Java spectrogram images: mp3 and microphone - java

First of all i'm working on a little project to see the spectrum from some sounds.
I got this working with a microphone:
alt text http://img25.imageshack.us/img25/4271/spectrumanalyzerfourier.png
The image above is just me talking and shouting through a microphone for a few seconds. This looks good to me.
But when I try to read an MP3 file and make a spectogram image of it it looks a bit different. I tried the Aphex Twin - Windowlicker where you should normally see a face in the spectrogram image or at least some more darker colors. But it doesn't look so good:
alt text http://img10.imageshack.us/img10/3475/aphextwinhmm.png
Here is what I did with the microphone:
byte tempBuffer[] = new byte[10000];
ByteArrayOutputStream out = new ByteArrayOutputStream();
counter = 20;
// Microphone
while (counter != 0) {
int count = line.read(tempBuffer, 0, tempBuffer.length);
if (count > 0) {
out.write(tempBuffer, 0, count);
}
counter--;
}
out.close();
// FFT code below ...
byte audio[] = out.toByteArray();
// ...
And this is how I do it with the MP3:
I used the same code to do the transformation and visualization only the audio capturing part is different (I only adjusted the hight in the drawing method to see if there is a difference but there wasn't one):
byte tempBuffer[] = new byte[10000];
ByteArrayOutputStream out = new ByteArrayOutputStream();
FileInputStream input = null;
File mp3 = new File("Aphex Twin - Widowlicker.mp3");
input = new FileInputStream(mp3);
int len;
while((len = input.read(tempBuffer)) > 0) {
out.write(tempBuffer, 0, len);
}
out.close();
input.close();
// FFT code below ...
byte audio[] = out.toByteArray();
// ...
It would be nice if somebody could point me out what I am doing wrong with the MP3 file.
These are my settings:
Sample rate: 44100
Bit per sample: 8
Channels: 1 (mono)
signed: true
big endian: true (i'm using AudioFormat in Java)
tempBuffer to read audio: 10000 ( byte tempBuffer[] = new byte[10000]; )
and for the FFT I split the audio in chuncks of 4096 (must be a power of 2)
By the way: are these settings ok or should I use 16bps or stereo or is 10000 for the buffer too much or 4096 to small/big ?
Thanks in advance

MP3 is a compressed audio format. You should first decompress the data before you can use it as an audio stream comparable to the data from your microphone. The raw MP3 data has maximum entropy and should look much like white noise, which it does in you spectrogram.

Related

MP3 Files get distorted during read process

I'm currently working on an application that plays back sound. I implemented playback for standard WAV File with the Java Sound API, no problems there, everything working fine. Now I want to add support for MP3 as well, but I'm having a strange problem: the playback gets distorted. I'm trying to figure out what I'm doing wrong, I would appreciate any leads in the right direction.
I'm using the Mp3SPI (http://www.javazoom.net/mp3spi/documents.html) for playing back the Mp3 Files.
I have already tried to take a look at the output and recorded a wav-file with the output I get from the mp3, then I compared the waveforms of the original and the recorded file. As it turns out, in the recorded file there are a lot of samples that are 0, or very close to it. Longer tones get broken up and the waveform returns to 0 all the time, then jumping back to the place the waveform is in the original.
I open the file like this:
private AudioInputStream mp3;
private AudioInputStream rawMp3;
private void openMP3(File file) {
// open the Audio INput Stream
try {
rawMp3 = AudioSystem.getAudioInputStream(file);
AudioFormat baseFormat = rawMp3.getFormat();
AudioFormat decodedFormat = new AudioFormat(AudioFormat.Encoding.PCM_SIGNED,
baseFormat.getSampleRate(),
16,
baseFormat.getChannels(),
baseFormat.getChannels() * 2,
baseFormat.getSampleRate(),
false);
mp3 = AudioSystem.getAudioInputStream(decodedFormat, rawMp3);
} catch (UnsupportedAudioFileException | IOException ex) {
Logger.getLogger(SoundFile.class.getName()).log(Level.SEVERE, null, ex);
}
}
The part where I read the Mp3 File:
byte[] data = new byte[length];
// read the data into the buffer
int nBytesRead = 0;
while (nBytesRead != - 1 && nBytesRead < length) {
nBytesRead = mp3.read(data, 0, data.length - nBytesRead);
}
Also I convert the byte-array to doubles, perhaps I do something wrong here (I'm fairly new to using bitwise operators, so maybe there is the problem
double[][] frameBuffer = new double[2][1024]; // 2 channel stereo buffer
int nFramesRead = 0;
int byteIndex = 0;
// convert the data into double and write it to frameBuffer
for (int i = 0; i < length; ++i) {
for (int c = 0; c < 2; ++c) {
byte a = data[byteIndex++];
byte b = data[byteIndex++];
int val = a | b << 8; // a is the least significant byte. | functions as a + here. b << 8 moves 8 zeroes to the end of b.
frameBuffer[c][i] = (double) val / (double) Short.MAX_VALUE;
nFramesRead++;
}
}
The double-array is then later used to play back the sound. When playing a wav file, I do the exact same thing to the buffer, so I'm pretty sure it has to be something during the read process, not me sending faulty bytes to the ouput.
I would expect this to work out of the box with Mp3SPI, but somehow something breaks the audio along the way.
I am also open to trying other libraries to play back the MP3, if you have any recommendations. Just a Decoder for the raw MP3 Data would actually be enough.
As it turns out, the AudioFormat from the mp3 (input) and the AudioFormat of the output didnt match, obviously resulting in distortion. So with those matched up, playback is fine!

Performance issues with converting mp3 file input stream to byte output stream

I would like to extract byte array from a given mp3 file in order to apply fast fourier transform on the latter. The performed FFT will give me some features for my pet-project musical -- recommendation system.
I have written the following code to extract the bytes from a given mp3 file:
public class TrackSample {
private static byte[] readBytesInPredefinedFormat(TargetDataLine format, InputStream inStream) throws IOException {
ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream();
byte[] buffer = new byte[8192];
int bytesRead;
while ((bytesRead = inStream.read(buffer)) > 0) {
int count = format.read(buffer, 0, buffer.length);
if (count > 0) {
byteArrayOutputStream.write(buffer, 0, count);
}
byteArrayOutputStream.write(buffer, 0, bytesRead);
}
byte[] bytes = byteArrayOutputStream.toByteArray();
byteArrayOutputStream.close();
inStream.close();
return bytes;
}
public static byte[] getTrackBytes(String pathToTrackSample) throws IOException, LineUnavailableException {
FileInputStream fileInputStream = new FileInputStream(pathToTrackSample);
final AudioFormat format = CurrentAudioFormat.getAudioFormat(); //Fill AudioFormat with the wanted settings
DataLine.Info info = new DataLine.Info(TargetDataLine.class, format);
TargetDataLine line = (TargetDataLine) AudioSystem.getLine(info);
line.open(format);
line.start();
return readBytesInPredefinedFormat(line, fileInputStream);
}
}
And the specified audio format is
public class CurrentAudioFormat {
public static AudioFormat getAudioFormat(){
float sampleRate = 44100;
int sampleSizeInBits = 8;
int channels = 1; //mono
boolean signed = true;
boolean bigEndian = true;
return new AudioFormat(sampleRate, sampleSizeInBits, channels, signed, bigEndian);
}
}
I tried to test this code on the following mp3 file:
File type ID: MPG3
Num Tracks: 1
----
Data format: 2 ch, 44100 Hz, '.mp3' (0x00000000) 0 bits/channel, 0 bytes/packet, 1152 frames/packet, 0 bytes/frame
no channel layout.
estimated duration: 104.176325 sec
audio bytes: 4167053
audio packets: 3988
bit rate: 320000 bits per second
packet size upper bound: 1052
maximum packet size: 1045
audio data file offset: 3169
optimized
audio 4591692 valid frames + 576 priming + 1908 remainder = 4594176
The system characteristics are:
processor: Intel core i5, 1.4 GHz;
RAM: DDR3, 4Gb
OS: Mac OS X El Captain
It took roughly 5 minutes to extract the byte array from this mp3 file.
What are the possible bottlenecks and how can I improve them?
To read the bytes you just need
while ((bytesRead = inStream.read(buffer)) > -1) {
byteArrayOutputStream.write(buffer, 0, bytesRead);
}
I dont know why you are reading twice.
To make sure that what you got is right try to resave it to a new audio file.
--
The standard way to read the audio file is
AudioInputStream audioInputStream=null;
try {
audioInputStream=AudioSystem.getAudioInputStream(new File(file));
}
catch(UnsupportedAudioFileException auf) { auf.printStackTrace(); }
then you pass this audioInputStream to your reading method.

Weird behaviout of Java AudioFormat when bits per sample change

I am trying to play a audio stream that is returned to me by a server via UDP. The server uses DPCM to encode the audio, thus every byte contains two audio samples. When I play the audio with 8 bits/sample everything works fine, but when I try with 16 doing AudioFormat DPCM = new AudioFormat(8000,16,1,true,false); the clip is shorter and not so clear. What am I doing wrong?
ByteArrayOutputStream sound_buffer = new ByteArrayOutputStream();
clientRequest = new DatagramPacket( sound_request_buffer, sound_request_buffer.length );
server.send(clientRequest);
for(int i=0;i<100;i++){
buffer = new byte[128];
serverResponse = new DatagramPacket( buffer, buffer.length);
client.receive(serverResponse);
sound_buffer.write(buffer);
}
byte[] encoded_sound = sound_buffer.toByteArray();
byte[] decoded_sound = new byte[2*encoded_sound.length];
byte msnibble = (byte)((encoded_sound[0]>>4) & 0x000F);
decoded_sound[0] = (byte)(msnibble - 8);
byte lsnibble = (byte)(encoded_sound[0] & 0x000F );
decoded_sound[1] = (byte) (decoded_sound[0] + lsnibble - 8);
for(int i=1;i<encoded_sound.length;i++){
msnibble = (byte)((encoded_sound[i] >> 4) & 0x000F);
decoded_sound[2*i] = (byte)(decoded_sound[2*i-1] + msnibble - 8);
lsnibble = (byte)(encoded_sound[i] & 0x000F );
decoded_sound[2*i+1] = (byte)(decoded_sound[2*i] + lsnibble - 8);
}
AudioFormat DPCM = new AudioFormat(8000,8,1,true,false);
SourceDataLine lineOut=AudioSystem.getSourceDataLine(DPCM);
lineOut.open(DPCM,decoded_sound.length);
lineOut.start();
lineOut.write(decoded_sound,0,decoded_sound.length);
The problem is that you are giving the SourceDataLine 8-bit audio and telling it to play it as if it were 16-bit audio. This will make it halve the playback time (because it uses twice the number of bits per sample). It also does weird stuff with the actual numbers that are used for the sound, but I'm not exactly sure what (I haven't tested your example.)
The AudioFormat doesn't format the audio, it tells the SourceDataLine how your audio is currently formatted so that it plays it correctly.
I'm not really sure what you want to do, and I guess it would depend on why you want 16-bit audio. You might need to request 16-bit audio from the server instead of 8-bit, or you might not even need the audio to be 16-bit.

Java: retrieving byte array from an 8 bit wav file and normalizing it to -1.0 to 1.0

Bear with me as Im very new with working with audio and I have been googling for days for a solution and not finding any.
So i retrieve the byte array of a .wav file with this (source: Wav file convert to byte array in java)
ByteArrayOutputStream out = new ByteArrayOutputStream();
BufferedInputStream in = new BufferedInputStream(new FileInputStream(WAV_FILE));
int read;
byte[] buff = new byte[1024];
while ((read = in.read(buff)) > 0)
{
out.write(buff, 0, read);
}
out.flush();
byte[] audioBytes = out.toByteArray();
And then i convert the byte array to a float array and normalize it from -1.0 to 1.0. (source: Convert wav audio format byte array to floating point)
ShortBuffer sbuf =
ByteBuffer.wrap(audioBytes).order(ByteOrder.LITTLE_ENDIAN).asShortBuffer();
short[] audioShorts = new short[sbuf.capacity()];
sbuf.get(audioShorts);
float[] audioFloats = new float[audioShorts.length];
for (int i = 0; i < audioShorts.length; i++) {
audioFloats[i] = ((float)audioShorts[i])/0x8000;
}
return audioFloats;
Later i convert this to line drawings which outputs the waveform using java.swing
class Panel2 extends JPanel {
float[] audioFloats;
Dimension d;
public Panel2(Dimension d, float[] audioFloats) {
// set a preferred size for the custom panel.
this.d = d;
setPreferredSize(d);
this.audioFloats = audioFloats;
}
#Override
public void paint(Graphics g) {
//super.paintComponent(g);
super.paint(g);
//shift by 45 because first 44 bytes used for header
for (int i = 45; i<audioFloats.length; i++){
Graphics2D g2 = (Graphics2D) g;
float inc = (i-45)*((float)d.width)/((float)(audioFloats.length-45-1));
Line2D lin = new Line2D.Float(inc, d.height/2, inc, (audioFloats[i]*d.height+d.height/2));
g2.draw(lin);
}
}
}
The waveform only looks right for 16 bit wav files (ive cross checked with goldwave and both my waveform and their waveform look similar for 16 bits).
How do i do this for 8 bit .wav files?
Because this is for homework, my only restriction is read the wav file byte by byte.
I also know the wav files are PCM coded and have the first 44 bytes reserved as the header
You need to adapt this part of the code:
ShortBuffer sbuf =
ByteBuffer.wrap(audioBytes).order(ByteOrder.LITTLE_ENDIAN).asShortBuffer();
short[] audioShorts = new short[sbuf.capacity()];
sbuf.get(audioShorts);
float[] audioFloats = new float[audioShorts.length];
for (int i = 0; i < audioShorts.length; i++) {
audioFloats[i] = ((float)audioShorts[i])/0x8000;
}
You don't need ByteBuffer at all—you already have your byte array. So just convert it to floats:
float[] audioFloats = new float[audioBytes.length];
for (int i = 0; i < audioBytes.length; i++) {
audioFloats[i] = ((float)audioBytes[i])/0x80;
}
Audio streams are usually interleaved with one channel of data then the opposite channel of data. So for example the first 16 bits would be the left channel, then the next 16 bits would be the right channel. Each of these is considered 1 frame of data. I would make sure that your 8 bit stream is only one channel because it looks like the methods are only set up to read one channel.
Also in your example to convert the frames you are grabbing the individual channel as a short then finding a decimal by dividing that by 0x8000 hex or the maximum value of a signed short.
short[] audioShorts = new short[sbuf.capacity()];
sbuf.get(audioShorts);
...
audioFloats[i] = ((float)audioShorts[i])/0x8000;
My guess is that you need to read the 8 byte stream as a type 'byte' instead of a short then divide that by 128 or the maximum value of a signed 8 bit value. This will involve making a whole new method that processes 8 bit streams instead of 16 bit streams. With the following changes.
byte[] audioBytes = new byte[sbuf.capacity()];
sbuf.get(audioBytes);
...
audioFloats[i] = ((float)audioBytes[i])/0x80;

Generating sound with javax.sound.sampled

I'm trying to generate sound with Java. In the end, I'm willing to continuously send sound to the sound card, but for now I would be able to send a unique sound wave.
So, I filled an array with 44100 signed integers representing a simple sine wave, and I would like to send it to my sound card, but I just can't get it to work.
int samples = 44100; // 44100 samples/s
int[] data = new int[samples];
// Generate all samples
for ( int i=0; i<samples; ++i )
{
data[i] = (int) (Math.sin((double)i/(double)samples*2*Math.PI)*(Integer.MAX_VALUE/2));
}
And I send it to a sound line using:
AudioFormat format = new AudioFormat(Encoding.PCM_SIGNED, 44100, 16, 1, 1, 44100, false);
Clip clip = AudioSystem.getClip();
AudioInputStream inputStream = new AudioInputStream(ais,format,44100);
clip.open(inputStream);
clip.start();
My problem resides between these to code snippets. I just can't find a way to convert my int[] to an input stream!
Firstly I think you want short samples rather than int:
short[] data = new short[samples];
because your AudioFormat specifies 16-bit samples. short is 16-bits wide but int is 32 bits.
An easy way to convert it to a stream is:
Allocate a ByteBuffer
Populate it using putShort calls
Wrap the resulting byte[] in a ByteArrayInputStream
Create an AudioInputStream from the ByteArrayInputStream and format
Example:
float frameRate = 44100f; // 44100 samples/s
int channels = 2;
double duration = 1.0;
int sampleBytes = Short.SIZE / 8;
int frameBytes = sampleBytes * channels;
AudioFormat format =
new AudioFormat(Encoding.PCM_SIGNED,
frameRate,
Short.SIZE,
channels,
frameBytes,
frameRate,
true);
int nFrames = (int) Math.ceil(frameRate * duration);
int nSamples = nFrames * channels;
int nBytes = nSamples * sampleBytes;
ByteBuffer data = ByteBuffer.allocate(nBytes);
double freq = 440.0;
// Generate all samples
for ( int i=0; i<nFrames; ++i )
{
double value = Math.sin((double)i/(double)frameRate*freq*2*Math.PI)*(Short.MAX_VALUE);
for (int c=0; c<channels; ++ c) {
int index = (i*channels+c)*sampleBytes;
data.putShort(index, (short) value);
}
}
AudioInputStream stream =
new AudioInputStream(new ByteArrayInputStream(data.array()), format, nFrames*2);
Clip clip = AudioSystem.getClip();
clip.open(stream);
clip.start();
clip.drain();
Note: I changed your AudioFormat to stereo, because it threw an exception when I requested a mono line. I also increased the frequency of your waveform to something in the audible range.
Update - the previous modification (writing directly to the data line) was not necessary - using a Clip works fine. I have also introduced some variables to make the calculations clearer.
If you want to play a simple Sound, you should use a SourceDataLine.
Here's an example:
import javax.sound.sampled.*;
public class Sound implements Runnable {
//Specify the Format as
//44100 samples per second (sample rate)
//16-bit samples,
//Mono sound,
//Signed values,
//Big-Endian byte order
final AudioFormat format=new AudioFormat(44100f,16,2,true,true);
//Your output line that sends the audio to the speakers
SourceDataLine line;
public Sound(){
try{
line=AudioSystem.getSourceDataLine(format);
line.open(format);
}catch(LineUnavailableExcecption oops){
oops.printStackTrace();
}
new Thread(this).start();
}
public void run(){
//a buffer to store the audio samples
byte[] buffer=new byte[1000];
int bufferposition=0;
//a counter to generate the samples
long c=0;
//The pitch of your sine wave (440.0 Hz in this case)
double wavelength=44100.0/440.0;
while(true){
//Generate a sample
short sample=(short) (Math.sin(2*Math.PI*c/wavelength)*32000);
//Split the sample into two bytes and store them in the buffer
buffer[bufferposition]=(byte) (sample>>>8);
bufferposition++;
buffer[bufferposition]=(byte) (sample & 0xff);
bufferposition++;
//if the buffer is full, send it to the speakers
if(bufferposition>=buffer.length){
line.write(buffer,0,buffer.length);
line.start();
//Reset the buffer
bufferposition=0;
}
}
//Increment the counter
c++;
}
public static void main(String[] args){
new Sound();
}
}
In this example you're continuosly generating a sine wave, but you can use this code to play sound from any source you want. You just have to make sure that you format the samples right. In this case, I'm using raw, uncompressed 16-bit samples at a sample rate of 44100 Hz. However, if you want to play audio from a file, you can use a Clip object
public void play(File file){
Clip clip=AudioSystem.getClip();
clip.open(AudioSystem.getAudioInputStream(file));
clip.loop(1);
}

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