/* * 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</b> * * <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 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 identical. * * @param obj the reference object with which to compare * @return {@code true} if this reverb type is the same as {@code obj}; * {@code false} otherwise */ @Override public final boolean equals(Object obj) { return super.equals(obj); } /** * Finalizes the hashcode method. */ @Override 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 */ @Override 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); } }