The ReverbType class provides methods for accessing various reverberation settings to be applied to an audio signal.
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.
The reverberation parameters provided by 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 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.
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.
If implementing JavaSound on a I3DL2-compliant device:
The following table shows what parameter values an implementation might use for a representative set of reverberation settings.
Reverberation Types and Parameters
|Type||Decay Time (ms)||Late Intensity (dB)||Late Delay (ms)||Early Intensity (dB)||Early Delay(ms)|
name, int earlyReflectionDelay, float earlyReflectionIntensity, int lateReflectionDelay, float lateReflectionIntensity, int decayTime)
Constructs a new reverb type that has the specified reverberation parameter values.
Indicates whether the specified object is equal to this reverb type, returning true if the objects are identical.
Obtains the decay time, which is the amount of time over which the late reflections attenuate to effective zero.
Returns the early reflection delay time in microseconds.
Returns the early reflection intensity in decibels.
Returns the late reflection delay time in microseconds.
Returns the late reflection intensity in decibels.
Obtains the name of this reverb type.
Finalizes the hashcode method.
Provides a String representation of the reverb type, including its name and its parameter settings.
|Methods inherited from class java.lang. Object|
|clone , finalize , getClass , notify , notifyAll , wait , wait , wait|
protected ReverbType(String name, int earlyReflectionDelay, float earlyReflectionIntensity, int lateReflectionDelay, float lateReflectionIntensity, int decayTime)
public StringgetName ()
public final int getEarlyReflectionDelay()
public final float getEarlyReflectionIntensity()
public final int getLateReflectionDelay()
public final float getLateReflectionIntensity()
public final int getDecayTime()
public final boolean equals(Object obj)
public final int hashCode()
public final String toString()