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Turns and walks headlong into the closed door. Did that not come off? Rachel: Oh yeah, scared the hell out of me. Pheebs, you lie down? Phoebe: Yeah, thanks.
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I never left you! Estelle: Well, I think uhh, someone out there may have been bad mouthing you all over town. Joey: in obvious pain Hey!
Joey: Nothing! Joey: No way! Rolls over and shows Chandler. Joey: Why did I have to start working out again? Looks at the weights he was using.
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To an exiting student in accent. After a series of grunts and groans he manages to painfully walk back from the counter, sit down, and slide Chandler his coffee.
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Ross: entering Look, I really need some help, okay? Why did I have to speak in a British accent?! What do I do? Rachel: Yeah, I mean, come on Ross, no one will even notice.
His partner is an 8-year-old boy. Joey: in a gravely, painful voice Okay. Casting Director 1: Hold it.
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She just looks at him. Rachel: Okay! You can also stipulate a certain buffer length in bytes, using this variant:.
For consistency with similar methods, the bufferSize argument is expressed in bytes, but it must correspond to an integral number of frames.
Instead of using the open method described above, it's also possible to open a SourceDataLine using Line's open method, without arguments.
In this case, the line is opened with its default audio format and buffer size. However, you can't change these later.
If you want to know the line's default audio format and buffer size, you can invoke DataLine's getFormat and getBufferSize methods, even before the line has ever been opened.
Once the SourceDataLine is open, you can start playing sound. You do this by invoking DataLine's start method, and then writing data repeatedly to the line's playback buffer.
The start method permits the line to begin playing sound as soon as there's any data in its buffer. You place data in the buffer by the following method:.
The line begins sending data as soon as possible to its mixer. In a typical implementation of the Java Sound API, the delay between the moment that the source line delivers data to the mixer and the moment that the mixer delivers the data to its target is negligible, that is, much less than the time of one sample.
The line is now considered active, so the isActive method of DataLine will return true. Notice that all this happens only once the buffer contains data to play, not necessarily right when the start method is invoked.
However, in this case, the isRunning method of DataLine would return true. So how do you know how much data to write to the buffer, and when to send the second batch of data?
Fortunately, you don't need to time the second invocation of write to synchronize with the end of the first buffer! Instead, you can take advantage of the write method's blocking behavior:.
Here's an example of iterating through chunks of data that are read from a stream, writing one chunk at a time to the SourceDataLine for playback:.
If you don't want the write method to block, you can first invoke the available method inside the loop to find out how many bytes can be written without blocking, and then limit the numBytesToRead variable to this number, before reading from the stream.
In the example given, though, blocking won't matter much, since the write method is invoked inside a loop that won't complete until the last buffer is written in the final loop iteration.
Whether or not you use the blocking technique, you'll probably want to invoke this playback loop in a separate thread from the rest of the application program, so that your program doesn't appear to freeze when playing a long sound.
On each iteration of the loop, you can test whether the user has requested playback to stop. Such a request needs to set the stopped boolean, used in the code above, to true.
Since write returns before all the data has finished playing, how do you learn when the playback has actually completed?
One way is to invoke the drain method of DataLine after writing the last buffer's worth of data. This method blocks until all the data has been played.
When control returns to your program, you can free up the line, if desired, without fear of prematurely cutting off the playback of any audio samples:.
You can intentionally stop playback prematurely, of course. For example, the application program might provide the user with a Stop button.
Invoke DataLine's stop method to stop playback immediately, even in the middle of a buffer. This leaves any unplayed data in the buffer, so that if you subsequently invoke start , the playback resumes where it left off.
If that's not what you want to happen, you can discard the data left in the buffer by invoking flush.
A SourceDataLine generates a STOP event whenever the flow of data has been stopped, whether this stoppage was initiated by the drain method, the stop method, or the flush method, or because the end of a playback buffer was reached before the application program invoked write again to provide new data.
A STOP event doesn't necessarily mean that the stop method was invoked, and it doesn't necessarily mean that a subsequent invocation of isRunning will return false.
It does, however, mean that isActive will return false. When the start method has been invoked, the isRunning method will return true , even if a STOP event is generated, and it will begin to return false only once the stop method is invoked.
Once you have started a sound playing, how do you find when it's finished? We saw one solution above, invoking the drain method after writing the last buffer of data, but that approach is applicable only to a SourceDataLine.
Another approach, which works for both SourceDataLines and Clips , is to register to receive notifications from the line whenever the line changes its state.
Any object in your program that implements the LineListener interface can register to receive such notifications. To implement the LineListener interface, the object simply needs an update method that takes a LineEvent argument.
To register this object as one of the line's listeners, you invoke the following Line method:. Whenever the line opens, closes, starts, or stops, it sends an update message to all its listeners.
Your object can query the LineEvent that it receives. First you might invoke LineEvent. In the case we're discussing here, you want to know if the sound is finished, so you see whether the LineEvent is of type STOP.
If it is, you might check the sound's current position, which is also stored in the LineEvent object, and compare it to the sound's length if known to see whether it reached the end and wasn't stopped by some other means such as the user's clicking a Stop button, although you'd probably be able to determine that cause elsewhere in your code.
Along the same lines, if you need to know when the line is opened, closed, or started, you use the same mechanism. However, in the case of a Port you can't count on getting an event to learn about a line's open or closed state.
For example, a Port might be initially open when it's created, so you don't invoke the open method and the Port doesn't ever generate an OPEN event.
See the previous discussion of Selecting Input and Output Ports. If you're playing back multiple tracks of audio simultaneously, you probably want to have them all start and stop at exactly the same time.
Some mixers facilitate this behavior with their synchronize method, which lets you apply operations such as open , close , start , and stop to a group of data lines using a single command, instead of having to control each line individually.
Furthermore, the degree of accuracy with which operations are applied to the lines is controllable.
To find out whether a particular mixer offers this feature for a specified group of data lines, invoke the Mixer interface's isSynchronizationSupported method:.
The first parameter specifies a group of specific data lines, and the second parameter indicates the accuracy with which synchronization must be maintained.