What's the simplest way to concatenate two WAV files in Java 1.6? (Equal frequency and all, nothing fancy.)
(This is probably sooo simple, but my Google-fu seems weak on this subject today.)
Here is the barebones code:
import java.io.File;
import java.io.IOException;
import java.io.SequenceInputStream;
import javax.sound.sampled.AudioFileFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
public class WavAppender {
public static void main(String[] args) {
String wavFile1 = "D:\\wav1.wav";
String wavFile2 = "D:\\wav2.wav";
try {
AudioInputStream clip1 = AudioSystem.getAudioInputStream(new File(wavFile1));
AudioInputStream clip2 = AudioSystem.getAudioInputStream(new File(wavFile2));
AudioInputStream appendedFiles =
new AudioInputStream(
new SequenceInputStream(clip1, clip2),
clip1.getFormat(),
clip1.getFrameLength() + clip2.getFrameLength());
AudioSystem.write(appendedFiles,
AudioFileFormat.Type.WAVE,
new File("D:\\wavAppended.wav"));
} catch (Exception e) {
e.printStackTrace();
}
}
}
The WAV header should be not be too hard to parse, and if I read this header description correctly, you can just strip the first 44 bytes from the second WAV and simply append the bytes to the first one. After that, you should of course change some of the header fields of the first WAV so that they contain the correct new length.
I found this (AudioConcat) via the "Code Samples & Apps" link on here.
Your challenge though occurs if the two WAV files don't have the exact same format in the wave header.
If the wave formats on the two files aren't the same, you're going to have to find a way to transmogrify them so they match.
That may involve an MP3 transcode or other kinds of transcoding (if one of them is encoded with an MP3 codec).
Related
I'm quite a newbie in JAVA and I am trying to read a clip. Here is my code :
import java.io.BufferedInputStream;
import java.io.File;
import java.io.FileInputStream;
import java.io.InputStream;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.LineEvent;
import javax.sound.sampled.LineListener;
public class TestClipBis {
protected static AudioFormat audioFormat;
public static void main(String[] args) throws Exception {
// Specification of the sound to play
// No control. We assume that the sound can be played on audio system
//File soundFile = new File("chimes.wav");
File soundFile = new File("test.wav");
InputStream is = new FileInputStream(soundFile);
InputStream bufferedIn = new BufferedInputStream(is);
//AudioInputStream sound = AudioSystem.getAudioInputStream(soundFile);
AudioInputStream sound = AudioSystem.getAudioInputStream(bufferedIn);
audioFormat = sound.getFormat();
System.out.println(audioFormat);
// Loading the sound into the memory (a Clip)
DataLine.Info info = new DataLine.Info(Clip.class, sound.getFormat());
System.out.println(info);
//Clip clip = (Clip) AudioSystem.getClip();
Clip clip = (Clip) AudioSystem.getLine(info);
System.out.println("Sound frame lenght : "+sound.getFrameLength());
System.out.println("Clip FrameLength before opening : "+clip.getFrameLength());
System.out.println("Clip will open - "+info);
System.out.println("Info format : "+info.getLineClass());
// Check before this line that everything is in memory
// Yes, but how ?
clip.open(sound);
System.out.println("Clip is open");
System.out.println("Clip FrameLength after opening : "+clip.getFrameLength());
// Due to a bug in Java Sound,
// we explicitly out of the VM when the sounds stop
clip.addLineListener(new LineListener() {
public void update(LineEvent event) {
if (event.getType() == LineEvent.Type.STOP) {
System.out.println("Methode de sortie");
event.getLine().close();
System.exit(0);
}
}
});
// Playing the clip
clip.start();
System.out.println("IsActive : "+clip.isActive());
//clip.close();
}
}
My problem is how to be sure that the clip is loaded in memory before opening and playing it ? With the above code, when I open and play the sound file, I have few seconds of playing but never the same length, randomly, and never the full song.
Or should I use something else than a clip to play a song? But I want to "move" into the song and not only streaming it from the start to the end.
Edit:
Ok, I tried few things. First, I tried to see if the "ByteArrayOuptputStream" was written. I had a "println" in the loop and yes, all is written but it don't fix the problem.
Then, when I open the clip, I tried to add the parameters : audioformat, bytearray, startpoint, bufferlength. Nothing better.
Then, I noticed that when the sounds stop, the method to exit was used. So, I tried to "mute" that method (with comment signs). The result is different : it read the file but the sound is jerky. And when I check the CPU use, it's around 100%. Is it a first clue to guess what's the problem ?
I tried to make a loop that indicates the frameposition after the start : all the frames are read but the sound is still jerky.
I also tried the thead.sleep before and after the start method : nothing better.
So, here is the code I use. Many code parts are between "comment quotes" because they are try, unsuccessfull...
import java.io.ByteArrayInputStream;
import java.io.ByteArrayOutputStream;
import java.io.File;
import java.io.FileInputStream;
import java.nio.ByteBuffer;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.LineEvent;
import javax.sound.sampled.LineListener;
public class TestBufferedClip {
protected static AudioFormat audioFormat;
public static ByteBuffer buffer;
public static void main(String[] args) throws Exception {
// Specification of the sound to play
// No control. We assume that the sound can be played on audio system
//File soundFile = new File("chimes.wav");
File soundFile = new File("test.wav");
FileInputStream fis = new FileInputStream(soundFile);
ByteArrayOutputStream baos = new ByteArrayOutputStream((int)soundFile.length());
byte[] buf = new byte[1024];
int n = 0;
int loop = 0;
while ((n=fis.read(buf))>=0) {
baos.write(buf);
buf=new byte[1024];
System.out.println("Loop = "+loop);
loop+=1;
}
byte[] ba = baos.toByteArray();
System.out.println("ByteArray size : "+ba.length);
ByteArrayInputStream bais = new ByteArrayInputStream(ba);
//AudioInputStream sound = AudioSystem.getAudioInputStream(soundFile);
AudioInputStream sound = AudioSystem.getAudioInputStream(bais);
audioFormat = sound.getFormat();
System.out.println(audioFormat);
// Loading the sound into the memory (a Clip)
DataLine.Info info = new DataLine.Info(Clip.class, sound.getFormat());
System.out.println("Info :"+info);
//Clip clip = (Clip) AudioSystem.getClip();
Clip clip = (Clip) AudioSystem.getLine(info);
System.out.println("Sound frame lenght : "+sound.getFrameLength());
System.out.println("Info format : "+info.getLineClass());
// Check before this line that everything is in memory
// Yes, but how ?
clip.open(audioFormat, ba, 0, ba.length);
//clip.open(sound);
System.out.println("Clip is open");
System.out.println("Clip FrameLength after opening : "+clip.getFrameLength());
// Due to a bug in Java Sound,
// we explicitly out of the VM when the sounds stop
/*
clip.addLineListener(new LineListener() {
public void update(LineEvent event) {
if (event.getType() == LineEvent.Type.STOP) {
System.out.println("Methode de sortie");
event.getLine().close();
System.exit(0);
}
}
});
*/
// Playing the clip
System.out.println("Before thread sleep");
try {
Thread.sleep(31000);
} catch (InterruptedException e){
e.printStackTrace();
}
System.out.println("After thread sleep");
clip.start();
System.out.println("IsActive : "+clip.isActive());
/*
while (clip.isActive()==true) {
System.out.println("Position = "+clip.getFramePosition());
}
*/
//clip.close();
}
}
#Phil Freihofner :
I thought about your solution to read and discards data until I reach my "start" point. You wrote "In order to start at a point within the audio file, using a SourceDataLine, you would have to read and discard data from the audio input line until you got to the desired starting spot". How do you do that ? When I use the "SourceDataLine" method, my start method is a loop with a line.write(bytes, 0, bytesreads); to point the sound on the speakers.
So, how do you just read and discard ? I didn't find any "read" method with the line.
javax.sound.sampled supports two objects for playing back audio. The Clip, as you are using, has to be loaded completely into memory before one can play it back. On the plus side, it is also easy to position the playback to start from within the Clip, either using microseconds or frame position.
I see no benefit from first loading the sound into a byte buffer. That is a redundant level of buffering for Clips. I'd only do it if you were trying to do DSP or something else that requires getting to the data, something beyond the Clip's built in ability to set a start point.
If you are able to preload the possible audio choices as Clips before they are selected, that might be the best solution, as long as you don't run out of RAM.
The other option for playback is a SourceDataLine. It reads and plays back the file on a per-buffer basis. Thus, it can start up quicker than an unloaded Clip (no need to load the entire file into memory first). However, once the Clip is preloaded, the Clip will play back without having to do repeated file loads.
In order to start at a point within the audio file, using a SourceDataLine, you would have to read and discard data from the audio input line until you got to the desired starting spot. You can do this by counting frames (the format will tell you the number of bytes per frame). This reading and discarding would disrupt timing a bit, but my experience has been that reading and discarding audio data is a couple of orders of magnitude faster than playback, since playback involves blocking queues to keep the output at the required frame rate.
Check the Java Sound Tutorials for more info, which includes links to the Clip and SourceDataLine APIs.
Here is an example of the loading of a Clip:
File soundFile = new File("test.wav");
AudioInputStream sound = AudioSystem.getAudioInputStream(soundFile);
DataLine.Info info = new DataLine.Info(Clip.class, sound.getFormat());
Clip clip = (Clip) AudioSystem.getLine(info);
clip.open(sound);
The data from test.wav should now be in RAM. All that other stuff you have using byte buffers and buffered lines is unnecessary.
When you are ready to play, use clip.setMicrosecondPosition(long milliseconds) to set your sound to start at the desired location, (not needed if you are starting from the beginning, unless you've already played the Clip, in which case the position will be where it was when you stopped). Then use clip.start() to commence playing.
IMPORTANT NOTE: playback will end prematurely if the program running it exits. One way to test this is to put a Thread.sleep(long milliseconds) command after the clip.start(), where the value of milliseconds is longer than the length of the clip. But that is not a real solution, just a diagnostic to prevent the program from closing the clip playback thread. You should be handling keeping the program running from the main threads, not the thread with the audio playback.
First read whole into a byte buffer. Do this by copying all content from file to ByteArrayOutputStream. This way you will have whole media content in memory. Now you can wrap array from ByteArrayOutputStream.toByteArray() into ByteArrayInputStream and provide that pure in-memory stream as audio input stream.
I made an quick app in Java to see if I was able to connect to my SHOUTcast and stream from it, and it worked with the following code:
import java.io.BufferedInputStream;
import java.io.InputStream;
import java.io.OutputStream;
import java.net.Socket;
import java.net.URL;
import javax.swing.JFrame;
import javazoom.jl.player.Player;
public class Start {
public static void main(String[] args){
JFrame window = new JFrame();
window.setVisible(true);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
try {
URL url=new URL("http://devllama.pwnz.org:88");
Socket socket=new Socket(url.getHost(), url.getPort());
OutputStream os=socket.getOutputStream();
String user_agent = "BrennynSabar/0.5";
String req="GET / HTTP/1.0\r\nuser-agent: "+user_agent+"\r\nIcy-MetaData: 1\r\nConnection: keep-alive\r\n\r\n";
os.write(req.getBytes());
InputStream is=socket.getInputStream();
BufferedInputStream bis = new BufferedInputStream(is);
Player player = new Player(bis);
player.play();
}
catch (Exception e){
e.printStackTrace();
}
}
}
It connects and plays, the audio sounds pretty good, but theres a random squeaking sound in the background, I know its not the SHOUTcast server because you can connect using VLC or something and it wont be there. Also once in a while, the song gets choppy, but I am pretty sure its my connection. Any help will be be awesome, thanks.
An optional part of a shoutcast stream is periodic metadata blocks.
At the beginning of the fake HTTP connection there are headers which this code is currently passing off as MP3 data.
One of those headers may be a header "icy-metaint" set to N where N is the number of bytes between each metadata block. If the header is missing then the metadata blocks aren't present. The first byte of the metadata block contains the length in 16 byte increments of metadata (eg: 1 means 16 bytes of metadata). The metadata is then padded with nulls at he end if it doesn't come out to an even 16 bytes.
Your MP3 decoder is reading these metadata blocks as MP3 data and it comes out as blips.
I have tried all the following:
import java.io.BufferedInputStream;
import java.io.File;
import java.io.FileInputStream;
import java.io.IOException;
import java.io.InputStream;
import java.net.URLConnection;
import java.nio.file.Files;
public class mimeDicom {
public static void main(String[] argvs) throws IOException{
String path = "Image003.dcm";
String[] mime = new String[3];
File file = new File(path);
mime[0] = Files.probeContentType(file.toPath());
mime[1] = URLConnection.guessContentTypeFromName(file.getName());
InputStream is = new BufferedInputStream(new FileInputStream(file));
mime[2] = URLConnection.guessContentTypeFromStream(is);
for(String m: mime)
System.out.println("mime: " + m);
}
}
But the results are still: mime: null for each of the tried methods above and I really want to know if the file is a DICOM as sometimes they don't have the extension or have a different one.
How can I know if the file is a DICOM from the path?
Note: this is not a duplicate of How to accurately determine mime data from a file? because the excellent list of magic numbers doesn't cover DICOM files and the apache tika gives application/octet-stream as return which doesn't really identify it as an image and it's not useful as the NIfTI files (among others) get the exactly same MIME from Tika.
To determine if a file is Dicom, you best bet is to parse the file yourself and see if it contains the magic bytes "DICM" at the file offset 128.
The first 128 bytes are usually 0 but may contain anything.
I have this simple code to concatenate two wav files. Its pretty simple and the code runs without any errors. But there is a problem with the output file. The output file generated does not play, and surprisingly its size is only 44 bytes whereas my input files "a.wav" & "b.wav" are both more than 500Kb in size.
Here is my code:
import java.io.File;
import java.io.IOException;
import java.io.SequenceInputStream;
import javax.sound.sampled.AudioFileFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
public class WavConcat {
public static void main(String[] args) {
String wFile1 = "./sounds/a.wav";
String wFile2 = "./sounds/b.wav";
try {
AudioInputStream clip1 = AudioSystem.getAudioInputStream(new File(wFile1));
AudioInputStream clip2 = AudioSystem.getAudioInputStream(new File(wFile2));
AudioInputStream appendedFiles =
new AudioInputStream(
new SequenceInputStream(clip1, clip2),
clip1.getFormat(),
clip1.getFrameLength() + clip2.getFrameLength());
AudioSystem.write(appendedFiles,
AudioFileFormat.Type.WAVE,new File("./sounds/ab.wav"));
} catch (Exception e) {
e.printStackTrace();
}
}
}
Try this kind of structure. This worked for me
List audioInputStreamList = new ArrayList();
String wFile1 = "./sounds/a.wav";
String wFile2 = "./sounds/b.wav";
AudioInputStream audioInputStream1 = AudioSystem.getAudioInputStream(new File(wFile1));
AudioInputStream audioInputStream2 = AudioSystem.getAudioInputStream(new File(wFile2));
audioInputStreamList.add(audioInputStream1);
audioInputStreamList.add(audioInputStream2);
AudioFormat audioFormat = audioInputStream1.getFormat(); // audioInputStream2 format also same
AudioInputStream udioInputStream = new SequenceAudioInputStream(audioFormat,audioInputStreamList);
AudioSystem.write(audioInputStream, AudioFileFormat.Type.WAVE,new File("./sounds/ab.wav"));
UPDATE
check for SequenceAudioInputStream
clip1.getFormat() returns-->
MPEG2L3 24000.0 Hz, unknown bits per sample, mono, unknown frame size, 41.666668 frames/second
clip2.getFormat() returns-->
MPEG2L3 24000.0 Hz, unknown bits per sample, mono, unknown frame size, 41.666668 frames/second
That is an odd format. I can imagine the 'unknown bits per sample' is causing a problem, but also the MPEG2L3, since JavaSound has no inbuilt encoder for MP3. It seems like they are not encoded properly. Try loading them in sound editing software and save them as a type of WAV or AU that Java Sound can understand 'out of the box'. Hopefully the editing software:
Can understand the broken MP3, and..
Will write a valid WAV or AU.
If you can convert them to 8 bit mono & 8KHz during the conversion, it might reduce the byte[] size by a factor of 6 to 1. 8KHz is considered good enough to understand speech, and for this use you need to serve the bytes of the combined sound out to the browser - so reducing it in size is crucial.
Here is my code that concatenates four wav files and produces wavAppended.wav. This concatenated file nicely plays in Windows Media Player.
But through the PlaySound class, only the one.wav can be heard.
Can anyone help?
class PlaySound extends Object implements LineListener
{
File soundFile;
JDialog playingDialog;
Clip clip;
public void PlaySnd(String s) throws Exception
{
JFileChooser chooser = new JFileChooser();
soundFile = new File(s);
Line.Info linfo = new Line.Info(Clip.class);
Line line = AudioSystem.getLine(linfo);
clip = (Clip) line;
clip.addLineListener(this);
AudioInputStream ais = AudioSystem.getAudioInputStream(soundFile);
clip.open(ais);
clip.start();
}
public void update(LineEvent le)
{
LineEvent.Type type = le.getType();
playingDialog.setVisible(false);
clip.stop();
clip.close();
}
}
public class Main
{
public static void main(String[] args)
{
int i;
String wavFile[] = new String[4];
wavFile[0] = "D://one.wav";
wavFile[1] = "D://two.wav";
wavFile[2] = "D://three.wav";
wavFile[3] = "D://space.au";
AudioInputStream appendedFiles;
try
{
AudioInputStream clip0=AudioSystem.getAudioInputStream(new File(wavFile[0]));
AudioInputStream clip1=AudioSystem.getAudioInputStream(new File(wavFile[1]));
AudioInputStream clip3;
for (i=0;i<4;i++)
{
appendedFiles = new AudioInputStream(
new SequenceInputStream(clip0, clip1),
clip0.getFormat(),
clip0.getFrameLength() + clip1.getFrameLength());
AudioSystem.write(appendedFiles, AudioFileFormat.Type.WAVE, new File("D:\\wavAppended.wav"));
clip3 = AudioSystem.getAudioInputStream(new File("D:\\wavAppended.wav"));
clip0=clip3;
clip1 = AudioSystem.getAudioInputStream(new File(wavFile[i+2]));
}
PlaySound p = new PlaySound();
p.PlaySnd("D://wavAppended.wav");
}
catch (Exception e)
{
e.printStackTrace();
}
}
}
WAV files don't work that way -- you can't just throw multiple files together (same as you can't concatenate JPEG images, for instance), as there's a header on the data, and there are multiple different formats the data may be in. I'm surprised that the file loads at all.
To get you started with the WAV processing you may have a look at my small project. It can copy and paste WAV files together based on an time index file. The project should contain all the Java WAV processing you need (using javax.sound.sampled). The Butcher implementation and Composer contain the actual processing.
The idea is simple: take input audio files and create a index of words
contained in these files. The index entry is the word, start time and
end time. When a new sentence is created it will be stitched together
with single words taken from the index.
The AudioInputStream is the main class to interact with the Java Sound
API. You read audio data from it. If you create audio data you do this
by creating a AudioInputStream the AudioSystem can read from. The
actual encoding is done by the AudioSystem implementation depending on
the output audio format.
The Butcher class is the one concerned with audio files. It can read
and write audio files and create AudioInputStreams from an input byte
array. The other interesting think the Butcher can is cutting samples
from a AudioInputStream. The AudioInputStream consists of frames that
represent the samples of the PCM signal. Frames have a length of
multiple bytes. To cut a valid range of frames from the
AudioInputStream one has to take the frame size into account. The
start and end time in milliseconds have to be translated to start byte
and end bytes of the start frame and end frame. (The start and end
data is stored as timestamps to keep them independent from the
underlying encoding of the file used.)
The Composer creates the output file. For a given sentence it takes
the audio data for each word from the input files, concatenates the
audio data and writes the result to disk.
In the end you'll need some understanding of the PCM and the WAV format. The Java sound API does not abstract that away.
In above given example you need to use the SequenceInputStream then it will work fine. please find my code below to join two files.
import java.io.File;
import java.io.IOException;
import java.io.SequenceInputStream;
import javax.sound.sampled.AudioFileFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
public class JoinWav{
public static void main(String... args) throws Exception{
String wav_1 = "1497434542598100215.wav";
String wav_2 = "104860397153760.wav";
AudioInputStream stream_1 = AudioSystem.getAudioInputStream(new File(wav_1));
AudioInputStream stream_2 = AudioSystem.getAudioInputStream(new File(wav_2));
System.out.println("Info : Format ["+stream_1.getFormat()+"] Frame Length ["+stream_1.getFrameLength()+"]");
AudioInputStream stream_join = new AudioInputStream(new SequenceInputStream(stream_1,stream_2),stream_1.getFormat(),stream_1.getFrameLength()+stream_2.getFrameLength());
AudioSystem.write(stream_join,AudioFileFormat.Type.WAVE,new File("join.wav"));
}
}