However, each applet has a help menu, and I do request that you carefully read that before you e-mail me with questions. I need help on using a particular applet I am willing to provide minimal support if you truly don’t understand what inputs are required. There are usually not nice neat formulas. Sample sizes are calculated using root-finding methods in conjunction with power calculations. In a few cases, an approximation is used, and is labeled as such. Typically it is a probability associated with a non-central distribution. Import formula(s) do you use in these calculations? In most cases, power is an exact calculation based on the distributional situation in question. This sine wave generated again has a frequency of 262 Hz and a volume of 100. It produces a Java Window by using the procedure paintComponent. Program 2.6 is a variation of Program 2.5. We inherit this functionality from the JPanel class, which is a container where we are going to paint the sine wave generated. An advantage of Java is that it facilitates your control of windows and containers. Notice that the sine function result is multiplied by the volume parameter in line 40.Īlthough the purpose of this section of the book is not to demonstrate how Java graphics classes are used, it may be helpful to use some basic plot features in Java to generate sine wave drawings. The second parameter, volume, is used to change the amplitude of the sound. If we change the values of the createTone procedure parameters, which are 262 Hz for frequency and 100 for volume, we can produce a different tone. This program illustrates a simple of way of generating a sound by using a sine wave and the library. Program 2.5 A simple sound generating program in Java SourceDL = AudioSystem.getSourceDataLine(audioF) ĭouble angle = (i/rate)*Hertz*2.0*Math.PI SourceDataLine sourceDL = AudioSystem.getSourceDataLine(audioF) sampleRate, sampleSizeInBits,channels,signed,bigEndian ** Exception is thrown when line cannot be opened */ĪudioF = new AudioFormat(rate,8,1,true,false) Public static void createTone(int Hertz, int volume) ** parameters are frequency in Hertz and volume The mixer mixes the samples and finally delivers the samples to an audio output device on a sound card. Notice that we don’t directly access the Sound Device because we are using a SourceDataLine object to deliver data bytes to the mixer. After the SourceDataLine is opened, data is written to the mixer using a buffer that contains data generated by a sine function. With this setting, the line gets the required system resource and becomes operational. A SourceDataLine object is created with the specified format, which in the example is 44,100 samples per second, eight bits per sample, and one channel for mono. (See line 30.) The AudioFormat class specifies a certain arrangement of data in the sound stream, including the sampling rate, sample size in bits, and number of channels. ![]() Before doing that, we must set up the data line object with a specified audio format object. ![]() This is the object to which we write audio data. Program 2.5 uses a SourceDataLine object. This package provides functionality to capture, mix, and play sounds with classes such as SourceDataLine, AudioFormat, AudioSystem, and LineUnvailableException. In this chapter, we are going to use the package. The Java environment allows the programmer to take advantage of Java libraries for sound and to benefit from object-oriented programming features like encapsulation, inheritance, and interfaces.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |