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package javax.sound.sampled;
/**
* The <code>ReverbType</code> 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</code> 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.
* <p>
*
* <b>Reverberation Types and Parameters</b>
* <p>
* <table border=1 cellpadding=5 summary="reverb types and params: decay time, late intensity, late delay, early intensity, and early delay">
*
* <tr>
* <th>Type</th>
* <th>Decay Time (ms)</th>
* <th>Late Intensity (dB)</th>
* <th>Late Delay (ms)</th>
* <th>Early Intensity (dB)</th>
* <th>Early Delay(ms)</th>
* </tr>
*
* <tr>
* <td>Cavern</td>
* <td>2250</td>
* <td>-2.0</td>
* <td>41.3</td>
* <td>-1.4</td>
* <td>10.3</td>
* </tr>
*
* <tr>
* <td>Dungeon</td>
* <td>1600</td>
* <td>-1.0</td>
* <td>10.3</td>
* <td>-0.7</td>
* <td>2.6</td>
* </tr>
*
* <tr>
* <td>Garage</td>
* <td>900</td>
* <td>-6.0</td>
* <td>14.7</td>
* <td>-4.0</td>
* <td>3.9</td>
* </tr>
*
* <tr>
* <td>Acoustic Lab</td>
* <td>280</td>
* <td>-3.0</td>
* <td>8.0</td>
* <td>-2.0</td>
* <td>2.0</td>
* </tr>
*
* <tr>
* <td>Closet</td>
* <td>150</td>
* <td>-10.0</td>
* <td>2.5</td>
* <td>-7.0</td>
* <td>0.6</td>
* </tr>
*
* </table>
*
* @author Kara Kytle
* @since 1.3
*/
public class ReverbType {
/**
* Descriptive name of the reverb type..
*/
private String name;
/**
* Early reflection delay in microseconds.
*/
private int earlyReflectionDelay;
/**
* Early reflection intensity.
*/
private float earlyReflectionIntensity;
/**
* Late reflection delay in microseconds.
*/
private int lateReflectionDelay;
/**
* Late reflection intensity.
*/
private float lateReflectionIntensity;
/**
* Total decay time
*/
private 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</code>
* @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</code> if the objects are identical.
* @param obj the reference object with which to compare
* @return <code>true</code> if this reverb type is the same as
* <code>obj</code>; <code>false</code> otherwise
*/
public final boolean equals(Object obj) {
return super.equals(obj);
}
/**
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