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/*
* Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* - Redistribution of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
*
* - Redistribution in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in
* the documentation and/or other materials provided with the
* distribution.
*
* Neither the name of Sun Microsystems, Inc. or the names of
* contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* This software is provided "AS IS," without a warranty of any
* kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND
* WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY
* EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL
* NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF
* USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS
* DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR
* ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL,
* CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND
* REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR
* INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE
* POSSIBILITY OF SUCH DAMAGES.
*
* You acknowledge that this software is not designed, licensed or
* intended for use in the design, construction, operation or
* maintenance of any nuclear facility.
*
*/
package com.sun.j3d.audioengines;
import java.util.ArrayList;
import javax.media.j3d.AudioDevice3D;
import javax.media.j3d.MediaContainer;
import javax.media.j3d.PhysicalEnvironment;
import javax.media.j3d.Transform3D;
import javax.media.j3d.View;
import javax.vecmath.Point3d;
import javax.vecmath.Vector3d;
/**
* The AudioEngine3D Class defines an audio output device that generates
* sound 'image' from high-level sound parameters passed to it during
* scene graph.
*
* <P>
* The methods in this class are meant to be optionally overridden by an
* extended class. This extended class would provice device specific code.
*
* <P>
* Error checking on all parameters passed to these methods is already
* explicitly being done by the Java 3D core code that calls these methods.
*
* <p>
* NOTE: AudioEngine developers should not subclass this class directly.
* Subclass AudioEngine3DL2 instead.
*/
public abstract class AudioEngine3D extends AudioEngine implements AudioDevice3D
{
/*
* Identifiers of sample associated with sound source
* This array grows as the AudioDevice3D implementation requires it larger.
*/
protected ArrayList samples = new ArrayList(64);
/**
* Current View sound is being rendered
*/
protected View currentView = (View)null;
/*
* current Aural attribute Parameters
*/
protected AuralParameters attribs = new AuralParameters();
/**
* Construct a new AudioEngine with the specified PhysicalEnvironment.
* @param physicalEnvironment the physical environment object where we
* want access to this device.
*/
public AudioEngine3D(PhysicalEnvironment physicalEnvironment ) {
super(physicalEnvironment);
}
/*
*
* Methods that affect AudioEngine3D fields that are NOT associated
* with a specific sound sample
*
*/
/**
* Save a reference to the current View object.
* @param reference to current view object
*/
public void setView(View reference) {
currentView = reference;
return;
}
/**
* Get reference to the current View object.
* @return reference to current view object
*/
public View getView() {
return (currentView);
}
/*
*
* Methods explicitly affect sound rendering and that require
* audio device specific methods that override this class.
*
*/
/**
* Prepare Sound in device.
* Makes sound assessible to device - in this case attempts to load sound
* Stores sound type and data.
* @param soundType denotes type of sound: Background, Point or Cone
* @param soundData descrition of sound source data
* @return index into sample vector of Sample object for sound
*/
public int prepareSound(int soundType, MediaContainer soundData) {
// This method must be overridden by device specific implementation
return Sample.NULL_SAMPLE;
}
/**
* Clear Sound.
* Removes/clears associated sound data with this sound source node
* @param index device specific reference number to device driver sample
*/
public abstract void clearSound(int index);
/**
* Set the transform for local to virtual world coordinate space
* @param index device specific reference number to device driver sample
* @param trans is a reference to virtual world composite transform
*/
public void setVworldXfrm(int index, Transform3D trans) {
Sample sample = getSample(index);
if (sample != null)
sample.vworldXfrm.set(trans);
return;
}
/**
* Start sample playing on audio device
* @param index device specific reference number to device driver sample
* @return status: < 0 denotes an error
*/
public abstract int startSample(int index);
/**
* Stop sample playing on audio device
* @param index device specific reference number to device driver sample
* @return status: < 0 denotes an error
*/
public abstract int stopSample(int index);
/**
* Update sample.
* Implies that some parameters affecting rendering have been modified.
* @param index device specific reference number to device driver sample
*/
// TODO: The update method exists on a TEMPORARY basis.
public abstract void updateSample(int index);
/**
* Mute sample.
* @param index device specific reference number to device driver sample
*/
public abstract void muteSample(int index);
/**
* Unmute sample.
* @param index device specific reference number to device driver sample
*/
public abstract void unmuteSample(int index);
/**
* Pause sample.
* @param index device specific reference number to device driver sample
*/
public abstract void pauseSample(int index);
/**
* Unpause sample.
* @param index device specific reference number to device driver sample
*/
public abstract void unpauseSample(int index);
/*
*
* Methods that affect fields associated with the sound sample
* and that may cause implicit rendering.
*
*/
/**
* Set gain scale factor applied to sample.
* @param index device specific reference number to device driver sample
* @param scaleFactor floating point multiplier applied to sample amplitude
*/
public void setSampleGain(int index, float scaleFactor) {
Sample sample = getSample(index);
if (sample != null)
sample.setGain(scaleFactor);
return;
}
/**
* Set number of times sample is looped.
* @param index device specific reference number to device driver sample
* @param count number of times sample is repeated
*/
public void setLoop(int index, int count) {
Sample sample = getSample(index);
if (sample != null)
sample.setLoopCount(count);
return;
}
/**
* Set location of sample.
* @param index device specific reference number to device driver sample
* @param position point location in virtual world coordinate of sample
*/
public void setPosition(int index, Point3d position) {
Sample sample = getSample(index);
if (sample != null)
sample.setPosition(position);
return;
}
/* Set elliptical distance attenuation arrays applied to sample amplitude.
* @param index device specific reference number to device driver sample
* @param frontDistance defines an array of distance along the position axis
* thru which ellipses pass
* @param frontAttenuationScaleFactor gain scale factors
* @param backDistance defines an array of distance along the negative axis
* thru which ellipses pass
* @param backAttenuationScaleFactor gain scale factors
*/
public void setDistanceGain(int index,
double[] frontDistance, float[] frontAttenuationScaleFactor,
double[] backDistance, float[] backAttenuationScaleFactor) {
Sample sample = getSample(index);
if (sample != null)
sample.setDistanceGain(frontDistance, frontAttenuationScaleFactor,
backDistance, backAttenuationScaleFactor);
return;
}
/**
* Set direction vector of sample.
* @param index device specific reference number to device driver sample
* @param direction vector in virtual world coordinate.
*/
public void setDirection(int index, Vector3d direction) {
Sample sample = getSample(index);
if (sample != null)
sample.setDirection(direction);
return;
}
/**
* Set angular attenuation arrays affecting angular amplitude attenuation
* and angular distance filtering.
* @param index device specific reference number to device driver sample
* @param filterType denotes type of filtering (on no filtering) applied
* to sample.
* @param angle array containing angular distances from sound axis
* @param attenuationScaleFactor array containing gain scale factor
* @param filterCutoff array containing filter cutoff frequencies.
* The filter values for each tuples can be set to Sound.NO_FILTER.
*/
public void setAngularAttenuation(int index, int filterType,
double[] angle, float[] attenuationScaleFactor, float[] filterCutoff) {
Sample sample = getSample(index);
if (sample != null)
sample.setAngularAttenuation(filterType, angle,
attenuationScaleFactor, filterCutoff);
return;
}
/**
* Set rolloff value for current aural attribute applied to all samples.
* @param rolloff scale factor applied to standard speed of sound.
*/
public void setRolloff(float rolloff) {
attribs.rolloff = rolloff;
return;
}
/**
* Set reverberation surface reflection coefficient value for current aural
* attribute applied to all samples.
* @param coefficient applied to amplitude of reverbation added at each
* iteration of reverb processing.
*/
public void setReflectionCoefficient(float coefficient) {
attribs.reflectionCoefficient = coefficient;
return;
}
/**
* Set reverberation delay time for current aural attribute applied to
* all samples.
* @param reverbDelay amount of time in millisecond between each
* iteration of reverb processing.
*/
public void setReverbDelay(float reverbDelay) {
attribs.reverbDelay = reverbDelay;
return;
}
/**
* Set reverberation order for current aural attribute applied to all
* samples.
* @param reverbOrder number of times reverb process loop is iterated.
*/
public void setReverbOrder(int reverbOrder) {
attribs.reverbOrder = reverbOrder;
return;
}
/**
* Set distance filter for current aural attribute applied to all samples.
* @param filterType denotes type of filtering (on no filtering) applied
* to all sample based on distance between listener and sound.
* @param dist is an attenuation array of distance and low-pass filter values.
*/
public void setDistanceFilter(int filterType,
double[] dist, float[] filterCutoff) {
attribs.setDistanceFilter(filterType, dist, filterCutoff);
return;
}
/**
* Set frequency scale factor for current aural attribute applied to all
* samples.
* @param scaleFactor frequency scale factor applied to samples normal
* playback rate.
*/
public void setFrequencyScaleFactor(float scaleFactor) {
attribs.frequencyScaleFactor = scaleFactor;
return;
}
/**
* Set velocity scale factor for current aural attribute applied to all
* samples when Doppler is calculated.
* @param scaleFactor scale factor applied to postional samples'
* listener-to-soundSource velocity.
* playback rate.
*/
public void setVelocityScaleFactor(float scaleFactor) {
attribs.velocityScaleFactor = scaleFactor;
return;
}
/**
* Get number of channels used by a particular sample on the audio device.
* @param index device specific reference number to device driver sample
* @return number of channels currently being used by this sample.
*/
public int getNumberOfChannelsUsed(int index) {
// This method must be overridden by device specific implementation
Sample sample = getSample(index);
if (sample != null)
return (sample.getNumberOfChannelsUsed());
else
return 0;
}
/**
* Get number of channels that would be used by a particular sample on
* the audio device given the mute flag passed in as a parameter.
* @param index device specific reference number to device driver sample
* @param muteFlag denotes the mute state to assume while executing this
* query. This mute value does not have to match the current mute state
* of the sample.
* @return number of channels that would be used by this sample if it
* were playing.
*/
public int getNumberOfChannelsUsed(int index, boolean muteFlag) {
// This method must be overridden by device specific implementation
Sample sample = getSample(index);
if (sample != null)
return (sample.getNumberOfChannelsUsed());
else
return 0;
}
/**
* Get length of time a sample would play if allowed to play to completion.
* @param index device specific reference number to device driver sample
* @return length of sample in milliseconds
*/
public long getSampleDuration(int index) {
Sample sample = getSample(index);
if (sample != null)
return (sample.getDuration());
else
return 0L;
}
/**
* Get time this sample begun playing on the audio device.
* @param index device specific reference number to device driver sample
* @return system clock time sample started
*/
public long getStartTime(int index) {
Sample sample = getSample(index);
if (sample != null)
return (sample.getStartTime());
else
return 0L;
}
/**
* Get reference to the array list of samples
* @return reference to samples list
* @deprecated unsafe to get reference to samples list with this method.
* It's better to directly reference samples list within a synchronized
* block which also contains calls to .getSample(index).
*/
protected ArrayList getSampleList() {
return (samples);
}
public int getSampleListSize() {
return (samples.size());
}
/**
* Get specific sample from indexed sample list
* Checks for valid index before attempting to get sample from list.
* @param index device specific reference number to device driver sample
* @return reference to sample; returns null if index out of range.
*
* @since Java 3D 1.2.1
*/
public Sample getSample(int index) {
synchronized(samples) {
if ((index >= 0) && (index < samples.size())) {
Sample sample = (Sample)samples.get(index);
return (sample);
}
else
return null;
}
}
/*
* Get reference to current aural attribute parameters associated with
* this audio device.
* @return reference to current aural attribute parameters
*/
public AuralParameters getAuralParameters() {
return (attribs);
}
}
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