/*
* Copyright (c) 2007 by Damien Di Fede <ddf@compartmental.net>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU Library General Public License as published
* by the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Library General Public License for more details.
*
* You should have received a copy of the GNU Library General Public
* License along with this program; if not, write to the Free Software
* Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
package ddf.minim;
import javax.sound.sampled.Clip;
/**
* <code>AudioSnippet</code> is a simple wrapper around a JavaSound
* <code>Clip</code> (It isn't called AudioClip because that's an interface
* defined in the package java.applet). It provides almost the exact same
* functionality, the main difference being that length, position, and cue are
* expressed in milliseconds instead of microseconds. You can obtain an
* <code>AudioSnippet</code> by using {@link Minim#loadSnippet(String)}. One
* of the limitations of <code>AudioSnippet</code> is that you do not have
* access to the audio samples as they are played. However, you are spared all
* of the overhead associated with making samples available. An
* <code>AudioSnippet</code> is a good choice if all you need to do is play a
* short sound at some point. If your aim is to repeatedly trigger a sound, you
* should use an {@link AudioSample} instead.
*
* @author Damien Di Fede
*/
public class AudioSnippet extends Controller implements Playable {
private Clip c;
/**
* Constructs an AudioSnippet using the passed Clip.
*
* @param clip
* the Clip to wrap
*/
public AudioSnippet(Clip clip) {
super(clip);
c = clip;
}
public void play() {
c.start();
}
public void play(int millis) {
cue(millis);
play();
}
public void pause() {
c.stop();
}
public void rewind() {
cue(0);
}
public void loop() {
c.loop(Clip.LOOP_CONTINUOUSLY);
}
public void loop(int n) {
c.loop(n);
}
public int length() {
return (int) c.getMicrosecondLength() / 1000;
}
public int position() {
return (int) (c.getMicrosecondPosition() % c.getMicrosecondLength()) / 1000;
}
public void cue(int millis) {
if (millis < 0)
millis = 0;
if (millis > length())
millis = length();
c.setMicrosecondPosition(millis * 1000);
}
public void skip(int millis) {
int pos = position() + millis;
if (pos < 0)
pos = 0;
else if (pos > length())
pos = length();
c.setMicrosecondPosition(pos * 1000);
}
/**
* Returns true even if the clip has been set to play once or if it is on the
* last of a series of loops. This is because there is no way to query the
* underlying Clip about its loop state.
*/
public boolean isLooping() {
return c.isActive();
}
public boolean isPlaying() {
return c.isActive();
}
/**
* Closes the underlying <code>Clip</code> so that any resources it is using
* can be released. This should be called when you are finished using this
* snippet.
*
*/
public void close() {
c.close();
}
}