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1 /*
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2 Cross-Modal DAW Prototype - Prototype of a simple Cross-Modal Digital Audio Workstation.
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3
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4 Copyright (C) 2015 Queen Mary University of London (http://depic.eecs.qmul.ac.uk/)
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5
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6 This program is free software: you can redistribute it and/or modify
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7 it under the terms of the GNU General Public License as published by
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8 the Free Software Foundation, either version 3 of the License, or
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9 (at your option) any later version.
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10
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11 This program is distributed in the hope that it will be useful,
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12 but WITHOUT ANY WARRANTY; without even the implied warranty of
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13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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14 GNU General Public License for more details.
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15
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16 You should have received a copy of the GNU General Public License
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17 along with this program. If not, see <http://www.gnu.org/licenses/>.
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18 */
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19 package uk.ac.qmul.eecs.depic.patterns;
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20
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21 /**
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22 *
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23 * A mapping of a sequence into some form of representation, e.g. visual, audio, audio-visual etc.
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24 *
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25 * The methods of this interface represent different ways a sequence can be rendered and
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26 * need not be all implemented in classes implementing this interface.
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27 *
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28 */
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29 public interface SequenceMapping {
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30
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31 public float DURATION_INF = Float.POSITIVE_INFINITY;
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32 public float DURATION_STOP = -1.0f;
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33
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34 public void renderValue(Sequence.Value val);
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35
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36 /**
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37 *
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38 * @param m
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39 * @param startTime the time in millisecond the curve rendering has to start from, if
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40 * -1 will immediately stop the rendering.
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41 */
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42 public void renderCurve(Sequence m, float startTime);
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43
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44 /**
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45 *
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46 * Render a curve at precise time in sound.
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47 *
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48 * The sound lasts {@code duration} milliseconds and then fades out.
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49 * If {@code INF} is passed as duration the sound will go on forever. Successive calls with {@code INF} as duration
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50 * will have the effect of changing the sound in order to represent the curve at the new {@code time} passed as argument.
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51 * Successive calls with {@code duration} different from {@code DURATION_INF} will carry on the sound for {@code duration}
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52 * millisecond (and therefore setting {@code duration} to 0 will stop the sound).
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53 *
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54 * @param sequence the sequence to render
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55 * @param time the time at which the sequence has to be rendered
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56 * @param duration the duration of sound in millisecond. If (@code DURATION_INF) is used the sound
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57 * will go on forever until it's stopped. To stop the sound use {@code duration = -1};
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58 */
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59 public void renderCurveAt(Sequence sequence, float time, float duration);
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60
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61 }
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