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  Fast way to play sounds  (Read 4308 times)
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Offline Cero
« Posted 2007-08-28 02:16:39 »

Well I'm talking about sound effects in a battle...
currently I'm using OpenOgg (OggClip) for sounds and JLayer(Player) for music.

is JLayer capable of playing .wav ? if not should I convert and use JLayer for sound effects.

what other possibilities are there ?
AudioClip is crap I think...
And well normal clips, I don't know

Offline Pyrodragoon

Junior Duke




Art calculated with java...


« Reply #1 - Posted 2008-08-25 08:55:42 »

Hi
I think so, too.
Audioclip isn´t even able to pause  or to
tell how much of a sound has been played/is to be played.
I need an easy way for playing music/sounds in my game
as well and if in any way possible with just
the java SDK from sun.
I wouldn´t mind to play .wav-files, .mp3 is not necessary.
I just want to play, pause and stop the sound
and a method for knowing which microsecond position
of the sound is actually played when calling it.
I know its possible with midi coded directly
with Synth. etc.
This has to be possible with files as well.

I hope someone has a little tutorial or knows how to
do it.
Thanks  Smiley
Offline gouessej
« Reply #2 - Posted 2008-11-06 12:04:43 »

Hi
I think so, too.
Audioclip isn´t even able to pause  or to
tell how much of a sound has been played/is to be played.
I need an easy way for playing music/sounds in my game
as well and if in any way possible with just
the java SDK from sun.
I wouldn´t mind to play .wav-files, .mp3 is not necessary.
I just want to play, pause and stop the sound
and a method for knowing which microsecond position
of the sound is actually played when calling it.
I know its possible with midi coded directly
with Synth. etc.
This has to be possible with files as well.

I hope someone has a little tutorial or knows how to
do it.
Thanks  Smiley
It is possible to know the frame position when using a Clip instance. When you call stop() on a clip, if you call loop(1) after that, Java will resume where the sound had been stopped.

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