实例解析使用Java实现基本的音频播放器的编写要点
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) ...{ } }