Java-Gaming.org Hi !
Featured games (83)
games approved by the League of Dukes
Games in Showcase (517)
Games in Android Showcase (123)
games submitted by our members
Games in WIP (578)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  Sound Issues under Linux & OpenJDK?  (Read 2309 times)
0 Members and 1 Guest are viewing this topic.
Offline Red27
« Posted 2010-07-01 22:18:41 »

The following code does not work under Linux when using the OpenJDK JRE.....it will play one sound effect, but then essentially "hangs" the thread, and no more sound effects can be played. 

I am struggling to resolve this problem; essentially, it works on all other JRE's for Mac and Windows, but dies under OpenJDK...

The LineEvent STOP gets fired and I call my stop() method to ready the Sound for playing again.  It either dies within setFramePosition() or setMicrosecondPosition() from what I can discern:

1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
public void update(LineEvent e) {                     
   if (e.getType() == LineEvent.Type.STOP) {
      stop();
      debug("Stopping Clip "+sfxURL.toString());
   }        
}

public void stop() {

   debug("stop() call for "+sfxURL.toString());

   sfxClip.stop();
     
   sfxClip.setFramePosition(0);
   sfxClip.setMicrosecondPosition(0);
     
   synchronized(sfxClip) {
      sfxClip.notifyAll();  // awaken anyone waiting for this Clip
   }


}


Anyone had this problem before, or any ideas on a way around...?

Thanks!

Pete (Red27).

Awesome Soccer World 2010 | Red27 Studios | Blog

[IMG]http://www.red27studios.com/images/footer4.png
Offline ShannonSmith
« Reply #1 - Posted 2010-07-01 23:44:25 »

The OpenJDK sound library sucks, it is buggy as hell and has problems doing low-latency audio. If you are distributing a jre the sun/oracle one works much better. Also Clips are pretty unreliable, especially when you have lots of them as they each grab a mixer line. If you want the most reliable method for doing sound in Java use a single SourceDataLine and do your own software mixing.
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

DarkCart (16 views)
2014-10-31 21:44:48

DarkCart (21 views)
2014-10-31 21:43:57

TehJavaDev (40 views)
2014-10-27 03:28:38

TehJavaDev (31 views)
2014-10-27 03:27:51

DarkCart (44 views)
2014-10-26 19:37:11

Luminem (27 views)
2014-10-26 10:17:50

Luminem (30 views)
2014-10-26 10:14:04

theagentd (36 views)
2014-10-25 15:46:29

Longarmx (64 views)
2014-10-17 03:59:02

Norakomi (62 views)
2014-10-16 15:22:06
Understanding relations between setOrigin, setScale and setPosition in libGdx
by mbabuskov
2014-10-09 22:35:00

Definite guide to supporting multiple device resolutions on Android (2014)
by mbabuskov
2014-10-02 22:36:02

List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!