Reputation: 29
Whenever I play a sound in my game, the thread freezes then continues after the sound has finished playing. Code for the sound engine:
package com.kgt.platformer;
import java.io.File;
import java.io.IOException;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.LineUnavailableException;
import javax.sound.sampled.SourceDataLine;
public class Sound {
private final static int BUFFER_SIZE = 12800000;
private static File soundFile;
private static AudioInputStream audioStream;
private static AudioFormat audioFormat;
private static SourceDataLine sourceLine;
/**
*
* @param filename the name of the file that is going to be played
*
*/
public static void playSound(String filename){
String strFilename = filename;
try {
soundFile = new File(strFilename);
} catch (Exception e) {
e.printStackTrace();
System.exit(1);
}
try {
audioStream = AudioSystem.getAudioInputStream(soundFile);
} catch (Exception e){
e.printStackTrace();
System.exit(1);
}
audioFormat = audioStream.getFormat();
DataLine.Info info = new DataLine.Info(SourceDataLine.class, audioFormat);
try {
sourceLine = (SourceDataLine) AudioSystem.getLine(info);
sourceLine.open(audioFormat);
} catch (LineUnavailableException e) {
e.printStackTrace();
System.exit(1);
} catch (Exception e) {
e.printStackTrace();
System.exit(1);
}
sourceLine.start();
int nBytesRead = 0;
byte[] abData = new byte[BUFFER_SIZE];
while (nBytesRead != -1) {
try {
nBytesRead = audioStream.read(abData, 0, abData.length);
} catch (IOException e) {
e.printStackTrace();
}
if (nBytesRead >= 0) {
@SuppressWarnings("unused")
int nBytesWritten = sourceLine.write(abData, 0, nBytesRead);
}
}
sourceLine.drain();
sourceLine.close();
}
}
What ends up happening is I start the game, it plays sound, the games freezes then continues.
Upvotes: 0
Views: 3355
Reputation: 2558
You could start a thread to handle the reading and writing of the streams. Take a look here: How can I play sound in Java?
Example code:
new Thread(new Runnable() {
public void run() {
Sound.playSound("Test.wav");
}
}).start();
Upvotes: 5
Reputation: 168815
A Java Sound based Clip
uses it's own (daemon) Thread
. See this example which will loop 2 clips at one (though be warned, turn the volume down). Note also the 2nd clip takes a few moments to load. Wait till you see the JOptionPane
- then both clips should be looping.
import java.net.URL;
import javax.swing.*;
import javax.sound.sampled.*;
public class LoopSounds {
public static void main(String[] args) throws Exception {
URL url1 = new URL(
"http://pscode.org/media/leftright.wav");
URL url2 = new URL("http://pscode.org/media/100_2817-linear.wav");
Clip clip1 = AudioSystem.getClip();
Clip clip2 = AudioSystem.getClip();
// getAudioInputStream() also accepts a File or InputStream
AudioInputStream ais1 = AudioSystem.
getAudioInputStream( url1 );
clip1.open(ais1);
clip1.loop(Clip.LOOP_CONTINUOUSLY);
AudioInputStream ais2 = AudioSystem.
getAudioInputStream( url2 );
clip2.open(ais2);
clip2.loop(Clip.LOOP_CONTINUOUSLY);
SwingUtilities.invokeLater(new Runnable() {
public void run() {
// A GUI element to prevent the Clip's daemon Thread
// from terminating at the end of the main()
JOptionPane.showMessageDialog(null, "Close to exit!");
}
});
}
}
Upvotes: 1