Simply put, I am using .ogg files in my application, and there are several background audio tracks I need to loop.
However, the way I approach looping the audio files is simply reloading the audio files and playing them again. This approach creates a delay between each play of the loop, which is unideal for the seamless experience expected for a game.
Is there a way I do not have to reload the files every time? I am open to keeping the audio files in memory if necessary.
Here is my Sound class with reduced functionality to get at the heart of the problem:
import static javax.sound.sampled.AudioFormat.Encoding.PCM_SIGNED;
import static javax.sound.sampled.AudioSystem.getAudioInputStream;
import java.io.File;
import java.io.IOException;
import java.util.ArrayList;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.DataLine.Info;
import javax.sound.sampled.LineUnavailableException;
import javax.sound.sampled.SourceDataLine;
import javax.sound.sampled.UnsupportedAudioFileException;
/**
* The {@code Sound} class plays audio from a wav, ogg, or mp3 file with wav working the best in a new thread
* <p>
* Here are some examples of how the {@code Sound} object can be initialized:
* <blockquote><pre>
* Sound soundOne = new Sound("pathToFile/music.wav", true);
* Sound soundTwo = new Sound(new File("pathToFile/music.wav"), true);
* Sound soundThree = new Sound(ClassName.class.getResource(pathToFile/music.wav), true);
* </pre></blockquote>
* <p>
* The class {@code Sound} includes methods for playing audio, stopping audio, changing the volume, getting the duration if a wav, get whether the
* audio is stopped, get whether the audio is finished, and changing the input file
*
* @author Gigi Bayte 2
*/
public class Sound {
/**
* Whether or not the music should be playing in a loop
*/
private boolean loopable;
/**
* The String name of the file
*/
private String fileName;
/**
* The list of instances of this sound playing
*/
private ArrayList<PlayingSound> playingSounds = new ArrayList<>();
/**
* Initializes a newly created {@code Sound} object given a String file name
*
* @param fileName Path of the file to be played
* @param loopable Whether or not the audio should loop
*/
public Sound(String fileName, boolean loopable) {
this.fileName = fileName;
this.loopable = loopable;
}
/**
* Plays the audio from the given source
*/
public final void play() {
playingSounds.add(new PlayingSound());
}
/**
* Stops the audio from playing
*/
public final void stop() {
for(PlayingSound ps : playingSounds)
ps.stop();
}
/**
* The AudioFormat to specify the convention to represent the data
*
* @param inFormat The format of the audio file
* @return The necessary format information from the inFormat
*/
private AudioFormat getOutFormat(AudioFormat inFormat) {
final int ch = inFormat.getChannels();
final float rate = inFormat.getSampleRate();
return new AudioFormat(PCM_SIGNED, rate, 16, ch, ch * 2, rate, false);
}
/**
* Removes a {@code PlayingSound} object from the {@code ArrayList} of audio clips playing
*
* @param ps The {@code PlayingSound} instance to remove
*/
private void removeInternalSound(PlayingSound ps) {
playingSounds.remove(ps);
}
/**
* The {@code PlayingSound} class plays the audio file and allows for multiple files to be played and stopped
*/
private class PlayingSound {
private boolean stop = false;
PlayingSound() {
Thread playingSound = new Thread(() -> {
do {
try {
AudioInputStream in;
in = getAudioInputStream(new File(fileName));
final AudioFormat outFormat = getOutFormat(in.getFormat());
final Info info = new Info(SourceDataLine.class, outFormat);
try(final SourceDataLine line = (SourceDataLine) AudioSystem.getLine(info)) {
if(line != null) {
line.open(outFormat);
line.start();
AudioInputStream inputMystream = AudioSystem.getAudioInputStream(outFormat, in);
stream(inputMystream, line);
line.drain();
line.stop();
}
}
}
catch(UnsupportedAudioFileException | LineUnavailableException | IOException e) {
throw new IllegalStateException(e);
}
} while(loopable && !stop);
removeInternalSound(this);
});
playingSound.start();
}
/**
* Streams the audio to the mixer
*
* @param in Input stream to audio file
* @param line Where the audio data can be written to
* @throws IOException Thrown if given file has any problems
*/
private void stream(AudioInputStream in, SourceDataLine line) throws IOException {
byte[] buffer = new byte[32];
for(int n = 0; n != -1 && !stop; n = in.read(buffer, 0, buffer.length)) {
byte[] bufferTemp = new byte[buffer.length];
for(int i = 0; i < bufferTemp.length; i += 2) {
short audioSample = (short) ((short) ((buffer[i + 1] & 0xff) << 8) | (buffer[i] & 0xff));
bufferTemp[i] = (byte) audioSample;
bufferTemp[i + 1] = (byte) (audioSample >> 8);
}
buffer = bufferTemp;
line.write(buffer, 0, n);
}
}
void stop() {
stop = true;
}
}
}
The following libraries may be necessary to play certain file types and should be compiled with the above file: (Link)
For future readers in case the above link expires, the libraries used are as follows:
Using this Sound class, and this ogg file (Spear of Justice from Undertale), here is a simple class that shows the issue:
import javax.sound.sampled.UnsupportedAudioFileException;
import java.io.IOException;
public class Test {
public static void main(String[] args) throws IOException, UnsupportedAudioFileException, InterruptedException {
//Replace the path with the path to the downloaded soj.ogg file or another test file
Sound spearOfJustice = new Sound("C:\\Users\\gigibayte\\Desktop\\soj.ogg", true);
spearOfJustice.play();
//Ensure that this is greater than or equal than the length of the audio file chosen above in seconds.
int songSeconds = 240;
//Song is played twice to show looping issue
Thread.sleep(songSeconds * 2 * 1000);
}
}
Actually, the solution was a lot easier than I made it out to be. I simply moved the do-while loop to the stream method and changed things accordingly.
PlayingSound() {
Thread playingSound = new Thread(() -> {
//REMOVED THE DO WHILE LOOP HERE
try {
AudioInputStream in;
in = getAudioInputStream(new File(fileName));
final AudioFormat outFormat = getOutFormat(in.getFormat());
final Info info = new Info(SourceDataLine.class, outFormat);
try(final SourceDataLine line = (SourceDataLine) AudioSystem.getLine(info)) {
if(line != null) {
line.open(outFormat);
line.start();
AudioInputStream inputMystream = AudioSystem.getAudioInputStream(outFormat, in);
stream(outFormat, inputMystream, line);
line.drain();
line.stop();
}
}
}
catch(UnsupportedAudioFileException | LineUnavailableException | IOException e) {
throw new IllegalStateException(e);
}
finally {
removeInternalSound(this);
}
});
playingSound.start();
}
/**
* Streams the audio to the mixer
*
* @param in Input stream to audio file
* @param line Where the audio data can be written to
* @throws IOException Thrown if given file has any problems
*/
private void stream(AudioFormat outFormat, AudioInputStream in, SourceDataLine line) throws IOException {
byte[] buffer = new byte[32];
do {
for(int n = 0; n != -1 && !stop; n = in.read(buffer, 0, buffer.length)) {
byte[] bufferTemp = new byte[buffer.length];
for(int i = 0; i < bufferTemp.length; i += 2) {
short audioSample = (short) ((short) ((buffer[i + 1] & 0xff) << 8) | (buffer[i] & 0xff));
bufferTemp[i] = (byte) audioSample;
bufferTemp[i + 1] = (byte) (audioSample >> 8);
}
buffer = bufferTemp;
line.write(buffer, 0, n);
}
in = getAudioInputStream(new File(fileName));
in = AudioSystem.getAudioInputStream(outFormat, in);
} while(loopable && !stop);
}