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* <td>2250 * <td>-2.0 * <td>41.3 * <td>-1.4 * <td>10.3 * </tr> * * <tr> * <td>Dungeon * <td>1600 * <td>-1.0 * <td>10.3 * <td>-0.7 * <td>2.6 * </tr> * * <tr> * <td>Garage * <td>900 * <td>-6.0 * <td>14.7 * <td>-4.0 * <td>3.9 * </tr> * * <tr> * <td>Acoustic Lab * <td>280 * <td>-3.0 * <td>8.0 * <td>-2.0 * <td>2.0 * </tr> * * <tr> * <td>Closet * <td>150 * <td>-10.0 * <td>2.5 * <td>-7.0 * <td>0.6 * </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 * @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 identical. * @param obj the reference object with which to compare * @return <code>true if this reverb type is the same as * <code>obj; false otherwise */ public final boolean equals(Object obj) { return super.equals(obj); } /** * Finalizes the hashcode method. */ public final int hashCode() { return super.hashCode(); } /** * Provides a <code>String representation of the reverb type, * including its name and its parameter settings. * The exact contents of the string may vary between implementations of * Java Sound. * @return reverberation type name and description */ public final String toString() { //$$fb2001-07-20: fix for bug 4385060: The "name" attribute of class "ReverbType" is not accessible. //return (super.toString() + ", early reflection delay " + earlyReflectionDelay + return (name + ", early reflection delay " + earlyReflectionDelay + " ns, early reflection intensity " + earlyReflectionIntensity + " dB, late deflection delay " + lateReflectionDelay + " ns, late reflection intensity " + lateReflectionIntensity + " dB, decay time " + decayTime); } } // class ReverbType

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Java example source code file (ReverbType.java)

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Java - Java tags/keywords

reverbtype, string

The ReverbType.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.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.
 * <p>
 *
 * <b>Reverberation Types and Parameters
 * <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>Decay Time (ms)
 *  <th>Late Intensity (dB)
 *  <th>Late Delay (ms)
 *  <th>Early Intensity (dB)
 *  <th>Early Delay(ms)
 * </tr>
 *
 * <tr>
 *  <td>Cavern
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