I've been trying to play sound1 and sound2 using AudioClips. This is my code:
import javax.sound.sampled.*;
public class Sound {
private Clip clip;
public static final Sound sound1 = new Sound("src/Sounds/Classic_Horror_2.wav");
public static final Sound sound2 = new Sound("src/Sounds/Classic Horror 3.mp3");
public Sound (String fileName) {
try {
AudioInputStream ais = AudioSystem.getAudioInputStream(Sound.class.getResource(fileName));
clip = AudioSystem.getClip();
clip.open(ais);
} catch (Exception e) {
e.printStackTrace();
}
}
public void play() {
try {
if (clip != null) {
new Thread() {
public void run() {
synchronized (clip) {
clip.stop();
clip.setFramePosition(0);
clip.start();
}
}
}.start();
}
} catch (Exception e) {
e.printStackTrace();
}
}
public void stop(){
if(clip == null) return;
clip.stop();
}
public void loop() {
try {
if (clip != null) {
new Thread() {
public void run() {
synchronized (clip) {
clip.stop();
clip.setFramePosition(0);
clip.loop(Clip.LOOP_CONTINUOUSLY);
}
}
}.start();
}
} catch (Exception e) {
e.printStackTrace();
}
}
public boolean isActive(){
return clip.isActive();
}
}
When I try to do Sound.sound1.loop(); or Sound.sound1.play(); I get a null pointer exception. Same goes for sound2. Here are the exact errors messages:
java.lang.NullPointerException
at com.sun.media.sound.StandardMidiFileReader.getSequence(StandardMidiFileReader.java:207)
at javax.sound.midi.MidiSystem.getSequence(MidiSystem.java:841)
at com.sun.media.sound.SoftMidiAudioFileReader.getAudioInputStream(SoftMidiAudioFileReader.java:178)
at javax.sound.sampled.AudioSystem.getAudioInputStream(AudioSystem.java:1147)
at Sound.<init>(Sound.java:12)
at Sound.<clinit>(Sound.java:7)
at IntroductionComponent.<init>(IntroductionComponent.java:54)
at IntroductionGUI.main(IntroductionGUI.java:9)
java.lang.NullPointerException
at com.sun.media.sound.StandardMidiFileReader.getSequence(StandardMidiFileReader.java:207)
at javax.sound.midi.MidiSystem.getSequence(MidiSystem.java:841)
at com.sun.media.sound.SoftMidiAudioFileReader.getAudioInputStream(SoftMidiAudioFileReader.java:178)
at javax.sound.sampled.AudioSystem.getAudioInputStream(AudioSystem.java:1147)
at Sound.<init>(Sound.java:12)
at Sound.<clinit>(Sound.java:8)
at IntroductionComponent.<init>(IntroductionComponent.java:54)
at IntroductionGUI.main(IntroductionGUI.java:9)
I have repeatedly browsed stackoverflow to look for possible fixes, however it may be that fileName returns null constantly, or that my URL's are somehow incorrect. That said, for all I know it could be anything. Any suggestions on how to fix this?
The inclusion of src in your paths...
public static final Sound sound1 = new Sound("src/Sounds/Classic_Horror_2.wav");
public static final Sound sound2 = new Sound("src/Sounds/Classic Horror 3.mp3");
is your key problem, src won't exist once the application is build and package, you should never refer to src ever.
You should probably be using something more like...
public static final Sound sound1 = new Sound("/Sounds/Classic_Horror_2.wav");
public static final Sound sound2 = new Sound("/Sounds/Classic Horror 3.mp3");
public Sound (String fileName) {
try {
AudioInputStream ais = AudioSystem.getAudioInputStream(getClass().getResource(fileName));
clip = AudioSystem.getClip();
clip.open(ais);
} catch (Exception e) {
e.printStackTrace();
}
}
Personally, I'd make Sound require a URL...
public Sound (URL url) {
try {
AudioInputStream ais = AudioSystem.getAudioInputStream(url);
clip = AudioSystem.getClip();
clip.open(ais);
} catch (Exception e) {
e.printStackTrace();
}
}
This way there's no confusion over what String means and you can pass a reference from embedded resources, file references or even from the net
Also from memory, clip.start() creates it's own thread, so there's no need to create your own
Related
I'm making a game in Java and I want a theme song to play in the background, but every time the user presses minus the volume decreases. No matter what I try, I can't do this from another method besides the one where I initialized the Clip because the cli.
This is the code for my GameAudio class:
public class GameAudio {
private static float volume = -20.0f;
private Clip clip;
public GameAudio(String audioLocation) {
try {
File filePath = new File(audioLocation);
if (filePath.exists()) {
AudioInputStream audioInput = AudioSystem.getAudioInputStream(filePath);
Clip clip = AudioSystem.getClip();
clip.open(audioInput);
FloatControl gainControl = (FloatControl) clip.getControl(FloatControl.Type.MASTER_GAIN);
gainControl.setValue(getVolume());
clip.loop(Clip.LOOP_CONTINUOUSLY);
clip.start();
} else {
System.out.println("Incorrect audio file path!");
}
} catch (Exception e) {
e.printStackTrace();
}
}
public float getVolume() {
return volume;
}
public void setVolume(float volume) {
GameAudio.volume = volume;
}
public void stopSound() {
clip.stop();
clip.close();
}
}
In my Player class I put:
private String musicPath = "maintheme.wav";
GameAudio gameAudio = new GameAudio(musicPath);
and then further down
if (input.minus.isPressed()) {
try {
TimeUnit.SECONDS.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
gameAudio.stopSound();
if (gameAudio.getVolume() <= -80.0f) {
gameAudio.setVolume(-70.0f);
}
gameAudio.setVolume(gameAudio.getVolume() - 10.0f);
System.out.println("Volume: " + gameAudio.getVolume());
}
When in debug mode the null pointer exception seems to come from gameAudio.stopSound() calling clip.stop(); and clip.close();
How can I avoid this?
Your problem is on this line:
Clip clip = AudioSystem.getClip();
This is creating a local variable, and not setting the clip to the member variable you are using below.
Instead, try:
clip = AudioSystem.getClip();
I have a JFrame with 2 buttons: Turn On and Turn Off
My problem is when a song has ended, I can't check that it ended and to play it again
How can I check it? Thank you so much
Below is the way that I play sound on Swing
class MP3 {
private Player player;
private String filename;
public MP3(String filename) {
this.filename = filename;
}
public void stop() {
if (player != null)
player.close();
}
public void play() {
try {
BufferedInputStream bis = new BufferedInputStream(new FileInputStream(filename));
player = new Player(bis);
} catch (FileNotFoundException | JavaLayerException ex) {
System.out.println(ex);
}
new Thread(new Runnable() {
#Override
public void run() {
try {
player.play();
} catch (Exception ex) {
System.out.println(ex);
}
}
}).start();
}
}
And Event when I click buttons
private void btnPlayActionPerformed(java.awt.event.ActionEvent evt) {
sound = new MP3("src/Sound/02 - Cold Pizza.mp3");
sound.play();
btnPlay.setVisible(false);
btnStop.setVisible(true);
}
private void btnStopActionPerformed(java.awt.event.ActionEvent evt) {
sound.stop();
btnStop.setVisible(false);
btnPlay.setVisible(true);
}
sound is a instance of MP3 class in main class
I did it this way. I made the mp3 file a wav file. Then I made two objects
AudioInputStream songReader;
Clip song;
try{
songReader =
AudioSystem.getAudioInputStream(
getClass().getResource("wally.wav"));
song = AudioSystem.getClip();
song.open(songReader);
}catch (Exception e){
System.out.println("won't work");
}
try{
song.stop();
song.setFramePosition(0);
}catch(Exception e){
System.out.println("Error playing your music");
}
try{
song.start();
song.loop(song.LOOP_CONTINUOUSLY);
}catch(Exception e){
System.out.println("Won't work");
}
This makes it play infinitely, but if you need you can stop it at any point with song.stop(). Hopefully, that will work for you.
I made a java program and wanted a background music so I used this function
public static void playSound(final String url) {
new Thread(new Runnable() {
public void run() {
try {
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = AudioSystem
.getAudioInputStream(getClass().getResourceAsStream("/" + url));
clip.open(inputStream);
clip.start();
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
}).start();
}
only problem is when I try to run the 27 minute wav file, it speeds it up really fast
I have this slightly altered a sound manager from another question How can I play sound in Java?. Here it is:
public static synchronized void playSound(final String url)
{
new Thread(new Runnable()
{
public void run()
{
try
{
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = AudioSystem.getAudioInputStream(new File("sound/" + url));
clip.open(inputStream);
clip.start();
}
catch (Exception e)
{
e.printStackTrace();
}
}
}).start();
}
Whenever I call this method I get a javax.sound.sampled.LineUnavailableException in the clip.open(inputStream);. What can I do to repair it? Why does it not work?
I'm trying to use the code which available on: How can I play sound in Java?
but I can't post question there since this is a new account and only have 1 reputation.
original code:
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();
}
and this is my code:
package sound_test;
import javax.sound.sampled.*;
public class Main {
public static synchronized void playSound(final String url) {
new Thread(new Runnable() {
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();
}
public static void main(String[] args) {
// TODO code application logic here
playSound("C:\\warning_test.wav");
}
}
When I run the code i receive "null" as the output and no sound came out.
I've checked the file name and the path, it's correct.
screenshots:
http://puu.sh/pkYo
http://puu.sh/pkZl
Thank you in advance.
you could do
AudioInputStream inputStream=AudioSystem.getAudioInputStream(new File(url));
also add a delay after click.start(); i.e Thread.Sleep(4000);
or if you want to make sure it plays the entire audio sample you could use a simple snippet such as
import javax.sound.sampled.*;
import java.io.File;
public class Main implements LineListener {
private boolean done = false;
public void update(LineEvent event) {
if(event.getType() == LineEvent.Type.STOP || event.getType() == LineEvent.Type.CLOSE) {
done = true;
}
}
public void waitonfinish() throws InterruptedException {
while(!done) {
Thread.sleep(1000);
}
}
public static void playSound(final String url) {
try {
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = AudioSystem.getAudioInputStream(new File(url));
Main control = new Main();
clip.addLineListener(control);
clip.open(inputStream);
clip.start();
control.waitonfinish();
} catch (Exception e) {
System.err.println(e.getMessage());
}
}
public static void main(String[] args) {
// TODO code application logic here
playSound("C:\\warning_test.wav");
}
}
`
You copied the code entirely without noticing the in the original, it points to
path/to/sounds
since you give it the full path, u should replace it with just url:
AudioInputStream inputStream = AudioSystem.getAudioInputStream(Main.class.getResourceAsStream(url));
EDIT:
I tried here and got null as well.
I changed it to create the audioInput from a file:
import java.io.File;
import javax.sound.sampled.*;
public class Main {
public static synchronized void playSound(final File file) {
new Thread(new Runnable() {
public void run() {
try {
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = AudioSystem.getAudioInputStream(file);
clip.open(inputStream);
clip.start();
} catch (Exception e) {
e.printStackTrace();
System.err.println(e.getMessage());
}
}
}).start();
}
public static void main(String[] args) {
// TODO code application logic here
File file = new File("C:\\warning_test.wav");
playSound(file);
}