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实例解析使用Java实现基本的音频播放器的编写要点

2019-11-26 14:41:37
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 Java音频播放,因为必须依赖到本地环境,所以JAVA在音频处理方面优势不大,或者说打从Java体系开发时就没太多的考虑音频播放因素,要知道最早的Java 1.1版本中,没有后来的javax.sound包,音频只能通过Applet包调取……

  遗憾的是,在图形程序开发中,我们的程序却又难免要使用到背景音乐、效果音等配合图像操作,哎,这实在是Sun大神给我们开的一个不打不小的玩笑。万幸后来Sun大神开眼,提供了javax.sound包,才解救我们于水深火热当中~

 但是继之而来的问题是,在javax.sound包的使用中,如同Java多媒体工具类的通病般,并没有提供十分完善的释放机制。如果我们做Windows 开发,调用MediaPlayer反复N次可能没也什么大碍,但在Java中,如果音频程序反复运行的话,极容易出现内存累计损耗的情况,以至于最后抛出一个java.lang.OutOfMemoryError,然后……程序就挂了,用户就傻了,我们就疯了……

这已经是“是可忍孰不可忍 ”的问题了,有鉴于此,所以在本人的Loonframework框架开发中,二次整合了sound下的相关方法,力求以最简单的代码,做出最完善的音频控制类。在Loonframework-game还没有大成的现在,先摘录一部分方法,以供各位看官――拍砖!

对应网络资源调用,在Loonframework中建立了自己的uri用类,基本内容如下:
(其中StreamHelper为Loonframework自己的流媒体控制类,getHttpStream方法请自行替换。)

package org.loon.framework.game.net;import org.loon.framework.game.helper.StreamHelper;/** *//** * <p> * Title: LoonFramework * </p> * <p> * Description:Loonframework专用uri(统一资源标识符) * </p> * <p> * Copyright: Copyright (c) 2007 * </p> * <p> * Company: LoonFramework * </p> *  * @author chenpeng * @email:ceponline@yahoo.com.cn * @version 0.1 */public class URI ...{  //传输协议类型  public static final int _L_URI_HTTP = 1;  public static final int _L_URI_UDP = 2;  private String _uri;  private int _type;  /** *//**   * 析构函数,用于注入uri和type   *    * @param uri   * @param type   */  public URI(String uri, int type) ...{    _uri = new String(uri);    _type = type;  }  /** *//**   * 析构函数,用于注入uri   *    * @param uri   */  public URI(String uri) ...{    _uri = new String(uri);    _type = URI._L_URI_HTTP;  }  /** *//**   * 返回uri所在位置资源的byte数组。   *    * @return   */  public byte[] getData() ...{    if (_uri == null) ...{      return null;    }    return StreamHelper.getHttpStream(_uri);  }  public String getURI() ...{    return _uri;  }  public int getType() ...{    return _type;  }}在Loonframework框架中,定制了一个基础的SoundData类,用以统一管理音频数据源。package org.loon.framework.game.sound;import org.loon.framework.game.helper.StreamHelper;import org.loon.framework.game.net.URI;/** *//** * <p> * Title: LoonFramework * </p> * <p> * Description:用以获得并缓存声音文件数据(更进一步内容操作请见Loonframework-game框架) * </p> * <p> * Copyright: Copyright (c) 2007 * </p> * <p> * Company: LoonFramework * </p> *  * @author chenpeng * @email:ceponline@yahoo.com.cn * @version 0.1 */public class SoundData ...{  private byte[] _data;  private boolean _loop;  private int _type;  public static final int _L_SOUNDTYPE_MIDI = 1;  public static final int _L_SOUNDTYPE_WAV = 2;  /** *//**   * 析构函数,用以注入uri,type,loop   *    * @param uri   * @param type   * @param loop   */  public SoundData(URI uri, int type, boolean loop) ...{    if (uri != null) ...{      _data = uri.getData();    }    _type = type;    _loop = loop;  }    /** *//**   * 析构函数,用以注入data,type,loop   *    * @param data   * @param type   * @param loop   */  public SoundData(byte[] data, int type, boolean loop) ...{    if (data != null && data.length > 0) ...{      _data = new byte[data.length];      // 直接copy byte数组      System.arraycopy(data, 0, _data, 0, _data.length);    }    _type = type;    _loop = loop;  }    /** *//**   * 析构函数,用以注入限定位置的resName,type,loop   * @param resName   * @param type   * @param loop   */  public SoundData(String resName, int type, boolean loop) ...{    this(StreamHelper.GetDataSource(resName),type,loop);  }  public byte[] getData() ...{    return _data;  }  public boolean getLoop() ...{    return _loop;  }  public void setLoop(boolean loop) ...{    _loop = loop;  }  public int getType() ...{    return _type;  }}

Loonframework将音频播放相关方法,封装与SoundPlay之中,程序员可以不必理会javax.sound内部细节,而直接调用SoundPlay完成相关操作。

package org.loon.framework.game.sound;import java.io.ByteArrayInputStream;import javax.sound.midi.MetaEventListener;import javax.sound.midi.MetaMessage;import javax.sound.midi.MidiSystem;import javax.sound.midi.Sequence;import javax.sound.midi.Sequencer;import javax.sound.sampled.AudioFileFormat;import javax.sound.sampled.AudioSystem;import javax.sound.sampled.Clip;import javax.sound.sampled.DataLine;import org.loon.framework.game.net.URI;/** *//** * <p> * Title: LoonFramework * </p> * <p> * Description:用以进行声音文件操作(仅为Loonframework中部分方法,更详细请参见Loonframework-game框架) * </p> * <p> * Copyright: Copyright (c) 2007 * </p> * <p> * Company: LoonFramework * </p> *  * @author chenpeng * @email:ceponline@yahoo.com.cn * @version 0.1 */public class SoundPlay implements MetaEventListener, Runnable ...{  private int _sleepTime;  private Clip _audio;  private Sequencer _midi;  private boolean _loop;  private int _soundType;  private boolean _playing;  private Thread _thread = null;  private boolean _isRun = false;  /** *//**   * 析构函数,初始化SoundPlay   *    */  public SoundPlay() ...{    _loop = false;    _soundType = 0;    _sleepTime = 1000;    _playing = false;  }  // 载入声音文件  public boolean load(SoundData data) ...{    reset();    if (data == null || data.getData() == null) ...{      return false;    }    return init(data.getData(), data.getType(), data.getLoop());  }  /** *//**   * 直接播放url文件   *    * @param uri   * @param ftype   * @param loop   * @return   */  public boolean load(URI uri, int ftype, boolean loop) ...{    // 刷新数据    reset();    if (uri == null) ...{      return false;    }    // 获得SoundData    SoundData data = new SoundData(uri, ftype, loop);    if (data == null || data.getData() == null) ...{      return false;    }    return init(data.getData(), data.getType(), data.getLoop());  }  /** *//**   * 初始化sound相关数据   *    * @param data   * @param ftype   * @param loop   * @return   */  private boolean init(byte[] data, int ftype, boolean loop) ...{    boolean result = false;    ByteArrayInputStream bis = null;    try ...{      bis = new ByteArrayInputStream(data);    } catch (Exception e) ...{      bis = null;    }    if (bis == null) ...{      return false;    }    // 判断类型    switch (ftype) ...{    // MIDI    case SoundData._L_SOUNDTYPE_MIDI:      // 当MIDI不存在时      if (_midi == null) ...{        try ...{          // 获得Sequencer          _midi = MidiSystem.getSequencer();          _midi.open();        } catch (Exception ex) ...{          _midi = null;        }        if (_midi != null) ...{          _midi.addMetaEventListener(this);        }      }      // 当MIDI依旧未获得时      if (_midi != null) ...{        // 重新创建Sequence        Sequence sc = null;        try ...{          sc = MidiSystem.getSequence(bis);        } catch (Exception e) ...{          sc = null;        }        if (sc != null) ...{          try ...{            _midi.setSequence(sc);            // 获得是否循环播放            _loop = loop;            // 获得是否载入            result = true;          } catch (Exception ee) ...{          }          // 获得声音类型          _soundType = SoundData._L_SOUNDTYPE_MIDI;        }      }      try ...{        bis.close();      } catch (Exception ee) ...{      }      break;    // Wav    case SoundData._L_SOUNDTYPE_WAV:      AudioFileFormat type = null;      // 获得Audio      try ...{        type = AudioSystem.getAudioFileFormat(bis);      } catch (Exception e) ...{        type = null;      }      // 关闭流      try ...{        bis.close();      } catch (Exception ex) ...{      }      if (type == null) ...{        return false;      }      // 根据指定信息构造数据行的信息对象      DataLine.Info di = new DataLine.Info(Clip.class, type.getFormat());      // 转为Clip      try ...{        _audio = (Clip) AudioSystem.getLine(di);      } catch (Exception e) ...{      }      // 播放文件      try ...{        _audio.open(type.getFormat(), data, 0, data.length);        _loop = loop;        result = true;      } catch (Exception e) ...{      }      // 获得文件类型      _soundType = SoundData._L_SOUNDTYPE_WAV;      break;    }    return result;  }  public boolean play(SoundData data) ...{    if (!load(data)) ...{      return false;    }    return play();  }  public boolean play() ...{    switch (_soundType) ...{    case SoundData._L_SOUNDTYPE_MIDI:      try ...{        _midi.start();        _playing = true;        _soundType = SoundData._L_SOUNDTYPE_MIDI;      } catch (Exception ee) ...{      }      break;    case SoundData._L_SOUNDTYPE_WAV:      if (_audio != null) ...{        if (_loop) ...{          // 设定循环          _audio.setLoopPoints(0, -1);          _audio.setFramePosition(0);          _audio.loop(Clip.LOOP_CONTINUOUSLY);        } else ...{          // 强制设定播放位置至0          _audio.setFramePosition(0);          _audio.start();        }        _playing = true;      }      break;    }    return _playing;  }  /** *//**   * 自动播放,循环停止后结束。   *    * @param data   * @return   */  public boolean AutoPlay(SoundData data) ...{    if (!load(data)) ...{      return false;    }    return AutoPlay();  }  /** *//**   * 自动播放,循环停止后结束。   *    * @return   */  public boolean AutoPlay() ...{    _isRun = true;    _thread = new Thread(this);    _thread.start();    return _playing;  }  /** *//**   * 停止播放   */  public void stop() ...{    if (_audio != null && _audio.isActive()) ...{      try ...{        _audio.stop();      } catch (Exception e) ...{      }    }    if (_midi != null) ...{      _midi.stop();    }    _playing = false;    _isRun = false;  }  /** *//**   * 释放数据   *    */  public void reset() ...{    stop();    _loop = false;    _soundType = 0;    if (_midi != null) ...{      _midi.close();      _midi = null;    }    if (_audio != null && _audio.isOpen()) ...{      _audio.close();      _audio = null;    }    _isRun = false;    _thread = null;  }  /** *//**   * 设定MetaMessage   */  public void meta(MetaMessage meta) ...{    // 判断是否循环播放MIDI    if (_loop && _soundType == SoundData._L_SOUNDTYPE_MIDI        && meta.getType() == 47) ...{      if (_midi != null && _midi.isOpen()) ...{        _midi.setMicrosecondPosition(0);        _midi.start();      }    }  }  public void run() ...{    while (_isRun) ...{      play();      // 因为播放类型唯一,所以只会返回一个_playing结果,以此判定。      if (_midi != null) ...{        _playing = _midi.isRunning();      }      if (_audio != null) ...{        _playing = _audio.isRunning();      }      // 当播放停止      if (!_playing) ...{        // 释放        reset();      }      try ...{        Thread.sleep(_sleepTime);      } catch (InterruptedException e) ...{        e.printStackTrace();      }    }  }  public int getSleepTime() ...{    return _sleepTime;  }  /** *//**   * 设定AutoPlay线程循环时间。   *    * @param time   */  public void setSleepTime(int time) ...{    _sleepTime = time;  }}

这时我们需要面对的,仅是封装为实体的SoundData数据和SoundPlay操作,而不必和繁复的javax.sound再打交道。

调用方法如下:

package org.test;import org.loon.framework.game.helper.StreamHelper;import org.loon.framework.game.net.URI;import org.loon.framework.game.sound.SoundData;import org.loon.framework.game.sound.SoundPlay;/** *//** * <p>Title: LoonFramework</p> * <p>Description:SoundPlay播放测试</p> * <p>Copyright: Copyright (c) 2007</p> * <p>Company: LoonFramework</p> * @author chenpeng  * @email:ceponline@yahoo.com.cn  * @version 0.1 */public class SoundPlayTest ...{  static void selectPlay(int ftype)...{    SoundData data=null;        switch(ftype)...{    //通过loonframework下uri从网络播放音乐    case 0:      data=new SoundData(new URI("http://looframework.sourceforge.net/midi/谁是大英雄.mid"),SoundData._L_SOUNDTYPE_MIDI,false);      break;    //通过本地资源下音乐文件的byte[]对象播放音乐    case 1:      byte[] bytes=StreamHelper.GetResourceData("/midi/谁是大英雄.mid");      data=new SoundData(bytes,SoundData._L_SOUNDTYPE_MIDI,false);      break;      //通过音乐文件路径播放音乐      case 2:      data=new SoundData("C:/谁是大英雄.mid",SoundData._L_SOUNDTYPE_MIDI,false);      break;    }    SoundPlay play=new SoundPlay();    //AutoPlay与Play方法的区别在于,AutoPlay播放完毕会自动停止并释放资源,play需手动中止。    //play.play(data);    play.AutoPlay(data);  }    public static void main(String[]args)...{    selectPlay(2);  }  }

更详细方法,会待Loonframework-game完全公布后,再进行解释。

另:由于StreamHelper关联其他Loonframework中方法,暂不给出,inputStream转byte[]可用如下写法:

//is为获得的inputStream  ByteArrayOutputStream byteArrayOutputStream = new ByteArrayOutputStream();//用于承接byte[]    byte[] arrayByte = null;    try ...{      // 每次传输大小为4096      byte[] bytes = new byte[4096];      bytes = new byte[is.available()];      int read;      while ((read = is.read(bytes)) >= 0) ...{        byteArrayOutputStream.write(bytes, 0, read);      }      arrayByte = byteArrayOutputStream.toByteArray();    } catch (IOException e) ...{      return null;    } finally ...{      try ...{        if (byteArrayOutputStream != null) ...{          byteArrayOutputStream.close();          byteArrayOutputStream = null;        }        if (is != null) ...{          is.close();          is = null;        }      } catch (IOException e) ...{      }    }

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