My game plays back sound via the usual method:
sdl.open();
sdl.start();
sdl.write(data, 0, data.length);
sdl.drain();
sdl.stop();
sdl.close();
For reference, this example using close()
exits normally under either Java 5 or 6.
Invoking stop()
, rather than close()
, on the EDT hangs both Java 5 and 6 unless the line
has already been closed normally on the initial thread. This appears to be the expected result of drain() blocking, as a stopped line can't drain.
import java.awt.EventQueue;
import javax.sound.sampled.AudioFormat;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.LineUnavailableException;
import javax.sound.sampled.SourceDataLine;
import javax.swing.JOptionPane;
/**
* @see https://stackoverflow.com/questions/7803310
* @see https://stackoverflow.com/questions/2065693
*/
public class Tone {
public static void main(String[] args) throws LineUnavailableException {
final AudioFormat af =
new AudioFormat(Note.SAMPLE_RATE, 8, 1, true, true);
final SourceDataLine line = AudioSystem.getSourceDataLine(af);
EventQueue.invokeLater(new Runnable() {
public void run() {
JOptionPane.showMessageDialog(null, "Halt");
//line.stop(); // stops and hangs on drain
line.close();
}
});
line.open(af, Note.SAMPLE_RATE);
line.start();
for (Note n : Note.values()) {
play(line, n, 500);
play(line, Note.REST, 10);
}
line.drain();
line.close();
}
private static void play(SourceDataLine line, Note note, int ms) {
ms = Math.min(ms, Note.SECONDS * 1000);
int length = Note.SAMPLE_RATE * ms / 1000;
int count = line.write(note.data(), 0, length);
}
}
Requires Note.