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Java example source code file (Synthesizer.java)

This example Java source code file (Synthesizer.java) is included in the alvinalexander.com "Java Source Code Warehouse" project. The intent of this project is to help you "Learn Java by Example" TM.

Learn more about this Java project at its project page.

Java - Java tags/keywords

instrument, midichannel, mididevice, patch, soundbank, synthesizer, voicestatus

The Synthesizer.java Java example source code

/*
 * Copyright (c) 1999, 2013, Oracle and/or its affiliates. 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.  Oracle designates this
 * particular file as subject to the "Classpath" exception as provided
 * by Oracle 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 Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
 * or visit www.oracle.com if you need additional information or have any
 * questions.
 */

package javax.sound.midi;

import javax.sound.sampled.Control;


/**
 * A <code>Synthesizer generates sound.  This usually happens when one of
 * the <code>Synthesizer's {@link MidiChannel} objects receives a
 * {@link MidiChannel#noteOn(int, int) noteOn} message, either
 * directly or via the <code>Synthesizer object.
 * Many <code>Synthesizers support Receivers, through which
 * MIDI events can be delivered to the <code>Synthesizer.
 * In such cases, the <code>Synthesizer typically responds by sending
 * a corresponding message to the appropriate <code>MidiChannel, or by
 * processing the event itself if the event isn't one of the MIDI channel
 * messages.
 * <p>
 * The <code>Synthesizer interface includes methods for loading and
 * unloading instruments from soundbanks.  An instrument is a specification for synthesizing a
 * certain type of sound, whether that sound emulates a traditional instrument or is
 * some kind of sound effect or other imaginary sound. A soundbank is a collection of instruments, organized
 * by bank and program number (via the instrument's <code>Patch object).
 * Different <code>Synthesizer classes might implement different sound-synthesis
 * techniques, meaning that some instruments and not others might be compatible with a
 * given synthesizer.
 * Also, synthesizers may have a limited amount of memory for instruments, meaning
 * that not every soundbank and instrument can be used by every synthesizer, even if
 * the synthesis technique is compatible.
 * To see whether the instruments from
 * a certain soundbank can be played by a given synthesizer, invoke the
 * {@link #isSoundbankSupported(Soundbank) isSoundbankSupported} method of
 * <code>Synthesizer.
 * <p>
 * "Loading" an instrument means that that instrument becomes available for
 * synthesizing notes.  The instrument is loaded into the bank and
 * program location specified by its <code>Patch object.  Loading does
 * not necessarily mean that subsequently played notes will immediately have
 * the sound of this newly loaded instrument.  For the instrument to play notes,
 * one of the synthesizer's <code>MidiChannel objects must receive (or have received)
 * a program-change message that causes that particular instrument's
 * bank and program number to be selected.
 *
 * @see MidiSystem#getSynthesizer
 * @see Soundbank
 * @see Instrument
 * @see MidiChannel#programChange(int, int)
 * @see Receiver
 * @see Transmitter
 * @see MidiDevice
 *
 * @author Kara Kytle
 */
public interface Synthesizer extends MidiDevice {


    // SYNTHESIZER METHODS


    /**
     * Obtains the maximum number of notes that this synthesizer can sound simultaneously.
     * @return the maximum number of simultaneous notes
     * @see #getVoiceStatus
     */
    public int getMaxPolyphony();


    /**
     * Obtains the processing latency incurred by this synthesizer, expressed in
     * microseconds.  This latency measures the worst-case delay between the
     * time a MIDI message is delivered to the synthesizer and the time that the
     * synthesizer actually produces the corresponding result.
     * <p>
     * Although the latency is expressed in microseconds, a synthesizer's actual measured
     * delay may vary over a wider range than this resolution suggests.  For example,
     * a synthesizer might have a worst-case delay of a few milliseconds or more.
     *
     * @return the worst-case delay, in microseconds
     */
    public long getLatency();


    /**
     * Obtains the set of MIDI channels controlled by this synthesizer.  Each
     * non-null element in the returned array is a <code>MidiChannel that
     * receives the MIDI messages sent on that channel number.
     * <p>
     * The MIDI 1.0 specification provides for 16 channels, so this
     * method returns an array of at least 16 elements.  However, if this synthesizer
     * doesn't make use of all 16 channels, some of the elements of the array
     * might be <code>null, so you should check each element
     * before using it.
     * @return an array of the <code>MidiChannel objects managed by this
     * <code>Synthesizer.  Some of the array elements may be null.
     */
    public MidiChannel[] getChannels();


    /**
     * Obtains the current status of the voices produced by this synthesizer.
     * If this class of <code>Synthesizer does not provide voice
     * information, the returned array will always be of length 0.  Otherwise,
     * its length is always equal to the total number of voices, as returned by
     * <code>getMaxPolyphony().  (See the VoiceStatus class
     * description for an explanation of synthesizer voices.)
     *
     * @return an array of <code>VoiceStatus objects that supply
     * information about the corresponding synthesizer voices
     * @see #getMaxPolyphony
     * @see VoiceStatus
     */
    public VoiceStatus[] getVoiceStatus();


    /**
     * Informs the caller whether this synthesizer is capable of loading
     * instruments from the specified soundbank.
     * If the soundbank is unsupported, any attempts to load instruments from
     * it will result in an <code>IllegalArgumentException.
     * @param soundbank soundbank for which support is queried
     * @return <code>true if the soundbank is supported, otherwise false
     * @see #loadInstruments
     * @see #loadAllInstruments
     * @see #unloadInstruments
     * @see #unloadAllInstruments
     * @see #getDefaultSoundbank
     */
    public boolean isSoundbankSupported(Soundbank soundbank);


    /**
     * Makes a particular instrument available for synthesis.  This instrument
     * is loaded into the patch location specified by its <code>Patch
     * object, so that if a program-change message is
     * received (or has been received) that causes that patch to be selected,
     * subsequent notes will be played using the sound of
     * <code>instrument.  If the specified instrument is already loaded,
     * this method does nothing and returns <code>true.
     * <p>
     * The instrument must be part of a soundbank
     * that this <code>Synthesizer supports.  (To make sure, you can use
     * the <code>getSoundbank method of Instrument and the
     * <code>isSoundbankSupported method of Synthesizer.)
     * @param instrument instrument to load
     * @return <code>true if the instrument is successfully loaded (or
     * already had been), <code>false if the instrument could not be
     * loaded (for example, if the synthesizer has insufficient
     * memory to load it)
     * @throws IllegalArgumentException if this
     * <code>Synthesizer doesn't support the specified instrument's
     * soundbank
     * @see #unloadInstrument
     * @see #loadInstruments
     * @see #loadAllInstruments
     * @see #remapInstrument
     * @see SoundbankResource#getSoundbank
     * @see MidiChannel#programChange(int, int)
     */
    public boolean loadInstrument(Instrument instrument);


    /**
     * Unloads a particular instrument.
     * @param instrument instrument to unload
     * @throws IllegalArgumentException if this
     * <code>Synthesizer doesn't support the specified instrument's
     * soundbank
     * @see #loadInstrument
     * @see #unloadInstruments
     * @see #unloadAllInstruments
     * @see #getLoadedInstruments
     * @see #remapInstrument
     */
    public void unloadInstrument(Instrument instrument);


    /**
     * Remaps an instrument. Instrument <code>to takes the
     * place of instrument <code>from.
* For example, if <code>from was located at bank number 2, * program number 11, remapping causes that bank and program location * to be occupied instead by <code>to.
* If the function succeeds, instrument <code>from is unloaded. * <p>To cancel the remapping reload instrument from by * invoking one of {@link #loadInstrument}, {@link #loadInstruments} * or {@link #loadAllInstruments}. * * @param from the <code>Instrument object to be replaced * @param to the <code>Instrument object to be used in place * of the old instrument, it should be loaded into the synthesizer * @return <code>true if the instrument successfully remapped, * <code>false if feature is not implemented by synthesizer * @throws IllegalArgumentException if instrument * <code>from or instrument to aren't supported by * synthesizer or if instrument <code>to is not loaded * @throws NullPointerException if <code>from or * <code>to parameters have null value * @see #loadInstrument * @see #loadInstruments * @see #loadAllInstruments */ public boolean remapInstrument(Instrument from, Instrument to); /** * Obtains the default soundbank for the synthesizer, if one exists. * (Some synthesizers provide a default or built-in soundbank.) * If a synthesizer doesn't have a default soundbank, instruments must * be loaded explicitly from an external soundbank. * @return default soundbank, or <code>null if one does not exist. * @see #isSoundbankSupported */ public Soundbank getDefaultSoundbank(); /** * Obtains a list of instruments that come with the synthesizer. These * instruments might be built into the synthesizer, or they might be * part of a default soundbank provided with the synthesizer, etc. * <p> * Note that you don't use this method to find out which instruments are * currently loaded onto the synthesizer; for that purpose, you use * <code>getLoadedInstruments(). * Nor does the method indicate all the instruments that can be loaded onto * the synthesizer; it only indicates the subset that come with the synthesizer. * To learn whether another instrument can be loaded, you can invoke * <code>isSoundbankSupported(), and if the instrument's * <code>Soundbank is supported, you can try loading the instrument. * * @return list of available instruments. If the synthesizer * has no instruments coming with it, an array of length 0 is returned. * @see #getLoadedInstruments * @see #isSoundbankSupported(Soundbank) * @see #loadInstrument */ public Instrument[] getAvailableInstruments(); /** * Obtains a list of the instruments that are currently loaded onto this * <code>Synthesizer. * @return a list of currently loaded instruments * @see #loadInstrument * @see #getAvailableInstruments * @see Soundbank#getInstruments */ public Instrument[] getLoadedInstruments(); /** * Loads onto the <code>Synthesizer all instruments contained * in the specified <code>Soundbank. * @param soundbank the <code>Soundbank whose are instruments are * to be loaded * @return <code>true if the instruments are all successfully loaded (or * already had been), <code>false if any instrument could not be * loaded (for example, if the <code>Synthesizer had insufficient memory) * @throws IllegalArgumentException if the requested soundbank is * incompatible with this synthesizer. * @see #isSoundbankSupported * @see #loadInstrument * @see #loadInstruments */ public boolean loadAllInstruments(Soundbank soundbank); /** * Unloads all instruments contained in the specified <code>Soundbank. * @param soundbank soundbank containing instruments to unload * @throws IllegalArgumentException thrown if the soundbank is not supported. * @see #isSoundbankSupported * @see #unloadInstrument * @see #unloadInstruments */ public void unloadAllInstruments(Soundbank soundbank); /** * Loads the instruments referenced by the specified patches, from the * specified <code>Soundbank. Each of the Patch objects * indicates a bank and program number; the <code>Instrument that * has the matching <code>Patch is loaded into that bank and program * location. * @param soundbank the <code>Soundbank containing the instruments to load * @param patchList list of patches for which instruments should be loaded * @return <code>true if the instruments are all successfully loaded (or * already had been), <code>false if any instrument could not be * loaded (for example, if the <code>Synthesizer had insufficient memory) * @throws IllegalArgumentException thrown if the soundbank is not supported. * @see #isSoundbankSupported * @see Instrument#getPatch * @see #loadAllInstruments * @see #loadInstrument * @see Soundbank#getInstrument(Patch) * @see Sequence#getPatchList() */ public boolean loadInstruments(Soundbank soundbank, Patch[] patchList); /** * Unloads the instruments referenced by the specified patches, from the MIDI sound bank specified. * @param soundbank soundbank containing instruments to unload * @param patchList list of patches for which instruments should be unloaded * @throws IllegalArgumentException thrown if the soundbank is not supported. * * @see #unloadInstrument * @see #unloadAllInstruments * @see #isSoundbankSupported * @see Instrument#getPatch * @see #loadInstruments */ public void unloadInstruments(Soundbank soundbank, Patch[] patchList); // RECEIVER METHODS /** * Obtains the name of the receiver. * @return receiver name */ // public abstract String getName(); /** * Opens the receiver. * @throws MidiUnavailableException if the receiver is cannot be opened, * usually because the MIDI device is in use by another application. * @throws SecurityException if the receiver cannot be opened due to security * restrictions. */ // public abstract void open() throws MidiUnavailableException, SecurityException; /** * Closes the receiver. */ // public abstract void close(); /** * Sends a MIDI event to the receiver. * @param event event to send. * @throws IllegalStateException if the receiver is not open. */ // public void send(MidiEvent event) throws IllegalStateException { // // } /** * Obtains the set of controls supported by the * element. If no controls are supported, returns an * array of length 0. * @return set of controls */ // $$kk: 03.04.99: josh bloch recommends getting rid of this: // what can you really do with a set of untyped controls?? // $$kk: 03.05.99: i am putting this back in. for one thing, // you can check the length and know whether you should keep // looking.... // public Control[] getControls(); /** * Obtains the specified control. * @param controlClass class of the requested control * @return requested control object, or null if the * control is not supported. */ // public Control getControl(Class controlClass); }

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