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= ROOT|Technical|Code_Examples|Java|javax|sound|sampled|ReverbType.java =

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/*
 * @(#)ReverbType.java	1.14 05/11/17
 *
 * Copyright 2006 Sun Microsystems, Inc. All rights reserved.
 * SUN PROPRIETARY/CONFIDENTIAL. Use is subject to license terms.
 */

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 Relections 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>
 * 
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