how get available audio devices connected using java in mac osx - java

i was trying to get the available mixtures in MAC OSX using the below code. Even though i connected 3 different audio device, and able to see the same in system sound settings,below code doesn’t display all. i.e. mix.getMixerInfo()).isLineSupported(info) is not allowing to display anything and
even not able to connect using java .
The same is working fine with windows version.
public static void main(String[] args) {
String sf_ringtone = "/Users/abc.WAV";
AudioInputStream stream = null;
try {
stream = AudioSystem.getAudioInputStream(new File(sf_ringtone));
} catch (UnsupportedAudioFileException ex) {
System.out.println(ex.getStackTrace().toString());
} catch (IOException ex) {
System.out.println(ex.getStackTrace().toString());
}
AudioFormat format=null;
format = stream.getFormat();
if (format.getEncoding() != AudioFormat.Encoding.PCM_SIGNED) {
format = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
format.getSampleRate(), format.getSampleSizeInBits() * 2,
format.getChannels(), format.getFrameSize() * 2,
format.getFrameRate(), true); // big endian
stream = AudioSystem.getAudioInputStream(format, stream);
}
DataLine.Info info = new DataLine.Info(Clip.class, stream.getFormat(),
((int) stream.getFrameLength() * format.getFrameSize()));
ArrayList<Mixer> mixerList = (ArrayList<Mixer>) getAllMixer();
for(Mixer mix:mixerList) {
System.out.println(" Mixture "+mix.getMixerInfo().getName());
}
ArrayList<String> cmbRingtonePlayback = new ArrayList<String>();
for (Mixer mix : mixerList) {
if (AudioSystem.getMixer(mix.getMixerInfo()).isLineSupported(info)) {
System.out.println(supported mixture :: "+mix.getMixerInfo().getName());
}
}
}
output:
Mixture Java Sound Audio Engine
Mixture Built-in Input
Mixture JABRA TALK
Mixture Logitech USB Headset
supported mixture :: Java Sound Audio Engine
Is this a limitation of sound API in mac osx ?, or is there any other way to do this in mac?

This issue faced was with apple Java for OS X 2014-001. Uninstalled java 1.6 from apple and tried with oracle java 1.7. Now this is working fine in both mac osx and windows.

Related

An audio distortion problem when I use javax.sound package

I am working on an audio speaker project. I receive the real-time byte[] message from the front-end thus I built a speaker instance with javax.sound package to play the message.
The problem is: I get distorted audio when I change the sound channel number to 2 (that means stereo audio). Should I arrange some kind of stereo microphone or other specific devices to fix it? Or my way to initialize the speaker is not correct?
Here is the code to initialize the speaker:
import javax.sound.sampled.*;
public class SpeakerWriter {
public static final AudioFormat FORMAT_1 = new AudioFormat(44100.0f, 16, 1, true, false);
//16 is sample size in bits & 1 is channel number
private static AudioFormat format = FORMAT_1;
private SourceDataLine speakers;
public SourceDataLine getSpeakers() {
try {
DataLine.Info dataLineInfo = new DataLine.Info(SourceDataLine.class, format);
speakers = (SourceDataLine) AudioSystem.getLine(dataLineInfo);
speakers.open(format);
speakers.start();
}
catch(LineUnavailableException e) {
e.printStackTrace();
}
return speakers;
}
}
By the way, I reconstructed the code with Golang but the problem still exists.
Do you know for sure that your file is BigEndian? If not, I would try changing the BigEndian value to 'false'. I think this is considerably more common, and getting it wrong tends to create distortion.

Unwanted downsampling : Java Sound

I have been trying to manually read a wav file in Java and read an array of bytes then write to an audio buffer for playback. I am receiving playback but it is heavily distorted. Java sound supports 16 bit sample rates but not 24-bit.
I went in to Logic 9 and exported a 24-bit audio file in to 16-bit and then used with my program. Originally, the 24-bit samples would produces white noise. Now I can hear my sample but very distorted and sounds like it has been bit crushed.
Can anyone help me to get a clean signal?
I am very new to audio programming but I am currently working on a basic Digital Audio Workstation.
import javax.sound.sampled.*;
import javax.sound.sampled.DataLine.Info;
import javax.swing.filechooser.FileNameExtensionFilter;
import java.io.*;
public class AudioData {
private String filepath;
private String filepath1;
private File file;
private byte [] fileContent;
private Mixer mixer;
private Mixer.Info[] mixInfos;
private AudioInputStream input;
private ByteArrayOutputStream byteoutput;
public static void main (String [] args) {
AudioData audiodata = new AudioData();
}
public AudioData () {
filepath = "/Users/ivaannagen/Documents/Samples/Engineering Samples - Obscure Techno Vol 3 (WAV)/ES_OT3_Kit03_Gmin_130bpm/ES_OT3_Kit03_FX_Fast_Snare_Riser_Gmin_130bpm.wav";
filepath1 = "/Users/ivaannagen/Documents/Samples/dawsampletest.wav";
file = new File (filepath1);
readAudio();
}
public void readAudio () {
mixInfos = AudioSystem.getMixerInfo();
mixer = AudioSystem.getMixer(mixInfos[0]);
AudioFormat format = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED, 44100, 16, 2, 4, 44100, false);
// set up an audio format.
try {
DataLine.Info info = new DataLine.Info(SourceDataLine.class, format); // creates data line with class type and audio format.
SourceDataLine source = (SourceDataLine) AudioSystem.getLine(info);
System.out.println("Size of data line buffer: " + source.getBufferSize());
fileContent = new byte [source.getBufferSize() / 50];
byteoutput = new ByteArrayOutputStream();
input = AudioSystem.getAudioInputStream(file);
int readBytes = 0;
while ((readBytes = input.read(fileContent, 0, fileContent.length)) != -1) {
byteoutput.write(fileContent, 0, readBytes);
}
System.out.println("Size of audio buffer: " + fileContent.length);
//byteoutput.write(0);
// byteoutput.write(0);
System.out.println("Size of audio buffer: " + byteoutput.size());
source.open(format, source.getBufferSize()); // line must be open to be recognised by the mixer.
Line[] lines = mixer.getSourceLines();
System.out.println("mixer lines: " + lines.length);
// for(byte bytes: fileContent) {
// System.out.println(bytes);
// }
Thread playback = new Thread () {
public void run () {
// System.out.println((byteoutput.size() +2) % 4);
source.start(); // play (buffer originally empty)
source.write(byteoutput.toByteArray(), 0, byteoutput.size()); // write input bytes to output buffer
} // end run (to do).
}; // end thread action
playback.start(); // start thread
}
catch (LineUnavailableException lue) {
System.out.println(lue.getMessage());
}
catch (FileNotFoundException fnfe) {
System.out.println(fnfe.getMessage());
}
catch(IOException ioe) {
System.out.println(ioe.getMessage());
}
catch(UnsupportedAudioFileException uafe) {
System.out.println(uafe.getMessage());
}
}
}
Whether or not you can load and play a 24-bit file is system dependent, afaik.
I use Audacity for conversions. You should be able import your file into Audacity and export it as 16-bit, stereo, little-endian, 44100 fps, and then load that export with Java's AudioInputStream.
What you hear when playing from Audacity or from Java should be pretty much identical (adjusting for volume). If not, the most likely reason probably pertains to a mistake or overlook in the code, which is very easy to do.
The use of a ByteOutputStream in your code is superfluous. Read from the AudioInputStream into a fixed-size byte array (size being the buffer length, I recommend trying 8 or 16 * 1024 bytes as a first try) and then use the SourceDataLine write method to ship that array.
Following is code that works on my system for loading a playing a "CD Quality" wav called "a3.wav" that I have that is in the same directory as the Java class. You should be able to swap in your own 44100, 16-bit, stereo, little-endian wav file.
I've commented out an attempt to load and play a 24-bit wav file called "spoken8000_24.wav". That attempt gave me an IllegalArgumentException: No line matching interface SourceDataLine supporting format PCM_SIGNED 8000.0 Hz, 24 bit, stereo, 6 bytes/frame, little-endian is supported.
I have to admit, I'm unclear if my system doesn't provide the needed line or if I might have coded the format incorrectly! My OS can certainly play the file. So I'm thinking there is a distinction between what an OS can do and what a "Mixer" on a given system provides to Java.
As a get-around, I just always convert everything to "CD Quality" format, as that seems to be the most widely supported.
public class TriggerSound_SDL extends JFrame
{
public TriggerSound_SDL()
{
JButton button = new JButton("Play Sound");
button.addActionListener(e -> new Thread(() -> playBuzzer()).start());
getContentPane().add(button);
}
private void playBuzzer()
{
try
{
URL url;
url = getClass().getResource("a3.wav");
// url = getClass().getResource("spoken8000_24.wav");
AudioInputStream ais = AudioSystem.getAudioInputStream(url);
System.out.println(ais.getFormat());
AudioFormat audioFmt;
// "CD Quality" 44100 fps, 16-bit, stereo, little endian
audioFmt = new AudioFormat(
AudioFormat.Encoding.PCM_SIGNED,
44100, 16, 2, 4, 44100, false);
// 8000 fps, 32-bit, stereo
// audioFmt = new AudioFormat(
// AudioFormat.Encoding.PCM_SIGNED,
// 8000, 24, 2, 6, 8000, false);
Info info = new DataLine.Info(SourceDataLine.class,
audioFmt);
SourceDataLine sdl = (SourceDataLine)AudioSystem.getLine(info);
int bufferSize = 16 * 1024;
byte[] buffer = new byte[bufferSize];
sdl.open(audioFmt, bufferSize);
sdl.start();
int numBytesRead = 0;
while((numBytesRead = ais.read(buffer)) != -1)
{
sdl.write(buffer, 0, numBytesRead);
}
}
catch (IOException | UnsupportedAudioFileException
| LineUnavailableException ex)
{
ex.printStackTrace();
}
}
private static void createAndShowGUI()
{
JFrame frame = new TriggerSound_SDL();
frame.setDefaultCloseOperation(DISPOSE_ON_CLOSE);
frame.pack();
frame.setVisible(true);
}
public static void main(String[] args)
{
SwingUtilities.invokeLater(() -> createAndShowGUI());
}
}
This code, with some small tweaks should let you at least test the different formats.
EDIT:
I'm seeing where your goal is to make a DAW!
In that case, you will want to convert the bytes to PCM data. Can I suggest you borrow some code from AudioCue? I basically wrote it to be a Clip-substitute, and part of that involved making the PCM data available for manipulation. Some techniques for mixing, playing back at different frequencies, multithreading can be found in it.
Thanks for all the advice guys. I will be getting rid of the ByteOutputStream and just use the AudioInputStream, I now understand what I was doing was unnecessary!! Thanks for the advice all! I have indeed tried using AudioCue but it is not low level enough for what I want to do!
One more thing guys. Previously, I created a multitrack media player which is using the Clip class. To play all the audio tracks together, I was looping through a list of Clips and playing them. However, this means that all tracks may be playing a tiny amount after each other due to the processing of the loop. Also, Clip class created a new thread per audio. I do not wants 100 threads running on 100 tracks, I want one thread for my audio output. I am still trying to work out how to start all tracks at the same time without a loop....(im guessing AudioCue have nailed the concurrent cues).
Does anyone know the best way to play multiple audio tracks in to one output? Do I need to route/bus all my audio tracks in to one output and somehow write all data from audio files in to one output buffer then play this output in a thread?
Thanks!!

Java audio fails to play wav file in Linux

I am having trouble using Java audio on Linux. This is OpenJDK 8 on Ubuntu 14.04. The following sample fails with the .wav file from this link:
import java.net.URL;
import javax.sound.sampled.*;
public class PlaySound {
public void play() throws Exception
{
// List all mixers and default mixer
System.out.println("All mixers:");
for (Mixer.Info m : AudioSystem.getMixerInfo())
{
System.out.println(" " + m);
}
System.out.println("Default mixer: " + AudioSystem.getMixer(null).getMixerInfo());
URL url = getClass().getResource("drop.wav");
Clip clip;
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(url);
clip = AudioSystem.getClip();
System.out.println("Clip format: " + clip.getFormat());
clip.open(audioInputStream);
clip.start();
do { Thread.sleep(100); } while (clip.isRunning());
}
public static void main(String [] args) throws Exception {
(new PlaySound()).play();
}
}
This is the result:
All mixers:
PulseAudio Mixer, version 0.02
default [default], version 4.4.0-31-generic
Intel [plughw:0,0], version 4.4.0-31-generic
Intel [plughw:0,2], version 4.4.0-31-generic
NVidia [plughw:1,3], version 4.4.0-31-generic
NVidia [plughw:1,7], version 4.4.0-31-generic
NVidia [plughw:1,8], version 4.4.0-31-generic
NVidia [plughw:1,9], version 4.4.0-31-generic
Port Intel [hw:0], version 4.4.0-31-generic
Port NVidia [hw:1], version 4.4.0-31-generic
Default mixer: default [default], version 4.4.0-31-generic
Clip format: PCM_SIGNED unknown sample rate, 16 bit, stereo, 4 bytes/frame, big-endian
Exception in thread "main" java.lang.IllegalArgumentException: Invalid format
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.createStream(PulseAudioDataLine.java:142)
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:99)
at org.classpath.icedtea.pulseaudio.PulseAudioDataLine.open(PulseAudioDataLine.java:283)
at org.classpath.icedtea.pulseaudio.PulseAudioClip.open(PulseAudioClip.java:402)
at org.classpath.icedtea.pulseaudio.PulseAudioClip.open(PulseAudioClip.java:453)
at PlaySound.play(PlaySound.java:22)
at PlaySound.main(PlaySound.java:29)
Apparently the problem is that the PulseAudio mixer is being selected, and for some reason it cannot play the .wav file.
If I replace the AudioSystem.getClip() call with AudioSystem.getClip(null), which selects the default mixer, then it works.
How can I make sure that a compatible mixer is selected ?
Update: Following the suggestion from #Dave to loop through the available mixers until I find one that has a "compatible" format, I see the following:
Target format (from AudioInputStream.getFormat()) is:
PCM_SIGNED 44100.0 Hz, 16 bit, stereo, 4 bytes/frame, little-endian
I loop through all mixers, source lines for each mixer, and supported formats for each source line, and get the following match:
Mixer: PulseAudio Mixer, version 0.02
Source line: interface SourceDataLine supporting 42 audio formats, and buffers of 0 to 1000000 bytes
Format matches: PCM_SIGNED unknown sample rate, 16 bit, stereo, 4 bytes/frame, little-endian
I do get a match (using format.matches()) yet I still get the "Invalid format" exception. Perhaps because the format that matched says "Unknown sample rate" and then when I try to open the clip, it finds that it does not actually support 44100 Hz ?
If you are able to use SourceDataLine in your use case instead of Clip, then you should be able to do something like this:
URL url = getClass().getResource("drop.wav");
SourceDataLine sourceLine;
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(url);
sourceLine = AudioSystem.getSourceDataLine(audioInputStream.getFormat());
System.out.println("Source format: " + sourceLine.getFormat());
sourceLine.open(audioInputStream);
sourceLine.start();
do { Thread.sleep(100); } while (sourceLine.isRunning());
(Note this is as yet untested on my side.)
You only need Clip if you plan on seeking or looping.
If you do need the ability to seek or loop, one (ugly) method would be calling AudioSystem.getClip(null) first to ensure you are selecting the default Mixer. The semantics of AudioSystem.getClip() are (as you have noticed) not particularly reliable. Wrap all attempts at calling Clip.open in a try/catch. If opening a clip does not work with the default mixer, then loop through available Mixer.Info objects excluding the default and call getClip(mixerInfo) with each until one works.
Another method would be to loop through Mixer.Info objects returned by AudioSystem.getMixerInfo(). Call AudioSystem.getMixer(mixerInfo) for each to get the Mixer instance. Loop through the Line.Info objects returned by Mixer.getSourceLineInfo(). For each of these, if it is an instance of DataLine.Info, cast it and call DataLine.Info.getFormats() to get the supported AudioFormat objects. Compare these against what AudioInputStream.getFormat() returns (using matches) until you find a compatible one.
Neither of these are particularly elegant. The first is a bad use of exceptions. The second is just a bit convoluted, although it seems more correct.
I'm also on Ubuntu 14.04, but have different mixer, it works fine.
I think you could specify concrete parameters, which are needed for your line:
import javax.sound.sampled.*;
import java.net.URL;
public class PlaySound {
public void play() throws Exception {
// List all mixers and default mixer
System.out.println("All mixers:");
for (Mixer.Info m : AudioSystem.getMixerInfo()) {
System.out.println(" " + m);
}
System.out.println("Default mixer: " + AudioSystem.getMixer(null).getMixerInfo());
URL url = getClass().getResource("drop.wav");
Clip clip;
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(url);
// clip = AudioSystem.getClip();
try {
AudioFormat format = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
44100,
16, 2, 4,
AudioSystem.NOT_SPECIFIED, true);
DataLine.Info info = new DataLine.Info(Clip.class, format);
clip = (Clip) AudioSystem.getLine(info);
} catch (LineUnavailableException e) {
System.out.println("matching line is not available due to resource restrictions");
return;
} catch (SecurityException ee) {
System.out.println("if a matching line is not available due to security restrictions");
return;
} catch (IllegalArgumentException eee) {
System.out.println("if the system does not support at least one line matching the specified Line.Info object " +
"through any installed mixer");
return;
}
System.out.println("Clip format: " + clip.getFormat());
clip.open(audioInputStream);
clip.start();
do {
Thread.sleep(100);
} while (clip.isRunning());
}
public static void main(String[] args) throws Exception {
(new PlaySound()).play();
}
}
How can I make sure that a compatible mixer is selected ?
Another cases - use default by default, or catch exception and use default on failover.
Looks like there are two separate issues involved here.
First, relying on AudioSystem.getClip() is not a good idea as basically there's no guarantee that the clip will be able to handle the specific format of the wav file. Instead, one of the following approaches should be used:
As suggested by #Dave: Loop through the available mixers and query if the target format is supported:
URL url = getClass().getResource("drop.wav");
AudioInputStream audioInputStream = AudioSystem.getAudioInputStream(url);
AudioFormat format = audioInputStream.getFormat();
DataLine.Info lineInfo = new DataLine.Info(Clip.class, format);
Mixer.Info selectedMixer = null;
for (Mixer.Info mixerInfo : AudioSystem.getMixerInfo()) {
Mixer mixer = AudioSystem.getMixer(mixerInfo);
if (mixer.isLineSupported(lineInfo)) {
selectedMixer = mixerInfo;
break;
}
}
if (selectedMixer != null) {
Clip clip = AudioSystem.getClip(selectedMixer);
[...]
}
Or, as suggested by #egorlitvinenko, use AudioSystem.getLine(DataLine.Info) to get a line with the desired capabilities.
Both of the above approaches "should" work.
On top of that, there is an additional problem with PulseAudio, which is that there is a bug which may result in an "invalid format" exception even though the PulseAudio mixer can actually handle the format. This is described in the following bug reports (the second one contains workarounds):
https://icedtea.classpath.org/bugzilla/show_bug.cgi?id=3452 (my own)
https://icedtea.classpath.org/bugzilla/show_bug.cgi?id=2915

Start and stop sounds in Java

Similar to this question, I would like to play a WAV file in a Java application - however, I would also like the ability to pause, resume, and restart the sound. I'm guessing I can restart by pausing and then just creating a new sound, but how would I pause and resume in the first place?
Note that my sound is ~15minutes and 152.8mb. If there is a way to do this with an MP3 file (same length, 20.8mb) that would be even better.
For playing WAV files, see the answers to this question:
Problem with Javas Audio Clips on frequent playback of beep sounds
For playing MP3s, you can use JLayer which is a fairly small jar (100k I think, maybe smaller) that you can bundle with your application.
Here's a fairly decent example of how to use it:
MP3.java (from How to play an MP3 file in Java)
/*************************************************************************
* Compilation: javac -classpath .:jl1.0.jar MP3.java (OS X)
* javac -classpath .;jl1.0.jar MP3.java (Windows)
* Execution: java -classpath .:jl1.0.jar MP3 filename.mp3 (OS X / Linux)
* java -classpath .;jl1.0.jar MP3 filename.mp3 (Windows)
*
* Plays an MP3 file using the JLayer MP3 library.
*
* Reference: http://www.javazoom.net/javalayer/sources.html
*
*
* To execute, get the file jl1.0.jar from the website above or from
*
* http://www.cs.princeton.edu/introcs/24inout/jl1.0.jar
*
* and put it in your working directory with this file MP3.java.
*
*************************************************************************/
import java.io.BufferedInputStream;
import java.io.FileInputStream;
import javazoom.jl.player.Player;
public class MP3 {
private String filename;
private Player player;
// constructor that takes the name of an MP3 file
public MP3(String filename) {
this.filename = filename;
}
public void close() { if (player != null) player.close(); }
// play the MP3 file to the sound card
public void play() {
try {
FileInputStream fis = new FileInputStream(filename);
BufferedInputStream bis = new BufferedInputStream(fis);
player = new Player(bis);
}
catch (Exception e) {
System.out.println("Problem playing file " + filename);
System.out.println(e);
}
// run in new thread to play in background
new Thread() {
public void run() {
try { player.play(); }
catch (Exception e) { System.out.println(e); }
}
}.start();
}
// test client
public static void main(String[] args) {
String filename = args[0];
MP3 mp3 = new MP3(filename);
mp3.play();
// do whatever computation you like, while music plays
int N = 4000;
double sum = 0.0;
for (int i = 0; i < N; i++) {
for (int j = 0; j < N; j++) {
sum += Math.sin(i + j);
}
}
System.out.println(sum);
// when the computation is done, stop playing it
mp3.close();
// play from the beginning
mp3 = new MP3(filename);
mp3.play();
}
}
Similar to this question, I would like to play a WAV file in a Java application - however, I would also like the ability to pause, resume, and restart the sound. I'm guessing I can restart by pausing and then just creating a new sound, but how would I pause and resume in the first place?
The javax.sound.sampled.Clip would be ideal for this, except for the fact that most implementations of Clip will not load more than 2 seconds of stereo, 16 bit, 44.1KHz sound! For that reason I developed BigClip. BigClip can handle sounds that are as big as the available memory.
Note that my sound is ~15minutes and 152.8mb. If there is a way to do this with an MP3 file (same length, 20.8mb) that would be even better.
Sure thing. As mentioned in the JavaSound tag info page..
MP3 decoding support
The Java Sound API does not support many formats of sampled sound internally. In a 1.6.0_24 Oracle JRE getAudioFileTypes() will generally return {WAVE, AU, AIFF}. An MP3 decoder at least, is close by. The mp3plugin.jar of the Java Media Framework supports decoding MP3s.
I currently use BigClip & the mp3plugin.jar Jar in the DukeBox player. Given 1024Meg of memory, it can easily load both the 17:12 of the 1812 Overture, & 15:38 of Bolero (the two longest tracks in my favorites play list). I mention 'both' since it will load the next track while playing the current one.
As an aside, beware of looking at code that mentions the sun.audio packages (mentioned in both linked threads). This package and/or it's classes might be moved or removed in the next release (at Oracle's discretion) & have not been necessary since Java 1.3.

what is the alternative class for AudioInputStream in java (Android)?

About a year ago I started to built an application for android.
Now when I try to run it I get an exception about AudioInputStream class, After a short research that I did using GOOGLE I found out that android doesn't support this class anymore...
Is their any alternative for it?
This is the code that I wrote:
private void merge2WavFiles(String wavFile1, String wavFile2, String newWavFilePath) {
try {
File wave1 = new File(wavFile1);
if(!wave1.exists())
throw new Exception(wave1.getPath() + " - File Not Found");
AudioInputStream clip1 = AudioSystem.getAudioInputStream(wave1);
AudioInputStream clip2 = AudioSystem.getAudioInputStream(new File(wavFile2));
AudioInputStream emptyClip =
AudioSystem.getAudioInputStream(new File(emptyWavPath));
AudioInputStream appendedFiles =
new AudioInputStream(
new SequenceInputStream(clip1, emptyClip),
clip1.getFormat(),
clip1.getFrameLength() + 100
);
clip1 = appendedFiles;
appendedFiles =
new AudioInputStream(
new SequenceInputStream(clip1, clip2),
clip1.getFormat(),
clip1.getFrameLength() + clip2.getFrameLength()
);
AudioSystem.write(appendedFiles, AudioFileFormat.Type.WAVE, new File(newWavFilePath));
} catch (Exception e) {
e.printStackTrace();
}
}
I also have similar problems to yours while developing a frequency generating methods set on android, so I digged everywhere alot in the APIs of android references and java se 1.7 docs. But there do not exist easily-exchangeable alternatives of class AudioInputStream and even also class AudioSystem found in your code.
If you want use your legacy you may have to revise and refactor several items. In my cases, I used InputStream and ByteArrayInputStream (java.io) for that, and recording and systematic some actions will be managed by AudioRecord and AudioManager (android.media). Note that AudioFormat in android and java7 are different its internal characteristics. If I cleared my issues upon the audio manipulation, I will attach a piece of sample code for you.

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