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package javax.sound.midi;
import javax.sound.sampled.Control;
/**
* A <code>Synthesizer</code> generates sound. This usually happens when one of
* the <code>Synthesizer</code>'s {@link MidiChannel} objects receives a
* {@link MidiChannel#noteOn(int, int) noteOn} message, either
* directly or via the <code>Synthesizer</code> object.
* Many <code>Synthesizer</code>s support <code>Receivers</code>, through which
* MIDI events can be delivered to the <code>Synthesizer</code>.
* In such cases, the <code>Synthesizer</code> typically responds by sending
* a corresponding message to the appropriate <code>MidiChannel</code>, or by
* processing the event itself if the event isn't one of the MIDI channel
* messages.
* <p>
* The <code>Synthesizer</code> interface includes methods for loading and
* unloading instruments from soundbanks. An instrument is a specification for synthesizing a
* certain type of sound, whether that sound emulates a traditional instrument or is
* some kind of sound effect or other imaginary sound. A soundbank is a collection of instruments, organized
* by bank and program number (via the instrument's <code>Patch</code> object).
* Different <code>Synthesizer</code> classes might implement different sound-synthesis
* techniques, meaning that some instruments and not others might be compatible with a
* given synthesizer.
* Also, synthesizers may have a limited amount of memory for instruments, meaning
* that not every soundbank and instrument can be used by every synthesizer, even if
* the synthesis technique is compatible.
* To see whether the instruments from
* a certain soundbank can be played by a given synthesizer, invoke the
* {@link #isSoundbankSupported(Soundbank) isSoundbankSupported} method of
* <code>Synthesizer</code>.
* <p>
* "Loading" an instrument means that that instrument becomes available for
* synthesizing notes. The instrument is loaded into the bank and
* program location specified by its <code>Patch</code> object. Loading does
* not necessarily mean that subsequently played notes will immediately have
* the sound of this newly loaded instrument. For the instrument to play notes,
* one of the synthesizer's <code>MidiChannel</code> objects must receive (or have received)
* a program-change message that causes that particular instrument's
* bank and program number to be selected.
*
* @see MidiSystem#getSynthesizer
* @see Soundbank
* @see Instrument
* @see MidiChannel#programChange(int, int)
* @see Receiver
* @see Transmitter
* @see MidiDevice
*
* @author Kara Kytle
*/
public interface Synthesizer extends MidiDevice {
// SYNTHESIZER METHODS
/**
* Obtains the maximum number of notes that this synthesizer can sound simultaneously.
* @return the maximum number of simultaneous notes
* @see #getVoiceStatus
*/
public int getMaxPolyphony();
/**
* Obtains the processing latency incurred by this synthesizer, expressed in
* microseconds. This latency measures the worst-case delay between the
* time a MIDI message is delivered to the synthesizer and the time that the
* synthesizer actually produces the corresponding result.
* <p>
* Although the latency is expressed in microseconds, a synthesizer's actual measured
* delay may vary over a wider range than this resolution suggests. For example,
* a synthesizer might have a worst-case delay of a few milliseconds or more.
*
* @return the worst-case delay, in microseconds
*/
public long getLatency();
/**
* Obtains the set of MIDI channels controlled by this synthesizer. Each
* non-null element in the returned array is a <code>MidiChannel</code> that
* receives the MIDI messages sent on that channel number.
* <p>
* The MIDI 1.0 specification provides for 16 channels, so this
* method returns an array of at least 16 elements. However, if this synthesizer
* doesn't make use of all 16 channels, some of the elements of the array
* might be <code>null</code>, so you should check each element
* before using it.
* @return an array of the <code>MidiChannel</code> objects managed by this
* <code>Synthesizer</code>. Some of the array elements may be <code>null</code>.
*/
public MidiChannel[] getChannels();
/**
* Obtains the current status of the voices produced by this synthesizer.
* If this class of <code>Synthesizer</code> does not provide voice
* information, the returned array will always be of length 0. Otherwise,
* its length is always equal to the total number of voices, as returned by
* <code>getMaxPolyphony()</code>. (See the <code>VoiceStatus</code> class
* description for an explanation of synthesizer voices.)
*
* @return an array of <code>VoiceStatus</code> objects that supply
* information about the corresponding synthesizer voices
* @see #getMaxPolyphony
* @see VoiceStatus
*/
public VoiceStatus[] getVoiceStatus();
/**
* Informs the caller whether this synthesizer is capable of loading
* instruments from the specified soundbank.
* If the soundbank is unsupported, any attempts to load instruments from
* it will result in an <code>IllegalArgumentException</code>.
* @param soundbank soundbank for which support is queried
* @return <code>true</code> if the soundbank is supported, otherwise <code>false</code>
* @see #loadInstruments
* @see #loadAllInstruments
* @see #unloadInstruments
* @see #unloadAllInstruments
* @see #getDefaultSoundbank
*/
public boolean isSoundbankSupported(Soundbank soundbank);
/**
* Makes a particular instrument available for synthesis. This instrument
* is loaded into the patch location specified by its <code>Patch</code>
* object, so that if a program-change message is
* received (or has been received) that causes that patch to be selected,
* subsequent notes will be played using the sound of
* <code>instrument</code>. If the specified instrument is already loaded,
* this method does nothing and returns <code>true</code>.
* <p>
* The instrument must be part of a soundbank
* that this <code>Synthesizer</code> supports. (To make sure, you can use
* the <code>getSoundbank</code> method of <code>Instrument</code> and the
* <code>isSoundbankSupported</code> method of <code>Synthesizer</code>.)
* @param instrument instrument to load
* @return <code>true</code> if the instrument is successfully loaded (or
* already had been), <code>false</code> if the instrument could not be
* loaded (for example, if the synthesizer has insufficient
* memory to load it)
* @throws <code>IllegalArgumentException</code> if this
* <code>Synthesizer</code> doesn't support the specified instrument's
* soundbank
* @see #unloadInstrument
* @see #loadInstruments
* @see #loadAllInstruments
* @see #remapInstrument
* @see SoundbankResource#getSoundbank
* @see MidiChannel#programChange(int, int)
*/
public boolean loadInstrument(Instrument instrument);
/**
* Unloads a particular instrument.
* @param instrument instrument to unload
* @throws <code>IllegalArgumentException</code> if this
* <code>Synthesizer</code> doesn't support the specified instrument's
* soundbank
* @see #loadInstrument
* @see #unloadInstruments
* @see #unloadAllInstruments
* @see #getLoadedInstruments
* @see #remapInstrument
*/
public void unloadInstrument(Instrument instrument);
/**
* Remaps an instrument. Instrument <code>to</code> takes the
* place of instrument <code>from</code>.<br>
* For example, if <code>from</code> was located at bank number 2,
* program number 11, remapping causes that bank and program location
* to be occupied instead by <code>to</code>.<br>
* If the function succeeds, instrument <code>from</code> is unloaded.
* <p>To cancel the remapping reload instrument <code>from</code> by
* invoking one of {@link #loadInstrument}, {@link #loadInstruments}
* or {@link #loadAllInstruments}.
*
* @param from the <code>Instrument</code> object to be replaced
* @param to the <code>Instrument</code> object to be used in place
* of the old instrument, it should be loaded into the synthesizer
* @return <code>true</code> if the instrument succeessfully remapped,
* <code>false</code> if feature is not implemented by synthesizer
* @throws <code>IllegalArgumentException</code> if instrument
* <code>from</code> or instrument <code>to</code> aren't supported by
* synthesizer or if instrument <code>to</code> is not loaded
* @throws <code>NullPointerException</code> if <code>from</code> or
* <code>to</code> parameters have null value
* @see #loadInstrument
* @see #loadInstruments
* @see #loadAllInstruments
*/
public boolean remapInstrument(Instrument from, Instrument to);
/**
* Obtains the default soundbank for the synthesizer, if one exists.
* (Some synthesizers provide a default or built-in soundbank.)
* If a synthesizer doesn't have a default soundbank, instruments must
* be loaded explicitly from an external soundbank.
* @return default soundbank, or <code>null</code> if one does not exist.
* @see #isSoundbankSupported
*/
public Soundbank getDefaultSoundbank();
/**
* Obtains a list of instruments that come with the synthesizer. These
* instruments might be built into the synthesizer, or they might be
* part of a default soundbank provided with the synthesizer, etc.
* <p>
* Note that you don't use this method to find out which instruments are
* currently loaded onto the synthesizer; for that purpose, you use
* <code>getLoadedInstruments()</code>.
* Nor does the method indicate all the instruments that can be loaded onto
* the synthesizer; it only indicates the subset that come with the synthesizer.
* To learn whether another instrument can be loaded, you can invoke
* <code>isSoundbankSupported()</code>, and if the instrument's
* <code>Soundbank</code> is supported, you can try loading the instrument.
*
* @return list of available instruments. If the synthesizer
* has no instruments coming with it, an array of length 0 is returned.
* @see #getLoadedInstruments
* @see #isSoundbankSupported(Soundbank)
* @see #loadInstrument
*/
public Instrument[] getAvailableInstruments();
/**
* Obtains a list of the instruments that are currently loaded onto this
* <code>Synthesizer</code>.
* @return a list of currently loaded instruments
* @see #loadInstrument
* @see #getAvailableInstruments
* @see Soundbank#getInstruments
*/
public Instrument[] getLoadedInstruments();
/**
* Loads onto the <code>Synthesizer</code> all instruments contained
* in the specified <code>Soundbank</code>.
* @param soundbank the <code>Soundbank</code> whose are instruments are
* to be loaded
* @return <code>true</code> if the instruments are all successfully loaded (or
* already had been), <code>false</code> if any instrument could not be
* loaded (for example, if the <code>Synthesizer</code> had insufficient memory)
* @throws IllegalArgumentException if the requested soundbank is
* incompatible with this synthesizer.
* @see #isSoundbankSupported
* @see #loadInstrument
* @see #loadInstruments
*/
public boolean loadAllInstruments(Soundbank soundbank);
/**
* Unloads all instruments contained in the specified <code>Soundbank</code>.
* @param soundbank soundbank containing instruments to unload
* @throws IllegalArgumentException thrown if the soundbank is not supported.
* @see #isSoundbankSupported
* @see #unloadInstrument
* @see #unloadInstruments
*/
public void unloadAllInstruments(Soundbank soundbank);
/**
* Loads the instruments referenced by the specified patches, from the
* specified <code>Soundbank</code>. Each of the <code>Patch</code> objects
* indicates a bank and program number; the <code>Instrument</code> that
* has the matching <code>Patch</code> is loaded into that bank and program
* location.
* @param soundbank the <code>Soundbank</code> containing the instruments to load
* @param patchList list of patches for which instruments should be loaded
* @return <code>true</code> if the instruments are all successfully loaded (or
* already had been), <code>false</code> if any instrument could not be
* loaded (for example, if the <code>Synthesizer</code> had insufficient memory)
* @throws IllegalArgumentException thrown if the soundbank is not supported.
* @see #isSoundbankSupported
* @see Instrument#getPatch
* @see #loadAllInstruments
* @see #loadInstrument
* @see Soundbank#getInstrument(Patch)
* @see Sequence#getPatchList()
*/
public boolean loadInstruments(Soundbank soundbank, Patch[] patchList);
/**
* Unloads the instruments referenced by the specified patches, from the MIDI sound bank specified.
* @param soundbank soundbank containing instruments to unload
* @param patchList list of patches for which instruments should be unloaded
* @throws IllegalArgumentException thrown if the soundbank is not supported.
*
* @see #unloadInstrument
* @see #unloadAllInstruments
* @see #isSoundbankSupported
* @see Instrument#getPatch
* @see #loadInstruments
*/
public void unloadInstruments(Soundbank soundbank, Patch[] patchList);
// RECEIVER METHODS
/**
* Obtains the name of the receiver.
* @return receiver name
*/
// public abstract String getName();
/**
* Opens the receiver.
* @throws MidiUnavailableException if the receiver is cannot be opened,
* usually because the MIDI device is in use by another application.
* @throws SecurityException if the receiver cannot be opened due to security
* restrictions.
*/
// public abstract void open() throws MidiUnavailableException, SecurityException;
/**
* Closes the receiver.
*/
// public abstract void close();
/**
* Sends a MIDI event to the receiver.
* @param event event to send.
* @throws IllegalStateException if the receiver is not open.
*/
// public void send(MidiEvent event) throws IllegalStateException {
//
// }
/**
* Obtains the set of controls supported by the
* element. If no controls are supported, returns an
* array of length 0.
* @return set of controls
*/
// $$kk: 03.04.99: josh bloch recommends getting rid of this:
// what can you really do with a set of untyped controls??
// $$kk: 03.05.99: i am putting this back in. for one thing,
// you can check the length and know whether you should keep
// looking....
// public Control[] getControls();
/**
* Obtains the specified control.
* @param controlClass class of the requested control
* @return requested control object, or null if the
* control is not supported.
*/
// public Control getControl(Class controlClass);
}