Interface AudioDevice

  • All Known Subinterfaces:
    AudioDevice3D, AudioDevice3DL2
    All Known Implementing Classes:
    AudioEngine, AudioEngine3D, AudioEngine3DL2, JavaSoundMixer

    public interface AudioDevice
    The AudioDevice Class defines and encapsulates the audio device's basic information and characteristics.

    A Java3D application running on a particular machine could have one of several options available to it for playing the audio image created by the sound renderer. Perhaps the machine Java3D is executing on has more than one sound card (e.g., one that is a Wave Table Synthesis card and the other with accelerated sound spatialization hardware). Furthermore, suppose there are Java3D audio device drivers that execute Java3D audio methods on each of these specific cards. In such a case the application would have at least two audio device drivers through which the audio could be produced. For such a case the Java3D application must choose the audio device driver with which sound rendering is to be performed. Once this audio device is chosen, the application can additionally select the type of audio playback type the rendered sound image is to be output on. The playback device (headphones or speaker(s)) is physically connected to the port the selected device driver outputs to.

    AudioDevice Interface

      The selection of this device driver is done through methods in the PhysicalEnvironment object - see PhysicalEnvironment class. The application would query how many audio devices are available. For each device, the user can get the AudioDevice object that describes it and query its characteristics. Once a decision is made about which of the available audio devices to use for a PhysicalEnvironment, the particular device is set into this PhysicalEnvironment's fields. Each PhysicalEnvironment object may use only a single audio device.

      The AudioDevice object interface specifies an abstract input device that creators of Java3D class libraries would implement for a particular device. Java3D's uses several methods to interact with specific devices. Since all audio devices implement this consistent interface, the user could have a portable means of initialize, set particular audio device elements and query generic characteristics for any audio device.

      Initialization

        Each audio device driver must be initialized. The chosen device driver should be initialized before any Java3D Sound methods are executed because the implementation of the Sound methods, in general, are potentially device driver dependent.

      Audio Playback Type

        These methods set and retrieve the audio playback type used to output the analog audio from rendering Java3D Sound nodes. The audio playback type specifies that playback will be through: stereo headphones, a monaural speaker, or a pair of speakers. For the stereo speakers, it is assumed that the two output speakers are equally distant from the listener, both at same angle from the head axis (thus oriented symmetrically about the listener), and at the same elevation. The type of playback chosen affects the sound image generated. Cross-talk cancellation is applied to the audio image if playback over stereo speakers is selected.

      Distance to Speaker

        These methods set and retrieve the distance in meters from the center ear (the midpoint between the left and right ears) and one of the speakers in the listener's environment. For monaural speaker playback, a typical distance from the listener to the speaker in a workstation cabinet is 0.76 meters. For stereo speakers placed at the sides of the display, this might be 0.82 meters.

      Angular Offset of Speakers

        These methods set and retrieve the angle in radians between the vectors from the center ear to each of the speaker transducers and the vectors from the center ear parallel to the head coordinate's Z axis. Speakers placed at the sides of the computer display typically range between 0.28 to 0.35 radians (between 10 and 20 degrees).

      Device Driver Specific Data

        While the sound image created for final output to the playback system is either only mono or stereo (for this version of Java3D) most device driver implementations will mix the left and right image signals generated for each rendered sound source before outputting the final playback image. Each sound source will use N input channels of this internal mixer. Each implemented Java3D audio device driver will have its own limitations and driver-specific characteristics. These include channel availability and usage (during rendering). Methods for querying these device-driver specific characteristics are provided.

    Instantiating and Registering a New Device

      A browser or applications developer must instantiate whatever system- specific audio devices that he or she needs and that exist on the system. This device information typically exists in a site configuration file. The browser or application will instantiate the physical environment as requested by the end-user.

      The API for instantiating devices is site-specific, but it consists of a device object with a constructor and at least all of the methods specified in the AudioDevice interface.

      Once instantiated, the browser or application must register the device with the Java3D sound scheduler by associating this device with a PhysicalEnvironment. The setAudioDevice method introduces new devices to the Java3D environment and the allAudioDevices method produces an enumeration that allows examining all available devices within a Java3D environment. See PhysicalEnvironment class for more details.

    General Rules for calling AudioDevice methods: It is illegal for an application to call any non-query AudioDevice method if the AudioDevice is created then explicitly assigned to a PhysicalEnvironment using PhysicalEnvironment.setAudioDevice(); When either PhysicalEnvironment.setAudioDevice() is called - including when implicitly called by SimpleUniverse.getViewer().createAudioDevice() - the Core creates a SoundScheduler thread which makes calls to the AudioDevice.

    If an application creates it's own instance of an AudioDevice and initializes it directly, rather than using PhysicalEnvironment. setAudioDevice(), that application may make any AudioDevice3D methods calls without fear of the Java 3D Core also trying to control the AudioDevice. Under this condition it is safe to call AudioDevice non-query methods.

    • Field Summary

      Fields 
      Modifier and Type Field Description
      static int HEADPHONES
      Choosing Headphones as the audio playback type specifies that the audio playback will be through stereo headphones.
      static int MONO_SPEAKER
      Choosing a single near-field monoaural speaker as the audio playback type specifies that the audio playback will be through a single speaker some supplied distance away from the listener.
      static int STEREO_SPEAKERS
      Choosing a two near-field stereo speakers as the audio playback type specifies that the audio playback will be through stereo speakers some supplied distance away from, and at some given angle to the listener.
    • Field Detail

      • HEADPHONES

        static final int HEADPHONES
        Choosing Headphones as the audio playback type specifies that the audio playback will be through stereo headphones.
        See Also:
        Constant Field Values
      • MONO_SPEAKER

        static final int MONO_SPEAKER
        Choosing a single near-field monoaural speaker as the audio playback type specifies that the audio playback will be through a single speaker some supplied distance away from the listener.
        See Also:
        Constant Field Values
      • STEREO_SPEAKERS

        static final int STEREO_SPEAKERS
        Choosing a two near-field stereo speakers as the audio playback type specifies that the audio playback will be through stereo speakers some supplied distance away from, and at some given angle to the listener.
        See Also:
        Constant Field Values
    • Method Detail

      • initialize

        boolean initialize()
        Initialize the audio device. Exactly what occurs during initialization is implementation dependent. This method provides explicit control by the user over when this initialization occurs. Initialization must be initiated before any other AudioDevice methods are called.
        Returns:
        true if initialization was successful without errors
      • close

        boolean close()
        Code to close the device and release resources.
        Returns:
        true if close of device was successful without errors
      • setAudioPlaybackType

        void setAudioPlaybackType​(int type)
        Set Type of Audio Playback physical transducer(s) sound is output to. Valid types are HEADPHONES, MONO_SPEAKER, STEREO_SPEAKERS
        Parameters:
        type - audio playback type
      • getAudioPlaybackType

        int getAudioPlaybackType()
        Get Type of Audio Playback Output Device.
        Returns:
        audio playback type
      • setCenterEarToSpeaker

        void setCenterEarToSpeaker​(float distance)
        Set Distance from interaural mid-point between Ears to a Speaker.
        Parameters:
        distance - from interaural midpoint between the ears to closest speaker
      • getCenterEarToSpeaker

        float getCenterEarToSpeaker()
        Get Distance from interaural mid-point between Ears to a Speaker.
        Returns:
        distance from interaural midpoint between the ears to closest speaker
      • setAngleOffsetToSpeaker

        void setAngleOffsetToSpeaker​(float angle)
        Set Angle Offset (in radians) To Speaker.
        Parameters:
        angle - in radians from head Z axis and vector from center ear to speaker
      • getAngleOffsetToSpeaker

        float getAngleOffsetToSpeaker()
        Get Angle Offset (in radians) To Speaker.
        Returns:
        angle in radians from head Z axis and vector from center ear to speaker
      • getTotalChannels

        int getTotalChannels()
        Query total number of channels available for sound rendering for this audio device. This returns the maximum number of channels available for Java3D sound rendering for all sound sources.
        Returns:
        total number of channels that can be used for this audio device
      • getChannelsAvailable

        int getChannelsAvailable()
        Query number of channels currently available for use. During rendering, when sound nodes are playing, this method returns the number of channels still available to Java3D for rendering additional sound nodes.
        Returns:
        total number of channels current available
      • getChannelsUsedForSound

        int getChannelsUsedForSound​(Sound node)
        Query number of channels that are used, or would be used to render a particular sound node. This method returns the number of channels needed to render a particular Sound node. The return value is the same no matter if the Sound is currently active and enabled (being played) or is inactive.
        Returns:
        number of channels a particular Sound node is using or would used if enabled and activated (rendered).