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I'm working on a OpenGL game in Java and I want to incorporate sound.
I've done some ferreting, and having some trouble finding something. I've seen that JOAL is now defunct, and there's a popular 3D Sound Engine (paulscode) which seems a bit complicated, and there were references to JOrbis but I wasn't sure it was what I wanted.
I will settle for Ogg or WAV format, it's just for a little 2D game so it doesn't have to be super hi-fi quality, just something the players can hear. I would like sound FX and also music.
How should we know what you want if you don't know yourself?
For PCM encoded WAV files, you can use JavaSound directly, which is part of the standard Java API (javax.sound). For Vorbis files, there are several Java decoders available. JOrbis as you already mentioned is one, J-Ogg another and Xiph has also recently released a Java libraries for the Vorbis decoder.
JOAL is maintained and available from JogAmp
http://jogamp.org/joal/www/
http://jogamp.org/joal-demos/www/
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I would like to know if there are any open source libraries to convert a set of images to video (not .MP4),other than ffmpeg. I need to use this library in my android app hence being compatible for this environment as well.
Any suggestions in this regard will be appreciated
You can try JCodec. It's an open source pure java implementation of video and audio codecs and formats.
Or Xuggler API can also be used but since you're looking for something other than ffmpeg, this might not be your cup of tea as Xuggler extensively incorporates FFMPEG in its functionality.
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The normal Imageio Library says it cannot read the Webp format images. Are there any simple methods to read and webp images in java?
Found this library today: webp-imageio. Haven't tried it out yet, but it looks like it'll do encoding using ImageIO.
sprd-webp is another java JNI library based on webp-imageio. It is a wrapper around googles libwebp and not a real java implementation.
Java VP8 Decoder is a GPL3 library currently in beta that can read webp image format. It seems there is no encoding facility at the moment.
A possible alternative would be using VLCJ, a Java bindings library for VLC (webp support should be available out-of-box in lastest versions afaik).
A third library is jvp8, a dual-licensed commercial/GPL native wrapper which allows to use the VP8 video codec.
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I'd like to develop a web based 2d game, similar to flashgames.
It should supports Sprites etc., so that it's really easy to do the graphic stuff. I don't have flash, so are there any reliable (JavaScript) engines maybe, with active Users?
...Or could I use Java instead, build an offline game and afterwards, make it playable in a webbrowser with a certain plugin? That would be really nice.
A good 2D library in JavaScript is http://gamejs.org (I'm the main dev) - it supports sprites, collisions, etc.
If you are already familiar with Flash ('similar to flashgames'?) then you might want to try http://easeljs.com
Finally, here's a pretty complete but probably overwhelmingly long list of JavaScript game engines: https://github.com/bebraw/jswiki/wiki/Game-Engines
If you want to use Java would a Java Applet be the technology you are searching for.
I dont think that JavaScript would be a good choice as soon as it gets a bit more graphic intense
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I am looking for a library that can accept a chunk of audio data and return the average amplitude over time within a given frequency band.
I've already asked this question over at comp.dsp, but it's clear to me that acquiring the know-how to build this on my own using a basic FFT library is going to require more time and energy than I have at present. Here is my original question with more detai: http://groups.google.com/group/comp.dsp/browse_thread/thread/e04f78d439e9e2bd
I've found lots of nice libraries for playing with sound (I used JSyn in the past), but none of these seem to be set up to return quick and dirty spectral information about a sound sample.
Any pointers would be much appreciated.
This Archived Blog shows a java implementation of the FFT algorithm which is very concise and reads audio files and calculates the frequency spectrum.
You could also check Jtranforms open source FFT library
Unfortunately the blog is gone, here are some other resources on FFT.
http://web.archive.org/web/20160301081621/http://www.wikijava.org/wiki/The_Fast_Fourier_Transform_in_Java_(part_1)
http://www.royvanrijn.com/blog/2010/06/creating-shazam-in-java/
Not java but added for the explanation: https://jakevdp.github.io/blog/2013/08/28/understanding-the-fft/
have a look at the jAudio package in jMir, there is probably much more than what you need ...
Have you taken a look at this:
http://download.oracle.com/javase/tutorial/sound/TOC.html
I have also used the Java Media Framework for video processing but I believe that they provide a good API for sound processing too. You should also look into that.
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I'm looking into making a 2D game in Java and I've run into a problem with animation: how do I do tweening in Java? Are there any libraries or maybe something I can find bindings for?
Also, please understand that I do not want to simply move an image, I want to do morphing in a way that when making drawings for animation I can use a few keyframes to fill in the in-between frames to generate the animation.
I built an Universal Tween Engine for Java:
http://code.google.com/p/java-universal-tween-engine/
Tweens can be applied to every object (no just graphics objects, everything!), every object attribute can be tweened, and it supports every Robert Penner easing equation too.
Also, the engine is optimized to not instantiate anything at runtime (except during initialization), so it can be used for Android games without fearing the garbage collector.
The timing framework is what I think you are looking for.
Also I can well recommend the book Filthy Rich Clients if you are it to writing rich apps.
An alternative is also the jgoodies:Animation library