I'm building a drum machine/sequencer application, where the user selects a pattern of checkboxes (that are in a grid format: each column is a different beat, each row is a different instrument), and on clicking "play" an audio sample should hopefully play on each selected beat in the pattern.
Currently, I'm using a java.swing timer to run the note() method in a loop. However, this makes it play on every "beat", whereas I only want it to play on selected beats. I have a feeling I need to use timer.stop() and timer.start() somewhere, so that note() won't execute on the unselected beats but will start again when it encounters the next selected beat.
I created the array int pattern[] = {1,0,1,0}; to hold the pattern I want the sound to play in. I was thinking there might be a way to cycle through the array and execute note() each time the value is 1, but I don't really know how it would be done.
So I guess the main question is: how to I get timer to trigger (or not trigger) an event in a pattern? Are any of my inclinations correct, or am I approaching this in the wrong way?
Grateful for any suggestions/advice :)
Here's what I have so far:
import java.io.*;
import javax.sound.sampled.*;
import javax.swing.Timer;
import java.awt.event.*;
public class PlaySound extends JFrame {
static String folderPath = "folder/path/goes/here/";
public static String fileName = "kick_01.wav";
int pattern[] = {1,0,1,0};
int c = 0;
// Constructor
public PlaySound() {
Timer timer = new Timer(500, new ActionListener() { //500 == 120bpm
public void actionPerformed(ActionEvent e) {
note(fileName); //Play audio file
}
});
timer.start();
}
public static void note(String f) {
try {
try {
// Open an audio input stream.
File soundFile = new File(folderPath + f);
AudioInputStream audioIn = AudioSystem.getAudioInputStream(soundFile);
// Get a soundjava clip resource.
Clip clip = AudioSystem.getClip();
// Open audio clip and load samples from the audio input stream.
clip.open(audioIn);
clip.start();
} catch (UnsupportedAudioFileException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (LineUnavailableException e) {
e.printStackTrace();
}
} catch (Exception e) {}
}
}
Keep track of where you are in the pattern every time the Timer fires. Something like:
if (pattern[index] == 1)
playSound();
index++;
if (index == pattern.length)
index = 0;
Related
Problem description: I have an array of sounds files with different length. Every time the Play button is clicked, I want one sound be played. The problem is that when the Play button is clicked twice (or more times), the next sound starts and overlaps the currently playing sound. I don't want to clip.stop()the current sound, I want the next sound not to start until the current sound is finished. I have tried different approaches, like boolean flag, clickCount and checking the Clip.isRunning();status, but they not really getting me to where I want. I also saw someone else having similar issue in OS (with MultiPlayer() though), but his problem was resolved AFAIK. Any suggestion would be appreciated!
Here is related code:
public class PlaySounds {
private AudioInputStream audioStream;
public static Clip clip;
private URL url;
public static int nextSound;
public void playAllSounds() {
for (String str : soundList) { // arrayList of sounds
str = soundList.get(nextSound);
url = getClass().getResource(str);
}
try {
audioStream = AudioSystem.getAudioInputStream(url);
clip = AudioSystem.getClip();
clip.open(audioStream);
clip.start();
} catch (Exception e) {
}
}
}
Main class file:
PlaySounds ps = new PlaySounds();
int next = 0;
List<Integer> positions = new ArrayList<>();
/*Some other methods....
....
*/
private void getshuffledPositions() {
for (int i = 0, i <=12; i++) {
positions.add(i);
}
Collections.shuffle(positions);
}
public void actionPerformed(ActionEvent ae) {
if (ae.getSource() == playButton) {
//Some codes.....Here I tried boolean flag, etc
ps.nextSound = positions.get(next);
ps.playAllSounds();
//Some more codes.....
I have sound effects for a game. Upon the game frame opening, the first sound lags behind. After that sound plays, no more lag is experienced.
Here's my clip player:
public enum SoundEffect
{
WALL("ping_pong_8bit_plop"),
PADDLE("ping_pong_8bit_beeep"),
POINT("ping_pong_8bit_peeeeeep");
public static enum Volume
{
MUTE, UNMUTE
}
public static Volume volume = Volume.MUTE;
private Clip clip;
SoundEffect (String file)
{
try
{
AudioInputStream inputStream = AudioSystem.getAudioInputStream(this.getClass().getResource(file+".wav"));
AudioFormat format = inputStream.getFormat();
DataLine.Info info = new DataLine.Info(Clip.class, format);
clip = (Clip)AudioSystem.getLine(info);
clip.open(inputStream);
}
catch (UnsupportedAudioFileException uae)
{
uae.printStackTrace();
}
catch (IOException ioe)
{
ioe.printStackTrace();
}
catch (LineUnavailableException lue)
{
lue.printStackTrace();
}
}
public void play()
{
if (volume != Volume.MUTE)
{
if (clip.isRunning())
clip.stop();
clip.flush();
clip.setFramePosition(0);
clip.start();
}
}
static void init()
{
values();
}
}
So when I call SoundEffect.WALL.play() for example, it plays fine overall, but the very first time it plays there is a huge lag spike. What can I do to solve this, preferably still using Clips?
I had the same bug, the first play of a clip was about 1-2 sec delayed, no matter when the play()-method is called. What I did is I played a clip in the main() method which is a half seccond long and contains nothing (no sound). This means that the play() method of the actual sound isn't called the first time, and for me, it works. Hope it helped.
Use a separate Thread
Thread music = new Thread(new Runnable() {
#Override public void run() { your code }
};
music.start();
My goal is to make a program that displays a pop up window with a single button called play. I am using an inner class and action listener. The button does in fact play the audio clip. Now what I would like to do is make it so every time I hit the play button it plays it from the beginning and I do not hear more than one instance of the clip being played in it's completion. Here is the code I have for the inner class only:
private class PlaySound implements ActionListener {
public void actionPerformed(ActionEvent e) {
String filename = "/Users/philipgouldman/Desktop/iPhoneRingtones/Dummy_Yeah.wav";
try {
Clip clip = AudioSystem.getClip();
clip.open(AudioSystem.getAudioInputStream(new File(filename)));
clip.setFramePosition(0);
clip.start();
} catch (Exception exc) {
exc.printStackTrace(System.out);
}
}
}
I would appreciate any tips or suggestions to achieve this goal. I read on the Clip Interface javadoc that if the user wants the action to restart to simply invoke stop following setFramePosition(0). I can't say I quite understand what that means. Can someone guide me in the right direction?
Move your Clip Object outside of this handle so that its state can be investigated later.
e.g.
private class PlaySound implements ActionListener {
private Clip clip = null;
public void actionPerformed(ActionEvent e) {
String filename = "/Users/philipgouldman/Desktop/iPhoneRingtones/Dummy_Yeah.wav";
try {
if (clip == null) {
clip = AudioSystem.getClip();
clip.open(AudioSystem.getAudioInputStream(new File(filename)));
}
clip.setFramePosition(0);
clip.start();
} catch (Exception exc) {
exc.printStackTrace(System.out);
}
}
}
I'm using a sound player and I'm trying to create a while loop that knows when to terminate the JFrame it's playing in. The while loop should loop while the clip (recording) is playing and end when the clip is done. But here's the deal: The while loop only works when it prints something out, which I DON'T want it to do?
import java.io.*;
import java.net.URL;
import javax.sound.sampled.*;
import javax.swing.*;
public class SoundClipTest extends JFrame {
public SoundClipTest() {
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
// Open an audio input stream.
File soundFile = new File("Testing/recording (2).wav");
AudioInputStream audioIn = AudioSystem.getAudioInputStream(soundFile);
//URL url = new URL("http://maximumdonline.com/miscwavs/pacman.wav");
//AudioInputStream audioIn = AudioSystem.getAudioInputStream(url);
// Get a sound clip resource.
Clip clip = AudioSystem.getClip();
// Open audio clip and load samples from the audio input stream.
clip.open(audioIn);
clip.start();
this.setVisible(true);
this.setVisible(false);
boolean run = true;
//problem While Loop
while(clip.isActive()){
//Only works when I print something out during the loop:
//System.out.println(run);
}
//Test While Loop has ended.
run = false;
System.out.println(run);
//Close JFrame
} catch (UnsupportedAudioFileException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (LineUnavailableException e) {
e.printStackTrace();
}
}
Note: Most of this sound code came from
https://www.ntu.edu.sg/home/ehchua/programming/java/J8c_PlayingSound.html
It works. I've tested it, but my while loop is crying!
The correct way to approach this task is to add a LineListener to the Clip. A Clip implements javax.sound.sampled.Line interface, so we can use Line.addLineListener(LineListener)..
Adds a listener to this line. Whenever the line's status changes, the listener's update() method is called with a LineEvent object that describes the change.
Try modifying your code to
while (clip.isActive()) {
if(!clip.isRunning())
clip.stop();
}
This did the trick for me
I've found a working Sound class online and am using it to play sound in a game I'm making. However, I wanted to continuously play the file so I decided just to use a Swing Timer and it works, the only problem is my game window freezes and won't even let you exit it out without using task manager.
Can you please take a look at it and tell me where I went wrong? By the way main is just my object variable for my Sound class, and maindelay is just my int for the delay.
public static void loopSound(){
Timer maintime = new Timer(maindelay, new ActionListener(){
public void actionPerformed(ActionEvent e){
main.run();
}
});
maintime.start();
}
The Sound class I've found:
public class Sound extends Thread {
private String filename;
private Position curPosition;
private final int EXTERNAL_BUFFER_SIZE = 524288; // 128Kb
enum Position {
LEFT, RIGHT, NORMAL
};
public Sound(String wavfile) {
filename = wavfile;
curPosition = Position.NORMAL;
}
public Sound(String wavfile, Position p) {
filename = wavfile;
curPosition = p;
}
public void run() {
File soundFile = new File(filename);
if (!soundFile.exists()) {
System.err.println("Wave file not found: " + filename);
return;
}
AudioInputStream audioInputStream = null;
try {
audioInputStream = AudioSystem.getAudioInputStream(soundFile);
} catch (UnsupportedAudioFileException e1) {
e1.printStackTrace();
return;
} catch (IOException e1) {
e1.printStackTrace();
return;
}
AudioFormat format = audioInputStream.getFormat();
SourceDataLine auline = null;
DataLine.Info info = new DataLine.Info(SourceDataLine.class, format);
try {
auline = (SourceDataLine) AudioSystem.getLine(info);
auline.open(format);
} catch (LineUnavailableException e) {
e.printStackTrace();
return;
} catch (Exception e) {
e.printStackTrace();
return;
}
if (auline.isControlSupported(FloatControl.Type.PAN)) {
FloatControl pan = (FloatControl) auline
.getControl(FloatControl.Type.PAN);
if (curPosition == Position.RIGHT)
pan.setValue(1.0f);
else if (curPosition == Position.LEFT)
pan.setValue(-1.0f);
}
auline.start();
int nBytesRead = 0;
byte[] abData = new byte[EXTERNAL_BUFFER_SIZE];
try {
while (nBytesRead != -1) {
nBytesRead = audioInputStream.read(abData, 0, abData.length);
if (nBytesRead >= 0)
auline.write(abData, 0, nBytesRead);
}
} catch (IOException e) {
e.printStackTrace();
return;
} finally {
auline.drain();
auline.close();
}
}
}
I'm guessing the sound last longer than 1 second. The int you pass to Timer is in milliseconds. It would seem to me that you are creating the sounds quicker than they can be played and this is clogging your application and blocking the UI (hence the "freeze").
I think using a Timer is the wrong way to repeatedly play the sound. You need instead to modify the sound file.
// as Sound
class RepeatSound {
...
public void run() {
// modify this condition to something meaningful
while (true) {
// as original Sound.run() in here
...
}
}
...
}
And call RepeatSound.start(). You must change that while(true) to exit with your application e.g. make it while (myFrame.visible()) to stop playing once the window is closed.
Some hints to solve the problem:
Swing Timer API states that a timer will repeat the notification to its listeners by default. It means you have an endless loop caused by this timer. See isRepeats() javadoc.
Consequently in each iteration a new thread playing a song is created which is not correct at all.
However as you don't have any interaction between swing components and played song you don't need a Swing timer actually. Just run your Song class in a separate thread than the EDT (Event Dispatch Thread) and it should be all right.
However, I wanted to continuously play the file...
As far as I can see in SourceDataLine interface API it extends from Line interface which allows you add LineListeners to listen LineEvents. Having said all this you may add a listener to restart the data line when it stops. I'd say it should look like something like this:
public class Sound extends Thread {
...
public void run()
...
auline.addLineListener(new LineListener() {
#Override
public void update(LineEvent e) {
if(e.getType() == LineEvent.Type.STOP && e.getLine().isOpen()) {
e.getLine().start();
}
}
});
auline.start();
...
}
...
}
Note: I really don't have time enough to play with this API so it's up to you test if it works. However I made an MP3 player for my cellphone using Java Mobile Media API and the approach was quite similar when I wanted to repeat the same song over again when it finishes.