To add MP3 reading support to Java Sound, add the mp3plugin. jar of the JMF to the run-time class path of the application. Note that the Clip class has memory limitations that make it unsuitable for more than a few seconds of high quality sound.
I wrote the following code that works fine. But I think it only works with .wav
format.
public static synchronized void playSound(final String url) {
new Thread(new Runnable() {
// The wrapper thread is unnecessary, unless it blocks on the
// Clip finishing; see comments.
public void run() {
try {
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = AudioSystem.getAudioInputStream(
Main.class.getResourceAsStream("/path/to/sounds/" + url));
clip.open(inputStream);
clip.start();
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
}).start();
}
A bad example:
import sun.audio.*; //import the sun.audio package
import java.io.*;
//** add this into your application code as appropriate
// Open an input stream to the audio file.
InputStream in = new FileInputStream(Filename);
// Create an AudioStream object from the input stream.
AudioStream as = new AudioStream(in);
// Use the static class member "player" from class AudioPlayer to play
// clip.
AudioPlayer.player.start(as);
// Similarly, to stop the audio.
AudioPlayer.player.stop(as);
I didn't want to have so many lines of code just to play a simple damn sound. This can work if you have the JavaFX package (already included in my jdk 8).
private static void playSound(String sound){
// cl is the ClassLoader for the current class, ie. CurrentClass.class.getClassLoader();
URL file = cl.getResource(sound);
final Media media = new Media(file.toString());
final MediaPlayer mediaPlayer = new MediaPlayer(media);
mediaPlayer.play();
}
Notice : You need to initialize JavaFX. A quick way to do that, is to call the constructor of JFXPanel() once in your app :
static{
JFXPanel fxPanel = new JFXPanel();
}
For playing sound in java, you can refer to the following code.
import java.io.*;
import java.net.URL;
import javax.sound.sampled.*;
import javax.swing.*;
// To play sound using Clip, the process need to be alive.
// Hence, we use a Swing application.
public class SoundClipTest extends JFrame {
public SoundClipTest() {
this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
this.setTitle("Test Sound Clip");
this.setSize(300, 200);
this.setVisible(true);
try {
// Open an audio input stream.
URL url = this.getClass().getClassLoader().getResource("gameover.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();
} catch (UnsupportedAudioFileException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (LineUnavailableException e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
new SoundClipTest();
}
}
For whatever reason, the top answer by wchargin was giving me a null pointer error when I was calling this.getClass().getResourceAsStream().
What worked for me was the following:
void playSound(String soundFile) {
File f = new File("./" + soundFile);
AudioInputStream audioIn = AudioSystem.getAudioInputStream(f.toURI().toURL());
Clip clip = AudioSystem.getClip();
clip.open(audioIn);
clip.start();
}
And I would play the sound with:
playSound("sounds/effects/sheep1.wav");
sounds/effects/sheep1.wav was located in the base directory of my project in Eclipse (so not inside the src folder).
I created a game framework sometime ago to work on Android and Desktop, the desktop part that handle sound maybe can be used as inspiration to what you need.
https://github.com/hamilton-lima/jaga/blob/master/jaga%20desktop/src-desktop/com/athanazio/jaga/desktop/sound/Sound.java
Here is the code for reference.
package com.athanazio.jaga.desktop.sound;
import java.io.BufferedInputStream;
import java.io.IOException;
import java.io.InputStream;
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;
import javax.sound.sampled.UnsupportedAudioFileException;
public class Sound {
AudioInputStream in;
AudioFormat decodedFormat;
AudioInputStream din;
AudioFormat baseFormat;
SourceDataLine line;
private boolean loop;
private BufferedInputStream stream;
// private ByteArrayInputStream stream;
/**
* recreate the stream
*
*/
public void reset() {
try {
stream.reset();
in = AudioSystem.getAudioInputStream(stream);
din = AudioSystem.getAudioInputStream(decodedFormat, in);
line = getLine(decodedFormat);
} catch (Exception e) {
e.printStackTrace();
}
}
public void close() {
try {
line.close();
din.close();
in.close();
} catch (IOException e) {
}
}
Sound(String filename, boolean loop) {
this(filename);
this.loop = loop;
}
Sound(String filename) {
this.loop = false;
try {
InputStream raw = Object.class.getResourceAsStream(filename);
stream = new BufferedInputStream(raw);
// ByteArrayOutputStream out = new ByteArrayOutputStream();
// byte[] buffer = new byte[1024];
// int read = raw.read(buffer);
// while( read > 0 ) {
// out.write(buffer, 0, read);
// read = raw.read(buffer);
// }
// stream = new ByteArrayInputStream(out.toByteArray());
in = AudioSystem.getAudioInputStream(stream);
din = null;
if (in != null) {
baseFormat = in.getFormat();
decodedFormat = new AudioFormat(
AudioFormat.Encoding.PCM_SIGNED, baseFormat
.getSampleRate(), 16, baseFormat.getChannels(),
baseFormat.getChannels() * 2, baseFormat
.getSampleRate(), false);
din = AudioSystem.getAudioInputStream(decodedFormat, in);
line = getLine(decodedFormat);
}
} catch (UnsupportedAudioFileException e) {
e.printStackTrace();
} catch (IOException e) {
e.printStackTrace();
} catch (LineUnavailableException e) {
e.printStackTrace();
}
}
private SourceDataLine getLine(AudioFormat audioFormat)
throws LineUnavailableException {
SourceDataLine res = null;
DataLine.Info info = new DataLine.Info(SourceDataLine.class,
audioFormat);
res = (SourceDataLine) AudioSystem.getLine(info);
res.open(audioFormat);
return res;
}
public void play() {
try {
boolean firstTime = true;
while (firstTime || loop) {
firstTime = false;
byte[] data = new byte[4096];
if (line != null) {
line.start();
int nBytesRead = 0;
while (nBytesRead != -1) {
nBytesRead = din.read(data, 0, data.length);
if (nBytesRead != -1)
line.write(data, 0, nBytesRead);
}
line.drain();
line.stop();
line.close();
reset();
}
}
} catch (IOException e) {
e.printStackTrace();
}
}
}
There is an alternative to importing the sound files which works in both applets and applications: convert the audio files into .java files and simply use them in your code.
I have developed a tool which makes this process a lot easier. It simplifies the Java Sound API quite a bit.
http://stephengware.com/projects/soundtoclass/
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