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Streamloud

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In his normal voice. What are you doing? To an exiting student in accent. After a series of grunts and groans he manages to painfully walk back from the counter, sit down, and slide Chandler his coffee.

Chandler: Hey, will you grab me a cruller? Joey starts to groan and get up. Sit down! Will you go to the hospital?!

Joey: Dude! Hernia operations cost like, a lot probably. Chandler: I will loan you the money. Besides, as soon as my insurance kicks in I can get all the free operations I want!

Phoebe: No, we can go together! With one last mighty tug the combatants lose their grip and split, each holding one candlestick.

Ross: entering Look, I really need some help, okay? Why did I have to speak in a British accent?! What do I do? Rachel: Yeah, I mean, come on Ross, no one will even notice.

His partner is an 8-year-old boy. Joey: in a gravely, painful voice Okay. Casting Director 1: Hold it. He turns around and puts his hand in his pants and groans in relief.

In a relaxed voice. This one is for Purina One Dog Chow , an actual item. Please note the gratuitous product placement.

Pick up a bag today! Joey: Or, I could just point to it! Blah, blah, blah, Purina One , point to a bag today.

She just looks at him. Rachel: Okay! Picks up the phone and starts dialing. In an Irish accent "Hello Ross, this is Dr. Hangs up.

Chandler is helping to carry him in. Joey: Yeah! And hey, thanks for coming with me. And thanks again for helping me take a shower.

Joey: Hi Alex! Holds them both up. The Director: Okay. Got it? Alex nods yes. Joey: "Take could care of your Momma son. The Director: Cut!

Can you cry for us this time? Joey: Ah, just one thing umm, is it all right with you if I, if I scream right up until you say action? Joey: he stops screaming at action "Take good care of your Momma son.

He does. Take a look at this kiddo. Alex finally starts crying. We have a crying child! Roll the damn cameras!

Ross: in his head All right, keep going. We are phasing the accent out, phasing it out. So without out re-testing the results in the laboratory pronounced the British way the team would never have identified British the initial errors in their carbon dating analysis British.

Were there any questions at this point? One student raises his hand. Points to him. Ross: British Come again?

I was really nervous and the accent just uh, just came out. So, if we could just get back to the lecture. Umm, were there any questions?

Everyone raises their hands About paleontology. They all put their hands down. All right, look I was just trying to make a good first impression.

Obviously, I screwed up. So if you just give me another chance to make a good impression. At this moment Rachel bursts through the door.

Finally, playback from a Clip generally has less latency than buffered playback from a SourceDataLine. In other words, because the sound is preloaded into a clip, playback can start immediately instead of having to wait for the buffer to be filled.

As an example of the latter case, suppose you're monitoring sound input—that is, playing sound back as it's being captured.

If you don't have a mixer that can send input audio right back out an output port, your application program will have to take the captured data and send it to an audio-output mixer.

In this case, a SourceDataLine is more appropriate than a Clip. Another example of sound that can't be known in advance occurs when you synthesize or manipulate the sound data interactively in response to the user's input.

For example, imagine a game that gives aural feedback by "morphing" from one sound to another as the user moves the mouse. The dynamic nature of the sound transformation requires the application program to update the sound data continuously during playback, instead of supplying it all before playback starts.

Info object with Clip. Info as an argument to the getLine method of AudioSystem or Mixer. Obtaining a line just means you've gotten a way to refer to it; getLine doesn't actually reserve the line for you.

Because a mixer might have a limited number of lines of the desired type available, it can happen that after you invoke getLine to obtain the clip, another application program jumps in and grabs the clip before you're ready to start playback.

To actually use the clip, you need to reserve it for your program's exclusive use by invoking one of the following Clip methods:.

Despite the bufferSize argument in the second open method above, Clip unlike SourceDataLine includes no methods for writing new data to the buffer.

The bufferSize argument here just specifies how much of the byte array to load into the clip. It's not a buffer into which you can subsequently load more data, as you can with a SourceDataLine's buffer.

After opening the clip, you can specify at what point in the data it should start playback, using Clip's setFramePosition or setMicroSecondPosition methods.

Otherwise, it will start at the beginning. You can also configure the playback to cycle repeatedly, using the setLoopPoints method.

When you're ready to start playback, simply invoke the start method. To stop or pause the clip, invoke the stop method, and to resume playback, invoke start again.

The clip remembers the media position where it stopped playback, so there's no need for explicit pause and resume methods.

If you don't want it to resume where it left off, you can "rewind" the clip to the beginning or to any other position, for that matter using the frame- or microsecond-positioning methods mentioned above.

A Clip's volume level and activity status active versus inactive can be monitored by invoking the DataLine methods getLevel and isActive , respectively.

An active Clip is one that is currently playing sound. Obtaining a SourceDataLine is similar to obtaining a Clip.

Opening the SourceDataLine is also similar to opening a Clip , in that the purpose is once again to reserve the line. However, you use a different method, inherited from DataLine :.

Notice that when you open a SourceDataLine , you don't associate any sound data with the line yet, unlike opening a Clip.

Instead, you just specify the format of the audio data you want to play. The system chooses a default buffer length. You can also stipulate a certain buffer length in bytes, using this variant:.

For consistency with similar methods, the bufferSize argument is expressed in bytes, but it must correspond to an integral number of frames.

Instead of using the open method described above, it's also possible to open a SourceDataLine using Line's open method, without arguments.

In this case, the line is opened with its default audio format and buffer size. However, you can't change these later.

If you want to know the line's default audio format and buffer size, you can invoke DataLine's getFormat and getBufferSize methods, even before the line has ever been opened.

Once the SourceDataLine is open, you can start playing sound. You do this by invoking DataLine's start method, and then writing data repeatedly to the line's playback buffer.

The start method permits the line to begin playing sound as soon as there's any data in its buffer. You place data in the buffer by the following method:.

The line begins sending data as soon as possible to its mixer. In a typical implementation of the Java Sound API, the delay between the moment that the source line delivers data to the mixer and the moment that the mixer delivers the data to its target is negligible, that is, much less than the time of one sample.

The line is now considered active, so the isActive method of DataLine will return true. Notice that all this happens only once the buffer contains data to play, not necessarily right when the start method is invoked.

However, in this case, the isRunning method of DataLine would return true. So how do you know how much data to write to the buffer, and when to send the second batch of data?

Fortunately, you don't need to time the second invocation of write to synchronize with the end of the first buffer! Instead, you can take advantage of the write method's blocking behavior:.

Here's an example of iterating through chunks of data that are read from a stream, writing one chunk at a time to the SourceDataLine for playback:.

If you don't want the write method to block, you can first invoke the available method inside the loop to find out how many bytes can be written without blocking, and then limit the numBytesToRead variable to this number, before reading from the stream.

In the example given, though, blocking won't matter much, since the write method is invoked inside a loop that won't complete until the last buffer is written in the final loop iteration.

Whether or not you use the blocking technique, you'll probably want to invoke this playback loop in a separate thread from the rest of the application program, so that your program doesn't appear to freeze when playing a long sound.

On each iteration of the loop, you can test whether the user has requested playback to stop. Such a request needs to set the stopped boolean, used in the code above, to true.

Since write returns before all the data has finished playing, how do you learn when the playback has actually completed?

One way is to invoke the drain method of DataLine after writing the last buffer's worth of data.

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3 comments on “Streamloud
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  3. Gardataxe says:

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