Re: Storing a sound as an object

From:
"Peter Duniho" <NpOeStPeAdM@nnowslpianmk.com>
Newsgroups:
comp.lang.java.programmer
Date:
Fri, 01 Feb 2008 14:01:43 -0800
Message-ID:
<op.t5u8s5zl8jd0ej@petes-computer.local>
On Fri, 01 Feb 2008 12:56:48 -0800, Robert Dodier =

<robert.dodier@gmail.com> wrote:

I'd like to load a sound file, store the sound as an object, and then
play it back at some later time. What are the classes appropriate
for that scheme? I have a lot of experience programming Java, aside
from audio, so really all I need is a pointer to the right approach,
and I think I can figure out the rest.


I just did this. You don't need the SPI packages...those are for =

implementing audio services ("service provider interface"), not needed f=
or =

using them. You do need the javax.sound.sampled package.

The basic unit you need is the Clip class. You get one from the =

AudioSystem class, and initialize it with an AudioInputStream, also =

obtainable from the AudioSystem class using an existing InputStream (e.g=
.. =

created from a file, or from a resource in your .jar file).

Here's some sample code from my effort, followed by some notes regarding=
  =

"gotchas" I ran into:

     // some variable used to store the reference to the
     // Clip...put it wherever is appropriate for your needs
     Clip clip;

     // A stream that will read your data. In my case, I get this using=

     // Class.getResourceAsStream, but you can just as easily open a fil=
e
     Stream streamSource;

     // Then, where you want to initialize the Clip:
     InputStream stream = new BufferedInputStream(streamSource);
     AudioInputStream ais = AudioSystem.getAudioInputStream(stream);
     clip = AudioSystem.getClip();
     clip.open(ais);
     ais.close();

     clip.addLineListener(new LineListener()
     {
         public void update(LineEvent event)
         {
             if (event.getType() == LineEvent.Type.STOP)
             {
                 clip.stop();
                 clip.setFramePosition(0);
             }
         }
     });

     // Finally, wherever you want to play the Clip:
     if (clip != null && !clip.isActive())
     {
         clip.start();
     }

Now, for the gotchas:

     1) On at least one Java implementation (Mac OS), you must stop the =
 =

clip before you can start it again, even if the audio has actually reach=
ed =

the end
     2) On at least one Java implementation (Windows), you must also res=
et =

the clip's position back to the beginning before playing it again (on th=
e =

Mac, the clip resets automatically if you stop it when it's reached the =
 =

end)
     3) You need to use a BufferedInputStream to read the data, at least=
  =

when reading it as a resource. Without buffering, something goes wrong =
 =

and the clip can't be correctly initialized (an exception is thrown, =

though I don't recall off the top of my head what exception it was).

I don't know Java well enough to know for sure whether closing the =

AudioInputStream is sufficient for also closing the wrapped =

BufferedInputStream and the original Stream (from the resource in my =

case). I'm assuming it is, but someone might correct me on that point. =
 :)

As you can see, the basic idea is actually very simple and not hard to =

implement at all. Good luck and have fun!

Pete

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