public class MicrophoneBvr extends Behavior { // Methods public MicrophoneBvr transform(Transform3Bvr xf); public static MicrophoneBvr newUninitBvr(); }
Creates an object that represents a microphone behavior. A microphone is used with the render method to produce spatialized sound behaviors from sounds embedded in a geometry.
Every microphone has a location and an orientation in a three-dimensional space, and this location determines how a sound is detected. The closer a microphone is to the source of a sound, the louder and sooner the microphone detects that sound. The effect is to "spatialize" the sound, that is, make it seem that it was actually recorded in a three-dimensional space.
For the default microphone, the location is the origin, looking in the negative z-direction, with positive y considered up. You can create new microphones at different locations by using the transform method. Microphones are omnidirectional.
For more information about behaviors, see the Behavior class.
Creates a new microphone behavior that is the result of applying the given transformation to the original microphone's location.
public MicrophoneBvr transform(
Transform3Bvr xf
);
Returns the MicrophoneBvr object.
This attribute composes values.
This method allows you to refer to an MicrophoneBvr behavior before that behavior has been defined. With this method you can create the behavior and use it in the definition of other behaviors, but not actually define its contents until some later point. (This is accomplished with the init method, which is available on all behaviors.) The system generates a run-time error if you initialize a non-uninitialized behavior, initialize an uninitialized behavior that has already been initialized, or run an initialized behavior that has not yet been initialized.
public static MicrophoneBvr newUninitBvr( );
Returns the MicrophoneBvr object.
The following fields are defined in the Statics class and are most relevant to objects of type MicrophoneBvr.
public final static MicrophoneBvr defaultMicrophone;
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