioDevice
- ("Audio Device unavailable" exception occurs) you may need to exit
- other applications that use sound. NOTE: If this occurs we would
- appreciate being informed as to which sound application Java 3D had
- problems running simultaneously with.
-
- Combining calls to JMF 1.0 methods in your Java 3D sound application
- is still dangerous. The engines used by both APIs may not yet be
- robust enough to handle supporting both of these concurrently.