Comments (2)
Possible cause: SourceDataLine stops because buffer underrun. That means:
- Audio stops playing
- Buffer will quickly fill up again
- Number of frames needed will remain 0
- Mixer and Step will keep running but read no more audio
- End of audio stream is never reached
- Summary: immerse grinded to a halt and is frozen, but no errors occur
Question: does this happen if one sound card stream stops or all? Probably they all trigger on the same unerrun anyway. A little while empty seems ok to recover, hence the stuttering, but too much probably causes a stop/pause in playing and thus the observed behaviour.
from immerse.
From the Javadoc:
* The <code>SourceDataLine</code> interface provides a method for writing
* audio data to the data line's buffer. Applications that play or mix
* audio should write data to the source data line quickly enough to keep the
* buffer from underflowing (emptying), which could cause discontinuities in
* the audio that are perceived as clicks. Applications can use the
* <code>{@link DataLine#available available}</code> method defined in the
* <code>DataLine</code> interface to determine the amount of data currently
* queued in the data line's buffer. The amount of data which can be written
* to the buffer without blocking is the difference between the buffer size
* and the amount of queued data. If the delivery of audio output
* stops due to underflow, a <code>{@link LineEvent.Type#STOP STOP}</code> event is
* generated. A <code>{@link LineEvent.Type#START START}</code> event is generated
* when the audio output resumes.
from immerse.
Related Issues (20)
- AudioInputBuffer should actively keep live streams in sync HOT 1
- Support all audio formats for live streams HOT 3
- Refactor out input/output flag in ImmerseAudioFormat
- Can Url and Supplied Audio Resources still be live? HOT 1
- Research Java Sound API behaviour of different microphones HOT 3
- Research detailed behaviour of SourceDataLine HOT 8
- Refactor UdpAudioResource to better handle the many parameters
- Implement own audio format converters that use minimal amount of buffering
- General volume feature for every playback HOT 1
- Now that we have DynamicData for all ScenarioSettings with time state, can we get rid of the Factory stuff?
- Generify some DynamicData stuff in ActiveScenario?
- Measure delay in DynamicData start time and real audio start time and consider refactor
- Re-research right internal OS buffer size for all systems HOT 1
- Is dynamic volume setting linear?
- Does dragon wings file cause ticks in plackback because of overflow in Audacity? HOT 2
- Research and fix weird indexoutofbounds bug
- Is stopping playback a source of hickups?
- Bug: AudioInputBuffer ArrayIndexOutOfBounds
- Performance issue: playing through adventure service is much heavier on CPU than local HOT 5
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from immerse.