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如何在Java中播放.wav文件而不會出現游戲延遲

[英]How to play .wav files in java without lag for games

我有一個要播放音頻的游戲。我想做的是,我應該能夠使用路徑名的參數聲明一個ClipPlayer對象。 然后,構造函數應該能夠加載聲音,然后我可以對該對象進行調用,這樣就不會滯后。 這是我目前用於聲音的代碼:

import java.io.BufferedInputStream;
import java.io.IOException;
import java.io.InputStream;

import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.LineUnavailableException;
import javax.sound.sampled.SourceDataLine;
import javax.sound.sampled.UnsupportedAudioFileException;

public class ClipPlayer {

    AudioInputStream in;

    AudioFormat decodedFormat;

    AudioInputStream din;

    AudioFormat baseFormat;

    SourceDataLine line;

    private boolean loop;

    private BufferedInputStream stream;

    // private ByteArrayInputStream stream;

    /**
     * recreate the stream
     * 
     */
    public void reset() {
        try {
            stream.reset();
            in = AudioSystem.getAudioInputStream(stream);
            din = AudioSystem.getAudioInputStream(decodedFormat, in);
            line = getLine(decodedFormat);

        } catch (Exception e) {
            e.printStackTrace();
        }
    }

    public void close() {
        try {
            line.close();
            din.close();
            in.close();
        } catch (IOException e) {
        }
    }

    ClipPlayer(String filename, boolean loop) {
        this(filename);
        this.loop = loop;
    }

    ClipPlayer(String filename) {
        this.loop = false;
        try {
            InputStream raw = Object.class.getResourceAsStream(filename);
            stream = new BufferedInputStream(raw);

            // ByteArrayOutputStream out = new ByteArrayOutputStream();
            // byte[] buffer = new byte[1024];
            // int read = raw.read(buffer);
            // while( read > 0 ) {
            // out.write(buffer, 0, read);
            // read = raw.read(buffer);
            // }
            // stream = new ByteArrayInputStream(out.toByteArray());

            in = AudioSystem.getAudioInputStream(stream);
            din = null;

            if (in != null) {
                baseFormat = in.getFormat();

                decodedFormat = new AudioFormat(
                        AudioFormat.Encoding.PCM_SIGNED, baseFormat
                                .getSampleRate(), 16, baseFormat.getChannels(),
                        baseFormat.getChannels() * 2, baseFormat
                                .getSampleRate(), false);

                din = AudioSystem.getAudioInputStream(decodedFormat, in);
                line = getLine(decodedFormat);
            }
        } catch (UnsupportedAudioFileException e) {
            e.printStackTrace();
        } catch (IOException e) {
            e.printStackTrace();
        } catch (LineUnavailableException e) {
            e.printStackTrace();
        }
    }

    private SourceDataLine getLine(AudioFormat audioFormat)
            throws LineUnavailableException {
        SourceDataLine res = null;
        DataLine.Info info = new DataLine.Info(SourceDataLine.class,
                audioFormat);
        res = (SourceDataLine) AudioSystem.getLine(info);
        res.open(audioFormat);
        return res;
    }

    public void play() {

        try {
            boolean firstTime = true;
            while (firstTime || loop) {

                firstTime = false;
                byte[] data = new byte[4096];

                if (line != null) {

                    line.start();
                    int nBytesRead = 0;

                    while (nBytesRead != -1) {
                        nBytesRead = din.read(data, 0, data.length);
                        if (nBytesRead != -1)
                            line.write(data, 0, nBytesRead);
                    }

                    line.drain();
                    line.stop();
                    line.close();

                    reset();
                }
            }
        } catch (IOException e) {
            e.printStackTrace();
        }
    }

}

聲明,加載和緩存聲音作為類屬性。 然后,當需要收聽它們時,在Clip播放它們。

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