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  How do you play a f**king sound?  (Read 4927 times)
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Offline slenkar

Senior Newbie





« Posted 2010-01-18 22:29:20 »

Ive been trying for hours to play a WAV file but it always stays silent

heres my code
package soundboardfx;
import javafx.scene.media.MediaPlayer;
import javafx.scene.media.Media;
import javafx.stage.Stage;
import javafx.scene.Scene;
import javafx.scene.layout.HBox;
import javafx.ext.swing.SwingButton;




var player: MediaPlayer =  MediaPlayer {
    autoPlay: true
    //repeatCount: MediaPlayer.REPEAT_FOREVER
    volume: 1.0
    mute: false
    stopTime: 0s
    media: Media {
        source: "{__DIR__}areyouracist.wav"
    }
};

Stage {
    title: "meu barulhinho - MIDI file"
    width: 250
    height: 80
    scene: Scene {
        content: HBox{
            spacing: 10
            content: [
                SwingButton {
                    text: "play"
                    action: function() {
                        player.play();
                    },
                },
                SwingButton {
                    text: "pause"
                    action: function() {
                        player.pause();
                    }
                }]
        }
    }
};
Offline aNt

Senior Member




AFK


« Reply #1 - Posted 2010-01-19 00:18:00 »

try an .mp3
Offline slenkar

Senior Newbie





« Reply #2 - Posted 2010-01-19 00:59:14 »

no didnt work
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Offline boid

Senior Newbie




I love YaBB 1G - SP1!


« Reply #3 - Posted 2010-01-19 04:35:36 »

Try commenting out the 'stopTime' field in the media player
Offline slenkar

Senior Newbie





« Reply #4 - Posted 2010-01-20 05:47:19 »

still doesnt work
Offline slenkar

Senior Newbie





« Reply #5 - Posted 2010-01-20 21:04:04 »

if this line is left out the sound doesnt play:
 repeatCount: MediaPlayer.REPEAT_FOREVER

but when it is included it  causes a heap error and crashes the program
Offline boid

Senior Newbie




I love YaBB 1G - SP1!


« Reply #6 - Posted 2010-01-22 13:28:48 »

Try this MP3 Player <a href="http://javafx.com/samples/DraggableMP3Player/index.html">demo</a>.  If it works, then download the source code and compile parts of it until you get the sound working.
Offline slenkar

Senior Newbie





« Reply #7 - Posted 2010-01-23 16:32:35 »

it seems you have to load a sound from a remote URl instead of locally,
images can be loaded locally however which confuses the issue,
 Huh

thanks for the help
Offline aNt

Senior Member




AFK


« Reply #8 - Posted 2010-02-04 22:54:49 »

This is how I do it:

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var audiostream = AudioStream {
   url: "file:///sounds/realshady.mp3";
}


now this can be a file path or a "{__DIR__}" for local path etc.
supports all sounds formats from what i can see: "aif, wav, mp3, acc, ... http, rtsp" etc

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var soundchannel = AudioChannel {
    sound: bind lazy audiostream
    autoplay: true;
    paused: false;
}


next you make a channel and connect the sound to it.

this is cool for making audio mixers and channel groups, also connecting up audio filters (spectrum fft, lowpass filter, vst, coreaudio plugins, ...etc). As you can also see i'm using the autoplay to get things rolling soon as its loaded (i know i'm slack- you can do a soundchannel.play()).

and because we're all gamer types:

1  
    soundchannel.location = Vec3 {x, y, z};


guess that would be cool, no?
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