How to Play a Long Audioclip

How do you play a long AudioClip?

Use BigClip. It is a class I put together to play MP3s of 12-18 minutes (or more1).

It requires the mp3plugin.jar on the run-time class-path to actually load MP3 format sound, but that is not the point. The point is:

  1. BigClip will load sound files to the maximum memory the JVM will allow before OutOfMemoryError.

import java.awt.Component;
import javax.swing.*;
import javax.sound.sampled.*;
import java.io.*;
import java.util.logging.*;
import java.util.Arrays;

import java.net.URL;
import javax.swing.JOptionPane;

class BigClipExample {

public static void main(String[] args) throws Exception {
URL url = new URL("http://pscode.org/media/leftright.wav");
BigClip clip = new BigClip();
AudioInputStream ais = AudioSystem.getAudioInputStream(url);
clip.open(ais);
clip.start();
JOptionPane.showMessageDialog(null, "BigClip.start()");
clip.loop(4);
JOptionPane.showMessageDialog(null, "BigClip.loop(4)");
clip.setFastForward(true);
clip.loop(8);
// the looping/FF combo. reveals a bug..
// there is a slight 'click' in the sound that should not be audible
JOptionPane.showMessageDialog(null, "Are you on speed?");
}
}

/** An implementation of the javax.sound.sampled.Clip that is designed
to handle Clips of arbitrary size, limited only by the amount of memory
available to the app. It uses the post 1.4 thread behaviour (daemon thread)
that will stop the sound running after the main has exited.
<ul>
<li>2012-02-29 - Reworked play/loop to fix several bugs.
<li>2009-09-01 - Fixed bug that had clip ..clipped at the end, by calling drain() (before
calling stop()) on the dataline after the play loop was complete. Improvement to frame
and microsecond position determination.
<li>2009-08-17 - added convenience constructor that accepts a Clip. Changed the private
convertFrameToM..seconds methods from 'micro' to 'milli' to reflect that they were dealing
with units of 1000/th of a second.
<li>2009-08-14 - got rid of flush() after the sound loop, as it was cutting off tracks just
before the end, and was found to be not needed for the fast-forward/rewind functionality it
was introduced to support.
<li>2009-08-11 - First binary release.
</ul>
N.B. Remove @Override notation and logging to use in 1.3+
@since 1.5
@version 2012-02-29
@author Andrew Thompson
@author Alejandro Garcia */
class BigClip implements Clip, LineListener {

/** The DataLine used by this Clip. */
private SourceDataLine dataLine;

/** The raw bytes of the audio data. */
private byte[] audioData;

/** The stream wrapper for the audioData. */
private ByteArrayInputStream inputStream;

/** Loop count set by the calling code. */
private int loopCount = 1;
/** Internal count of how many loops to go. */
private int countDown = 1;
/** The start of a loop point. Defaults to 0. */
private int loopPointStart;
/** The end of a loop point. Defaults to the end of the Clip. */
private int loopPointEnd;

/** Stores the current frame position of the clip. */
private int framePosition;

/** Thread used to run() sound. */
private Thread thread;
/** Whether the sound is currently playing or active. */
private boolean active;
/** Stores the last time bytes were dumped to the audio stream. */
private long timelastPositionSet;

private int bufferUpdateFactor = 2;

/** The parent Component for the loading progress dialog. */
Component parent = null;

/** Used for reporting messages. */
private Logger logger = Logger.getAnonymousLogger();

/** Default constructor for a BigClip. Does nothing. Information from the
AudioInputStream passed in open() will be used to get an appropriate SourceDataLine. */
public BigClip() {}

/** There are a number of AudioSystem methods that will return a configured Clip. This
convenience constructor allows us to obtain a SourceDataLine for the BigClip that uses
the same AudioFormat as the original Clip.
@param clip Clip The Clip used to configure the BigClip. */
public BigClip(Clip clip) throws LineUnavailableException {
dataLine = AudioSystem.getSourceDataLine( clip.getFormat() );
}

/** Provides the entire audio buffer of this clip.
@return audioData byte[] The bytes of the audio data that is loaded in this Clip. */
public byte[] getAudioData() {
return audioData;
}

/** Sets a parent component to act as owner of a "Loading track.." progress dialog.
If null, there will be no progress shown. */
public void setParentComponent(Component parent) {
this.parent = parent;
}

/** Converts a frame count to a duration in milliseconds. */
private long convertFramesToMilliseconds(int frames) {
return (frames/(long)dataLine.getFormat().getSampleRate())*1000;
}

/** Converts a duration in milliseconds to a frame count. */
private int convertMillisecondsToFrames(long milliseconds) {
return (int)(milliseconds/dataLine.getFormat().getSampleRate());
}

@Override
public void update(LineEvent le) {
logger.log(Level.FINEST, "update: " + le );
}

@Override
public void loop(int count) {
logger.log(Level.FINEST, "loop(" + count + ") - framePosition: " + framePosition);
loopCount = count;
countDown = count;
active = true;
inputStream.reset();

start();
}

@Override
public void setLoopPoints(int start, int end) {
if (
start<0 ||
start>audioData.length-1 ||
end<0 ||
end>audioData.length
) {
throw new IllegalArgumentException(
"Loop points '" +
start +
"' and '" +
end +
"' cannot be set for buffer of size " +
audioData.length);
}
if (start>end) {
throw new IllegalArgumentException(
"End position " +
end +
" preceeds start position " + start);
}

loopPointStart = start;
framePosition = loopPointStart;
loopPointEnd = end;
}

@Override
public void setMicrosecondPosition(long milliseconds) {
framePosition = convertMillisecondsToFrames(milliseconds);
}

@Override
public long getMicrosecondPosition() {
return convertFramesToMilliseconds(getFramePosition());
}

@Override
public long getMicrosecondLength() {
return convertFramesToMilliseconds(getFrameLength());
}

@Override
public void setFramePosition(int frames) {
framePosition = frames;
int offset = framePosition*format.getFrameSize();
try {
inputStream.reset();
inputStream.read(new byte[offset]);
} catch(Exception e) {
e.printStackTrace();
}
}

@Override
public int getFramePosition() {
long timeSinceLastPositionSet = System.currentTimeMillis() - timelastPositionSet;
int size = dataLine.getBufferSize()*(format.getChannels()/2)/bufferUpdateFactor;
int framesSinceLast = (int)((timeSinceLastPositionSet/1000f)*
dataLine.getFormat().getFrameRate());
int framesRemainingTillTime = size - framesSinceLast;
return framePosition
- framesRemainingTillTime;
}

@Override
public int getFrameLength() {
return audioData.length/format.getFrameSize();
}

AudioFormat format;

@Override
public void open(AudioInputStream stream) throws
IOException,
LineUnavailableException {

AudioInputStream is1;
format = stream.getFormat();

if (format.getEncoding()!=AudioFormat.Encoding.PCM_SIGNED) {
is1 = AudioSystem.getAudioInputStream(
AudioFormat.Encoding.PCM_SIGNED, stream );
} else {
is1 = stream;
}
format = is1.getFormat();
InputStream is2;
if (parent!=null) {
ProgressMonitorInputStream pmis = new ProgressMonitorInputStream(
parent,
"Loading track..",
is1);
pmis.getProgressMonitor().setMillisToPopup(0);
is2 = pmis;
} else {
is2 = is1;
}

byte[] buf = new byte[ 2^16 ];
int totalRead = 0;
int numRead = 0;
ByteArrayOutputStream baos = new ByteArrayOutputStream();
numRead = is2.read( buf );
while (numRead>-1) {
baos.write( buf, 0, numRead );
numRead = is2.read( buf, 0, buf.length );
totalRead += numRead;
}
is2.close();
audioData = baos.toByteArray();
AudioFormat afTemp;
if (format.getChannels()<2) {
afTemp = new AudioFormat(
format.getEncoding(),
format.getSampleRate(),
format.getSampleSizeInBits(),
2,
format.getSampleSizeInBits()*2/8, // calculate frame size
format.getFrameRate(),
format.isBigEndian()
);
} else {
afTemp = format;
}

setLoopPoints(0,audioData.length);
dataLine = AudioSystem.getSourceDataLine(afTemp);
dataLine.open();
inputStream = new ByteArrayInputStream( audioData );
}

@Override
public void open(AudioFormat format,
byte[] data,
int offset,
int bufferSize)
throws LineUnavailableException {
byte[] input = new byte[bufferSize];
for (int ii=0; ii<input.length; ii++) {
input[ii] = data[offset+ii];
}
ByteArrayInputStream inputStream = new ByteArrayInputStream(input);
try {
AudioInputStream ais1 = AudioSystem.getAudioInputStream(inputStream);
AudioInputStream ais2 = AudioSystem.getAudioInputStream(format, ais1);
open(ais2);
} catch( UnsupportedAudioFileException uafe ) {
throw new IllegalArgumentException(uafe);
} catch( IOException ioe ) {
throw new IllegalArgumentException(ioe);
}
// TODO - throw IAE for invalid frame size, format.
}

@Override
public float getLevel() {
return dataLine.getLevel();
}

@Override
public long getLongFramePosition() {
return dataLine.getLongFramePosition()*2/format.getChannels();
}

@Override
public int available() {
return dataLine.available();
}

@Override
public int getBufferSize() {
return dataLine.getBufferSize();
}

@Override
public AudioFormat getFormat() {
return format;
}

@Override
public boolean isActive() {
return dataLine.isActive();
}

@Override
public boolean isRunning() {
return dataLine.isRunning();
}

@Override
public boolean isOpen() {
return dataLine.isOpen();
}

@Override
public void stop() {
logger.log(Level.FINEST, "BigClip.stop()");
active = false;
// why did I have this commented out?
dataLine.stop();
if (thread!=null) {
try {
active = false;
thread.join();
} catch(InterruptedException wakeAndContinue) {
}
}
}

public byte[] convertMonoToStereo(byte[] data, int bytesRead) {
byte[] tempData = new byte[bytesRead*2];
if (format.getSampleSizeInBits()==8) {
for(int ii=0; ii<bytesRead; ii++) {
byte b = data[ii];
tempData[ii*2] = b;
tempData[ii*2+1] = b;
}
} else {
for(int ii=0; ii<bytesRead-1; ii+=2) {
//byte b2 = is2.read();
byte b1 = data[ii];
byte b2 = data[ii+1];
tempData[ii*2] = b1;
tempData[ii*2+1] = b2;
tempData[ii*2+2] = b1;
tempData[ii*2+3] = b2;
}
}
return tempData;
}

boolean fastForward;
boolean fastRewind;

public void setFastForward(boolean fastForward) {
logger.log(Level.FINEST, "FastForward " + fastForward);
this.fastForward = fastForward;
fastRewind = false;
flush();
}

public boolean getFastForward() {
return fastForward;
}

public void setFastRewind(boolean fastRewind) {
logger.log(Level.FINEST, "FastRewind " + fastRewind);
this.fastRewind = fastRewind;
fastForward = false;
flush();
}

public boolean getFastRewind() {
return fastRewind;
}

/** TODO - fix bug in LOOP_CONTINUOUSLY */
@Override
public void start() {
Runnable r = new Runnable() {
public void run() {
try {
/* Should these open()/close() calls be here, or explicitly
called by user program? The JavaDocs for line suggest that
Clip should throw an IllegalArgumentException, so we'll
stick with that and call it explicitly. */
dataLine.open();

dataLine.start();

active = true;

int bytesRead = 0;
int frameSize = dataLine.getFormat().getFrameSize();
int bufSize = dataLine.getBufferSize();
boolean startOrMove = true;
byte[] data = new byte[bufSize];
int offset = framePosition*frameSize;
int totalBytes = offset;
bytesRead = inputStream.read(new byte[offset], 0, offset);
logger.log(Level.FINE, "bytesRead " + bytesRead );
bytesRead = inputStream.read(data,0,data.length);

logger.log(Level.FINE, "loopCount " + loopCount );
logger.log(Level.FINE, "countDown " + countDown );
logger.log(Level.FINE, "bytesRead " + bytesRead );

while (bytesRead != -1 &&
(loopCount==Clip.LOOP_CONTINUOUSLY ||
countDown>0) &&
active ) {
logger.log(Level.FINEST,
"BigClip.start() loop " + framePosition );
totalBytes += bytesRead;
int framesRead;
byte[] tempData;
if (format.getChannels()<2) {
tempData = convertMonoToStereo(data, bytesRead);
framesRead = bytesRead/
format.getFrameSize();
bytesRead*=2;
} else {
framesRead = bytesRead/
dataLine.getFormat().getFrameSize();
tempData = Arrays.copyOfRange(data, 0, bytesRead);
}
framePosition += framesRead;
if (framePosition>=loopPointEnd) {
framePosition = loopPointStart;
inputStream.reset();
countDown--;
logger.log(Level.FINEST,
"Loop Count: " + countDown );
}
timelastPositionSet = System.currentTimeMillis();
byte[] newData;
if (fastForward) {
newData = getEveryNthFrame(tempData, 2);
} else if (fastRewind) {
byte[] temp = getEveryNthFrame(tempData, 2);
newData = reverseFrames(temp);
inputStream.reset();
totalBytes -= 2*bytesRead;
framePosition -= 2*framesRead;
if (totalBytes<0) {
setFastRewind(false);
totalBytes = 0;
}
inputStream.skip(totalBytes);
logger.log(Level.FINE, "totalBytes " + totalBytes);
} else {
newData = tempData;
}
dataLine.write(newData, 0, newData.length);
if (startOrMove) {
data = new byte[bufSize/
bufferUpdateFactor];
startOrMove = false;
}
bytesRead = inputStream.read(data,0,data.length);
if (bytesRead<0 && countDown-->1) {
inputStream.read(new byte[offset], 0, offset);
logger.log(Level.FINE, "loopCount " + loopCount );
logger.log(Level.FINE, "countDown " + countDown );
inputStream.reset();
bytesRead = inputStream.read(data,0,data.length);
}
}
logger.log(Level.FINEST,
"BigClip.start() loop ENDED" + framePosition );
active = false;
countDown = 1;
framePosition = 0;
inputStream.reset();
dataLine.drain();
dataLine.stop();
/* should these open()/close() be here, or explicitly
called by user program? */
dataLine.close();
} catch (LineUnavailableException lue) {
logger.log( Level.SEVERE,
"No sound line available!", lue );
if (parent!=null) {
JOptionPane.showMessageDialog(
parent,
"Clear the sound lines to proceed",
"No audio lines available!",
JOptionPane.ERROR_MESSAGE);
}
}
}
};
thread= new Thread(r);
// makes thread behaviour compatible with JavaSound post 1.4
thread.setDaemon(true);
thread.start();
}

/** Assume the frame size is 4. */
public byte[] reverseFrames(byte[] data) {
byte[] reversed = new byte[data.length];
byte[] frame = new byte[4];

for (int ii=0; ii<data.length/4; ii++) {
int first = (data.length)-((ii+1)*4)+0;
int last = (data.length)-((ii+1)*4)+3;
frame[0] = data[first];
frame[1] = data[(data.length)-((ii+1)*4)+1];
frame[2] = data[(data.length)-((ii+1)*4)+2];
frame[3] = data[last];

reversed[ii*4+0] = frame[0];
reversed[ii*4+1] = frame[1];
reversed[ii*4+2] = frame[2];
reversed[ii*4+3] = frame[3];
if (ii<5 || ii>(data.length/4)-5) {
logger.log(Level.FINER, "From \t" + first + " \tlast " + last );
logger.log(Level.FINER, "To \t" + ((ii*4)+0) + " \tlast " + ((ii*4)+3) );
}
}

/*
for (int ii=0; ii<data.length; ii++) {
reversed[ii] = data[data.length-1-ii];
}
*/

return reversed;
}

/** Assume the frame size is 4. */
public byte[] getEveryNthFrame(byte[] data, int skip) {
int length = data.length/skip;
length = (length/4)*4;
logger.log(Level.FINEST, "length " + data.length + " \t" + length);
byte[] b = new byte[length];
//byte[] frame = new byte[4];
for (int ii=0; ii<b.length/4; ii++) {
b[ii*4+0] = data[ii*skip*4+0];
b[ii*4+1] = data[ii*skip*4+1];
b[ii*4+2] = data[ii*skip*4+2];
b[ii*4+3] = data[ii*skip*4+3];
}
return b;
}

@Override
public void flush() {
dataLine.flush();
}

@Override
public void drain() {
dataLine.drain();
}

@Override
public void removeLineListener(LineListener listener) {
dataLine.removeLineListener(listener);
}

@Override
public void addLineListener(LineListener listener) {
dataLine.addLineListener(listener);
}

@Override
public Control getControl(Control.Type control) {
return dataLine.getControl(control);
}

@Override
public Control[] getControls() {
if (dataLine==null) {
return new Control[0];
} else {
return dataLine.getControls();
}
}

@Override
public boolean isControlSupported(Control.Type control) {
return dataLine.isControlSupported(control);
}

@Override
public void close() {
dataLine.close();
}

@Override
public void open() throws LineUnavailableException {
throw new IllegalArgumentException("illegal call to open() in interface Clip");
}

@Override
public Line.Info getLineInfo() {
return dataLine.getLineInfo();
}

/** Determines the single largest sample size of all channels of the current clip.
This can be handy for determining a fraction to scal visual representations.
@return Double between 0 & 1 representing the maximum signal level of any channel. */
public double getLargestSampleSize() {

int largest = 0;
int current;

boolean signed = (format.getEncoding()==AudioFormat.Encoding.PCM_SIGNED);
int bitDepth = format.getSampleSizeInBits();
boolean bigEndian = format.isBigEndian();

int samples = audioData.length*8/bitDepth;

if (signed) {
if (bitDepth/8==2) {
if (bigEndian) {
for (int cc = 0; cc < samples; cc++) {
current = (audioData[cc*2]*256 + (audioData[cc*2+1] & 0xFF));
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
} else {
for (int cc = 0; cc < samples; cc++) {
current = (audioData[cc*2+1]*256 + (audioData[cc*2] & 0xFF));
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
}
} else {
for (int cc = 0; cc < samples; cc++) {
current = (audioData[cc] & 0xFF);
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
}
} else {
if (bitDepth/8==2) {
if (bigEndian) {
for (int cc = 0; cc < samples; cc++) {
current = (audioData[cc*2]*256 + (audioData[cc*2+1] - 0x80));
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
} else {
for (int cc = 0; cc < samples; cc++) {
current = (audioData[cc*2+1]*256 + (audioData[cc*2] - 0x80));
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
}
} else {
for (int cc = 0; cc < samples; cc++) {
if ( audioData[cc]>0 ) {
current = (audioData[cc] - 0x80);
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
} else {
current = (audioData[cc] + 0x80);
if (Math.abs(current)>largest) {
largest = Math.abs(current);
}
}
}
}
}

// audioData
logger.log(Level.FINEST, "Max signal level: " + (double)largest/(Math.pow(2, bitDepth-1)));
return (double)largest/(Math.pow(2, bitDepth-1));
}
}

playing a long audiosource/audioclip

this is totally wrong. delete any and all mentions of "AudioClip" - you never, ever use it in code.

(1) make an empty game object (call it say "test"). (2) put an AudioSource on it - whatever audio you like. (3) in your script, have a public inspector variable to pick up the AudioSource on test. (4) just Play that audio source. honestly it's just that simple. say you have maybe 20 different songs. just have 20 different game objects like "test". It is really just that simple.

Say you have 500 sound effects in a project. you simply have 500 game objects (like "test" in the example) each one with the different sound on it.

(of course, just have one empty game object, to sit them all "under", to keep it tidy.)

Note - an awesome feature in Unity is, select and drag say 100 sound effects (or whatever audio) from assets in to the scene: note that it "knows" to put each one on a game object for you. this was a huge addition in Unity5.

it's just that simple.

How long of a file can a Clip play?

..how long of a file was a Clip meant to play?

'Short'. It has never been defined explicitly. In some non-Oracle/Sun VMs it depended only on the size of available memory (I was originally developing an app. using Clip to load large sound files on an Ubuntu OS using a non-Sun JRE, and was most irritated to discover it would fail completely when using Sun's).

As far as the Sun/Oracle JRE goes, my last testing suggested the 'size' was not inherently the duration of the clip, but the amount of sound data that was loaded (once resolved to PCM). I.E. a mono, 8 bit sample at 11.025 KHz could be 16 times longer in duration than another that was encoded as stereo, 16 bit at 44.1KHz. Bottom line..

The Oracle JRE could load exactly 1 second of stereo/16 bit/44.1 KHz. Not suited to playing a typical MP3, so that is when I developed BigClip.

And I now notice that info. on 'size' was given in one of the linked questions..

Play several audio clips sequentially

how to add a set of songs to a particular scene and play them in a
sequential fashion

It's really easy. Use one AudioSource only. Use AudioClip to hold the audios to play. If possible, use AudioClip array.

1.Use for loops to loop through the AudioClip array.

2.In each loop, assign the current AudioClip from the loop to the AudioSource.clip variable.

3.Call AudioSource.Play(); after that to play the audio.

4.Use while loop to wait for the current AudioClip to finish playing with while (AudioSource.isPlaying){ yield return null;}

5.Go back to #2.

public AudioSource adSource;
public AudioClip[] adClips;

IEnumerator playAudioSequentially()
{
yield return null;

//1.Loop through each AudioClip
for (int i = 0; i < adClips.Length; i++)
{
//2.Assign current AudioClip to audiosource
adSource.clip = adClips[i];

//3.Play Audio
adSource.Play();

//4.Wait for it to finish playing
while (adSource.isPlaying)
{
yield return null;
}

//5. Go back to #2 and play the next audio in the adClips array
}
}

To start it, just call StartCoroutine(playAudioSequentially());.

How to play audioclips in unity from script?

Attach a AudioSource component to your GameObject.

In Sing:

yourAudioSource.clip = (AudioClip)range[Random.Range(0, range.Count)];
yourAudioSource.Play()

You might also consider changing ArrayList range to List<AudioClip> range or similar to avoid the cast

Flutter. How to play: short sound vs long music file?

Try this plugin Audioplayer. It's possible to play local and remote audio files.

How to play loop an audio clip on button hold up?

You have to use two event listeners namely onkeydown and onkeyup to detect when the key is pressed and when it is released to play and pause/stop the audio respectively .

Code

var clickSound = new Audio("http://dl.dropbox.com/u/1538714/article_resources/song.ogg");

function playAudioOnKeyDown(e) {
if (e.keyCode == 38) {
clickSound.play();
}
}
document.onkeydown = playAudioOnKeyDown;

function pauseAudioOnKeyUp(e) {
if (e.keyCode == 38) {
clickSound.pause();
}
}
document.onkeyup = pauseAudioOnKeyUp;

JSFiddle



Related Topics



Leave a reply



Submit