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/*
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* Copyright (c) 1999, 2003, Oracle and/or its affiliates. All rights reserved.
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* This code is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License version 2 only, as
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* published by the Free Software Foundation. Oracle designates this
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* particular file as subject to the "Classpath" exception as provided
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* by Oracle in the LICENSE file that accompanied this code.
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*
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* This code is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License
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* version 2 for more details (a copy is included in the LICENSE file that
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* accompanied this code).
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*
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* You should have received a copy of the GNU General Public License version
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* 2 along with this work; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA.
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*
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* Please contact Oracle, 500 Oracle Parkway, Redwood Shores, CA 94065 USA
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* or visit www.oracle.com if you need additional information or have any
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* questions.
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*/
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package javax.sound.sampled;
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/**
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* The <code>ReverbType</code> class provides methods for
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* accessing various reverberation settings to be applied to
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* an audio signal.
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* <p>
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* Reverberation simulates the reflection of sound off of
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* the walls, ceiling, and floor of a room. Depending on
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* the size of the room, and how absorbent or reflective the materials in the
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* room's surfaces are, the sound might bounce around for a
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* long time before dying away.
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* <p>
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* The reverberation parameters provided by <code>ReverbType</code> consist
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* of the delay time and intensity of early reflections, the delay time and
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* intensity of late reflections, and an overall decay time.
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* Early reflections are the initial individual low-order reflections of the
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* direct signal off the surfaces in the room.
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* The late Reflections are the dense, high-order reflections that characterize
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* the room's reverberation.
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* The delay times for the start of these two reflection types give the listener
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* a sense of the overall size and complexity of the room's shape and contents.
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* The larger the room, the longer the reflection delay times.
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* The early and late reflections' intensities define the gain (in decibels) of the reflected
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* signals as compared to the direct signal. These intensities give the
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* listener an impression of the absorptive nature of the surfaces and objects
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* in the room.
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* The decay time defines how long the reverberation takes to exponentially
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* decay until it is no longer perceptible ("effective zero").
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* The larger and less absorbent the surfaces, the longer the decay time.
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* <p>
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* The set of parameters defined here may not include all aspects of reverberation
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* as specified by some systems. For example, the Midi Manufacturer's Association
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* (MMA) has an Interactive Audio Special Interest Group (IASIG), which has a
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* 3-D Working Group that has defined a Level 2 Spec (I3DL2). I3DL2
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* supports filtering of reverberation and
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* control of reverb density. These properties are not included in the JavaSound 1.0
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* definition of a reverb control. In such a case, the implementing system
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* should either extend the defined reverb control to include additional
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* parameters, or else interpret the system's additional capabilities in a way that fits
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* the model described here.
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* <p>
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* If implementing JavaSound on a I3DL2-compliant device:
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* <ul>
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* <li>Filtering is disabled (high-frequency attenuations are set to 0.0 dB)
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* <li>Density parameters are set to midway between minimum and maximum
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* </ul>
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* <p>
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* The following table shows what parameter values an implementation might use for a
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* representative set of reverberation settings.
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* <p>
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*
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* <b>Reverberation Types and Parameters</b>
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* <p>
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* <table border=1 cellpadding=5 summary="reverb types and params: decay time, late intensity, late delay, early intensity, and early delay">
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*
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* <tr>
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* <th>Type</th>
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* <th>Decay Time (ms)</th>
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* <th>Late Intensity (dB)</th>
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* <th>Late Delay (ms)</th>
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* <th>Early Intensity (dB)</th>
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* <th>Early Delay(ms)</th>
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* </tr>
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*
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* <tr>
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* <td>Cavern</td>
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* <td>2250</td>
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* <td>-2.0</td>
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* <td>41.3</td>
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* <td>-1.4</td>
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* <td>10.3</td>
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* </tr>
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*
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* <tr>
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* <td>Dungeon</td>
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* <td>1600</td>
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* <td>-1.0</td>
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* <td>10.3</td>
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* <td>-0.7</td>
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* <td>2.6</td>
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* </tr>
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*
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* <tr>
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* <td>Garage</td>
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* <td>900</td>
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* <td>-6.0</td>
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* <td>14.7</td>
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* <td>-4.0</td>
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* <td>3.9</td>
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* </tr>
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*
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* <tr>
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* <td>Acoustic Lab</td>
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* <td>280</td>
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* <td>-3.0</td>
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* <td>8.0</td>
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* <td>-2.0</td>
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* <td>2.0</td>
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* </tr>
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*
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* <tr>
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* <td>Closet</td>
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* <td>150</td>
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* <td>-10.0</td>
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* <td>2.5</td>
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* <td>-7.0</td>
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* <td>0.6</td>
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* </tr>
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*
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* </table>
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*
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* @author Kara Kytle
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* @since 1.3
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*/
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public class ReverbType {
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/**
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* Descriptive name of the reverb type..
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*/
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private String name;
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/**
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* Early reflection delay in microseconds.
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*/
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private int earlyReflectionDelay;
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/**
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* Early reflection intensity.
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*/
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private float earlyReflectionIntensity;
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/**
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* Late reflection delay in microseconds.
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*/
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private int lateReflectionDelay;
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/**
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* Late reflection intensity.
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*/
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private float lateReflectionIntensity;
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/**
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* Total decay time
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*/
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private int decayTime;
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/**
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* Constructs a new reverb type that has the specified reverberation
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* parameter values.
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* @param name the name of the new reverb type, or a zero-length <code>String</code>
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* @param earlyReflectionDelay the new type's early reflection delay time in microseconds
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* @param earlyReflectionIntensity the new type's early reflection intensity in dB
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* @param lateReflectionDelay the new type's late reflection delay time in microseconds
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* @param lateReflectionIntensity the new type's late reflection intensity in dB
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* @param decayTime the new type's decay time in microseconds
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*/
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protected ReverbType(String name, int earlyReflectionDelay, float earlyReflectionIntensity, int lateReflectionDelay, float lateReflectionIntensity, int decayTime) {
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this.name = name;
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this.earlyReflectionDelay = earlyReflectionDelay;
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this.earlyReflectionIntensity = earlyReflectionIntensity;
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this.lateReflectionDelay = lateReflectionDelay;
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this.lateReflectionIntensity = lateReflectionIntensity;
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this.decayTime = decayTime;
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}
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/**
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* Obtains the name of this reverb type.
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* @return the name of this reverb type
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* @since 1.5
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*/
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public String getName() {
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return name;
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}
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/**
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* Returns the early reflection delay time in microseconds.
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* This is the amount of time between when the direct signal is
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* heard and when the first early reflections are heard.
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* @return early reflection delay time for this reverb type, in microseconds
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*/
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public final int getEarlyReflectionDelay() {
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return earlyReflectionDelay;
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}
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/**
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* Returns the early reflection intensity in decibels.
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* This is the amplitude attenuation of the first early reflections
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* relative to the direct signal.
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* @return early reflection intensity for this reverb type, in dB
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*/
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public final float getEarlyReflectionIntensity() {
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return earlyReflectionIntensity;
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}
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/**
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* Returns the late reflection delay time in microseconds.
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* This is the amount of time between when the first early reflections
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* are heard and when the first late reflections are heard.
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* @return late reflection delay time for this reverb type, in microseconds
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*/
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public final int getLateReflectionDelay() {
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return lateReflectionDelay;
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}
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/**
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* Returns the late reflection intensity in decibels.
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* This is the amplitude attenuation of the first late reflections
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* relative to the direct signal.
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* @return late reflection intensity for this reverb type, in dB
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*/
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public final float getLateReflectionIntensity() {
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return lateReflectionIntensity;
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}
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/**
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* Obtains the decay time, which is the amount of time over which the
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* late reflections attenuate to effective zero. The effective zero
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* value is implementation-dependent.
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* @return the decay time of the late reflections, in microseconds
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*/
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public final int getDecayTime() {
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return decayTime;
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}
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/**
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* Indicates whether the specified object is equal to this reverb type,
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* returning <code>true</code> if the objects are identical.
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* @param obj the reference object with which to compare
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* @return <code>true</code> if this reverb type is the same as
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* <code>obj</code>; <code>false</code> otherwise
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*/
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public final boolean equals(Object obj) {
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return super.equals(obj);
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}
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/**
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* Finalizes the hashcode method.
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*/
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public final int hashCode() {
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return super.hashCode();
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}
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/**
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* Provides a <code>String</code> representation of the reverb type,
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* including its name and its parameter settings.
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* The exact contents of the string may vary between implementations of
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* Java Sound.
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* @return reverberation type name and description
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*/
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public final String toString() {
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//$$fb2001-07-20: fix for bug 4385060: The "name" attribute of class "ReverbType" is not accessible.
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//return (super.toString() + ", early reflection delay " + earlyReflectionDelay +
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return (name + ", early reflection delay " + earlyReflectionDelay +
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" ns, early reflection intensity " + earlyReflectionIntensity +
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" dB, late deflection delay " + lateReflectionDelay +
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" ns, late reflection intensity " + lateReflectionIntensity +
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" dB, decay time " + decayTime);
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}
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} // class ReverbType
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