So, I'm working on a project for class wherein we have to have a game with background music. I'm trying to play a .wav file as background music, but since I can't use clips (too short for a music file) I have to play with the AudioStream.
In my first implementation, the game would hang until the song finished, so I threw it into its own thread to try and alleviate that. Currently, the game plays very slowly while the song plays. I'm not sure what I need to do to make this thread play nice with my animator thread, because we we're never formally taught threads. Below is my background music player class, please someone tell me what I've done wrong that makes it hog all the system resources.
public class BGMusicPlayer implements Runnable {
File file;
AudioInputStream in;
SourceDataLine line;
int frameSize;
byte[] buffer = new byte [32 * 1024];
Thread player;
boolean playing = false;
boolean fileNotOver = true;
public BGMusicPlayer (File inputFile){
try{
file = inputFile;
in = AudioSystem.getAudioInputStream (inputFile);
AudioFormat format = in.getFormat();
frameSize = format.getFrameSize();
DataLine.Info info =new DataLine.Info (SourceDataLine.class, format);
line = (SourceDataLine) AudioSystem.getLine (info);
line.open();
player = new Thread (this);
player.start();
}
catch(Exception e){
System.out.println("That is not a valid file. No music for you.");
}
}
public void run() {
int readPoint = 0;
int bytesRead = 0;
player.setPriority(Thread.MIN_PRIORITY);
while (fileNotOver) {
if (playing) {
try {
bytesRead = in.read (buffer,
readPoint,
buffer.length - readPoint);
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
if (bytesRead == -1) {
fileNotOver = false;
break;
}
int leftover = bytesRead % frameSize;
// send to line
line.write (buffer, readPoint, bytesRead-leftover);
// save the leftover bytes
System.arraycopy (buffer, bytesRead,
buffer, 0,
leftover);
readPoint = leftover;
try {
Thread.sleep(20);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
}
public void start() {
playing = true;
if(!player.isAlive())
player.start();
line.start();
}
public void stop() {
playing = false;
line.stop();
}
}