Class SpatialNotificationDetails
- Last UpdatedMay 13, 2025
- 3 minute read
- java.lang.Object
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- com.here.sdk.navigation.SpatialNotificationDetails
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public final class SpatialNotificationDetails extends java.lang.Object
This class provides all the information for a spatial text notification, including the maneuver data and extra data which is required to set the direction of spatialization of the audio cue.
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Field Summary
Fields Modifier and Type Field Description SpatialAudioCuePanning
audioCuePanning
Object to start the angular panning when spatialization of the text notification is desiredDuration
estimatedAudioCueDuration
Estimation of the required time to play an audio cue at speech rate 1.0.double
initialAzimuthInDegrees
Initial desired angular position of the upcoming audio cue.
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Constructor Summary
Constructors Constructor Description SpatialNotificationDetails(double initialAzimuthInDegrees, SpatialAudioCuePanning audioCuePanning, Duration estimatedAudioCueDuration)
Creates a new instance.
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Method Summary
All Methods Instance Methods Concrete Methods Modifier and Type Method Description boolean
equals(java.lang.Object obj)
int
hashCode()
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Field Detail
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initialAzimuthInDegrees
public double initialAzimuthInDegrees
Initial desired angular position of the upcoming audio cue. For example, for a maneuver such as "Turn right on" (
ManeuverAction.RightTurn
) we want to create a spatial audio arc trajectory from the front to the right, mimicking the maneuver geometry. In this case, it is good practice to start the trajectory from an initial azimuth that is located slightly on the opposite direction of the maneuver (e.g. slightly starting from "front-left") and terminate the trajectory fully on the right side. The initial azimuth angle of such a trajectory would be, for example, -5.0 (slightly front-left). This azimuth value is needed to set the position of the audio renderer before starting to play the audio cue to avoid unwanted audio "jumps". The orientation in space forinitialAzimuthInDegrees
can be represented by the following angular values:Front Right Rear Left 0° +90° +- 180 -90°
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audioCuePanning
@NonNull public SpatialAudioCuePanning audioCuePanning
Object to start the angular panning when spatialization of the text notification is desired
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estimatedAudioCueDuration
@NonNull public Duration estimatedAudioCueDuration
Estimation of the required time to play an audio cue at speech rate 1.0. For example the cue "Turn right on Name-Of-A-Street" will playback over an X number of milliseconds. Therefore, an estimation of this audio cue duration is needed to correctly sync the movement of sound to the cue (so that audio movement and audio duration match).
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Constructor Detail
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SpatialNotificationDetails
public SpatialNotificationDetails(double initialAzimuthInDegrees, @NonNull SpatialAudioCuePanning audioCuePanning, @NonNull Duration estimatedAudioCueDuration)
Creates a new instance.
- Parameters:
initialAzimuthInDegrees
-Initial desired angular position of the upcoming audio cue. For example, for a maneuver such as "Turn right on" (
ManeuverAction.RightTurn
) we want to create a spatial audio arc trajectory from the front to the right, mimicking the maneuver geometry. In this case, it is good practice to start the trajectory from an initial azimuth that is located slightly on the opposite direction of the maneuver (e.g. slightly starting from "front-left") and terminate the trajectory fully on the right side. The initial azimuth angle of such a trajectory would be, for example, -5.0 (slightly front-left). This azimuth value is needed to set the position of the audio renderer before starting to play the audio cue to avoid unwanted audio "jumps". The orientation in space forinitialAzimuthInDegrees
can be represented by the following angular values:Front Right Rear Left 0° +90° +- 180 -90° audioCuePanning
-Object to start the angular panning when spatialization of the text notification is desired
estimatedAudioCueDuration
-Estimation of the required time to play an audio cue at speech rate 1.0. For example the cue "Turn right on Name-Of-A-Street" will playback over an X number of milliseconds. Therefore, an estimation of this audio cue duration is needed to correctly sync the movement of sound to the cue (so that audio movement and audio duration match).
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