I'm successfully playing sounds in a Java (1.5) applet game using the following code:
// get an available clip to play it
Clip clip = null;
for (Clip clipTemp : players) {
if (!clipTemp.isOpen()) {
clip = clipTemp;
break;
}
}
if (clip == null) {
// no available player found, don't play
return;
}
clip.open(audioFormat, audioByteData, 0, audioByteData.length);
clip.start();
(Players are a list of clips that I open at the start with the aim to reduce latency, a line listener closes the line when the stop event is retrieved.)
The problem I'm facing is intermittent delays of upto 1 second when playing a sound. This is pretty poor.
Is there any way to improve this? Are SourceDataLines worth considering?
解决方案
The Java Applet is streaming your clip whenever you want to play it, which is why you are getting a delay as the sound file hasn't been loaded into memory yet.
It's been awhile since I have done Java applet programming, but I do remember that I used to pre-load all my clips and then subsequent calls to play would not re-open the files.
Here is some code from one of my old projects
Clip shoot;
private loadShootWav()
{
AudioInputStream sample;
sample = AudioSystem.getAudioInputStream(this.getClass().getResource("shoot.wav"));
shoot = AudioSystem.getClip();
shoot.open(sample);
}
public void playShootSFX()
{
shoot.stop();
shoot.setFramePosition(0);
shoot.start();
}
最后
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