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package javax.sound.sampled;
/**
* The {@code ReverbType} class provides methods for accessing various
* reverberation settings to be applied to an audio signal.
* <p>
* Reverberation simulates the reflection of sound off of the walls, ceiling,
* and floor of a room. Depending on the size of the room, and how absorbent or
* reflective the materials in the room's surfaces are, the sound might bounce
* around for a long time before dying away.
* <p>
* The reverberation parameters provided by {@code ReverbType} consist of the
* delay time and intensity of early reflections, the delay time and intensity
* of late reflections, and an overall decay time. Early reflections are the
* initial individual low-order reflections of the direct signal off the
* surfaces in the room. The late reflections are the dense, high-order
* reflections that characterize the room's reverberation. The delay times for
* the start of these two reflection types give the listener a sense of the
* overall size and complexity of the room's shape and contents. The larger the
* room, the longer the reflection delay times. The early and late reflections'
* intensities define the gain (in decibels) of the reflected signals as
* compared to the direct signal. These intensities give the listener an
* impression of the absorptive nature of the surfaces and objects in the room.
* The decay time defines how long the reverberation takes to exponentially
* decay until it is no longer perceptible ("effective zero"). The larger and
* less absorbent the surfaces, the longer the decay time.
* <p>
* The set of parameters defined here may not include all aspects of
* reverberation as specified by some systems. For example, the Midi
* Manufacturer's Association (MMA) has an Interactive Audio Special Interest
* Group (IASIG), which has a 3-D Working Group that has defined a Level 2 Spec
* (I3DL2). I3DL2 supports filtering of reverberation and control of reverb
* density. These properties are not included in the JavaSound 1.0 definition of
* a reverb control. In such a case, the implementing system should either
* extend the defined reverb control to include additional parameters, or else
* interpret the system's additional capabilities in a way that fits the model
* described here.
* <p>
* If implementing JavaSound on a I3DL2-compliant device:
* <ul>
* <li>Filtering is disabled (high-frequency attenuations are set to 0.0 dB)
* <li>Density parameters are set to midway between minimum and maximum
* </ul>
* <p>
* The following table shows what parameter values an implementation might use
* for a representative set of reverberation settings.
*
* <table class="striped">
* <caption>Reverb types and params: decay time, late intensity, late delay,
* early intensity, and early delay</caption>
* <thead>
* <tr>
* <th scope="col">Type
* <th scope="col">Decay Time (ms)
* <th scope="col">Late Intensity (dB)
* <th scope="col">Late Delay (ms)
* <th scope="col">Early Intensity (dB)
* <th scope="col">Early Delay(ms)
* </thead>
* <tbody>
* <tr>
* <th scope="row">Cavern
* <td>2250
* <td>-2.0
* <td>41.3
* <td>-1.4
* <td>10.3
* <tr>
* <th scope="row">Dungeon
* <td>1600
* <td>-1.0
* <td>10.3
* <td>-0.7
* <td>2.6
* <tr>
* <th scope="row">Garage
* <td>900
* <td>-6.0
* <td>14.7
* <td>-4.0
* <td>3.9
* <tr>
* <th scope="row">Acoustic Lab
* <td>280
* <td>-3.0
* <td>8.0
* <td>-2.0
* <td>2.0
* <tr>
* <th scope="row">Closet
* <td>150
* <td>-10.0
* <td>2.5
* <td>-7.0
* <td>0.6
* </tbody>
* </table>
*
* @author Kara Kytle
* @since 1.3
*/
public class ReverbType {
/**
* Descriptive name of the reverb type.
*/
private final String name;
/**
* Early reflection delay in microseconds.
*/
private final int earlyReflectionDelay;
/**
* Early reflection intensity.
*/
private final float earlyReflectionIntensity;
/**
* Late reflection delay in microseconds.
*/
private final int lateReflectionDelay;
/**
* Late reflection intensity.
*/
private final float lateReflectionIntensity;
/**
* Total decay time.
*/
private final int decayTime;
/**
* Constructs a new reverb type that has the specified reverberation
* parameter values.
*
* @param name the name of the new reverb type, or a zero-length
* {@code String}
* @param earlyReflectionDelay the new type's early reflection delay time
* in microseconds
* @param earlyReflectionIntensity the new type's early reflection
* intensity in dB
* @param lateReflectionDelay the new type's late reflection delay time in
* microseconds
* @param lateReflectionIntensity the new type's late reflection intensity
* in dB
* @param decayTime the new type's decay time in microseconds
*/
protected ReverbType(String name, int earlyReflectionDelay, float earlyReflectionIntensity, int lateReflectionDelay, float lateReflectionIntensity, int decayTime) {
this.name = name;
this.earlyReflectionDelay = earlyReflectionDelay;
this.earlyReflectionIntensity = earlyReflectionIntensity;
this.lateReflectionDelay = lateReflectionDelay;
this.lateReflectionIntensity = lateReflectionIntensity;
this.decayTime = decayTime;
}
/**
* Obtains the name of this reverb type.
*
* @return the name of this reverb type
* @since 1.5
*/
public String getName() {
return name;
}
/**
* Returns the early reflection delay time in microseconds. This is the
* amount of time between when the direct signal is heard and when the first
* early reflections are heard.
*
* @return early reflection delay time for this reverb type, in microseconds
*/
public final int getEarlyReflectionDelay() {
return earlyReflectionDelay;
}
/**
* Returns the early reflection intensity in decibels. This is the amplitude
* attenuation of the first early reflections relative to the direct signal.
*
* @return early reflection intensity for this reverb type, in dB
*/
public final float getEarlyReflectionIntensity() {
return earlyReflectionIntensity;
}
/**
* Returns the late reflection delay time in microseconds. This is the
* amount of time between when the first early reflections are heard and
* when the first late reflections are heard.
*
* @return late reflection delay time for this reverb type, in microseconds
*/
public final int getLateReflectionDelay() {
return lateReflectionDelay;
}
/**
* Returns the late reflection intensity in decibels. This is the amplitude
* attenuation of the first late reflections relative to the direct signal.
*
* @return late reflection intensity for this reverb type, in dB
*/
public final float getLateReflectionIntensity() {
return lateReflectionIntensity;
}
/**
* Obtains the decay time, which is the amount of time over which the late
* reflections attenuate to effective zero. The effective zero value is
* implementation-dependent.
*
* @return the decay time of the late reflections, in microseconds
*/
public final int getDecayTime() {
return decayTime;
}
/**
* Indicates whether the specified object is equal to this reverb type,
* returning {@code true} if the objects are the same.
*
* @param obj the reference object with which to compare
* @return {@code true} if the specified object is equal to this reverb
* type; {@code false} otherwise
*/
@Override
public final boolean equals(Object obj) {
return super.equals(obj);
}
/**
* Returns a hash code value for this reverb type.
*
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