Capturing refers to the process of obtaining a signal from outside the computer. A common application of audio capture is recording, such as recording the microphone input to a sound file. However, capturing isn't synonymous with recording, because recording implies that the application always saves the sound data that's coming in. An application that captures audio doesn't necessarily store the audio. Instead it might do something with the data as it's coming in—such as transcribe speech into text—but then discard each buffer of audio as soon as it's finished with that buffer.
As discussed in Chapter 2, "Overview of the Sampled Package," a typical audio-input system in an implementation of the Java Sound API consists of:
Commonly, only one input port can be open at a time, but an audio-input mixer that mixes audio from multiple ports is also possible. Another scenario consists of a mixer that has no ports but instead gets its audio input over a network.
The
TargetDataLine
interface was introduced briefly under
"The Line Interface Hierarchy"
in Chapter 2, "Overview of the Sampled
Package." TargetDataLine
is directly analogous to
the SourceDataLine
interface, which was discussed
extensively in Chapter 4, "Playing Back
Audio." Recall that the SourceDataLine
interface
consists of:
write
method to send audio to the mixer available
method to determine how much data can
be written to the buffer without blocking
TargetDataLine
consists of:
read
method to get audio from the mixer available
method to determine how much data can
be read from the buffer without blockingThe process of obtaining a target data line was described in Chapter 3, "Accessing Audio System Resources," but we repeat it here for convenience:
You could instead invokeTargetDataLine line;
DataLine.Info info = new DataLine.Info(TargetDataLine.class,
format); // format is an AudioFormat objectif (!AudioSystem.isLineSupported(info)) {
// Handle the error ...
}
// Obtain and open the line.
try {
line = (TargetDataLine) AudioSystem.getLine(info);line.open(format);
} catch (LineUnavailableException ex) {
// Handle the error ...
}
Mixer's
getLine
method, rather than AudioSystem's
.
As shown in this example,
once you've obtained a target data line, you reserve it for your
application's use by invoking the DataLine
method
open
, exactly as was described in the case of a source
data line in Chapter 4, "Playing Back
Audio." The single-parameter version of the open
method causes the line's buffer to have the default size. You can
instead set the buffer size according to your application's needs
by invoking the two-parameter version:
void open(AudioFormat format, int bufferSize)When choosing a buffer size, keep in mind the tradeoff between the delays incurred by long buffers, on the one hand, and the risk of discontinuities in the audio if the buffers are so short that you can't retrieve the data fast enough, on the other hand. When capturing audio, you risk data overflow if you don't pull data from the filled buffers fast enough. If overflow occurs, some of the captured data will be discarded, which will probably cause audible clicks and skips in the sound. This is the opposite situation from playback, where you risk data underflow, which can result in gaps in the sound. (See Chapter 4, "Playing Back Audio," for more on choosing buffer sizes.)
Once the line is open, it is
ready to start capturing data, but it isn't active yet. To actually
commence the audio capture, use the DataLine
method
start
. This begins delivering input audio data to the
line's buffer for your application to read. Your application should
invoke start only when it's ready to begin reading from the line;
otherwise a lot of processing is wasted on filling the capture
buffer, only to have it overflow (that is, discard data).
To start retrieving data
from the buffer, invoke TargetDataLine's
read
method:
int read(byte[] b, int offset, int length)This method attempts to read
length
bytes of data into
the array b
, starting at the byte position
offset
in the array. The method returns the number of
bytes actually read.
As with
SourceDataLine's write
method, you can request more
data than actually fits in the buffer, because the method blocks
until the requested amount of data has been delivered, even if you
request many buffers' worth of data.
To avoid having your application hang during recording, you can invoke the read method within a loop, until you've retrieved all the audio input, as in this example:
// Assume that the TargetDataLine, line, has already // been obtained and opened. ByteArrayOutputStream out = new ByteArrayOutputStream(); int numBytesRead; byte[] data = new byte[line.getBufferSize() / 5]; // Begin audio capture. line.start(); // Here, stopped is a global boolean set by another thread. while (!stopped) { // Read the next chunk of data from the TargetDataLine. numBytesRead = line.read(data, 0, data.length); // Save this chunk of data. out.write(data, 0, numBytesRead); }Notice that in this example, the size of the byte array into which the data is read is set to be one-fifth the size of the line's buffer. If you instead make it as big as the line's buffer and try to read the entire buffer, you need to be very exact in your timing, because data will be dumped if the mixer needs to deliver data to the line while you are reading from it. By using some fraction of the line's buffer size, as shown here, your application will be more successful in sharing access to the line's buffer with the mixer.
The read
method
of TargetDataLine
takes three arguments: a byte array,
an offset into the array, and the number of bytes of input data
that you would like to read. In this example, the third argument is
simply the length of your byte array. The read
method
returns the number of bytes that were actually read into your
array.
Typically, you read data
from the line in a loop, as in this example. Within the
while
loop, each chunk of retrieved data is processed
in whatever way is appropriate for the application—here, it's
written to a ByteArrayOutputStream
. Not shown here is
the use of a separate thread to set the boolean
stopped
, which terminates the loop. This boolean's
value might be set to true
when the user clicks a Stop
button, and also when a listener receives a CLOSE
or
STOP
event from the line. The listener is necessary
for CLOSE
events and recommended for STOP
events. Otherwise, if the line gets stopped somehow without stopped
being set to true
, the while
loop will
capture zero bytes on each iteration, running fast and wasting CPU
cycles. A more thorough code example would show the loop being
re-entered if capture becomes active again.
As with a source data line,
it's possible to drain or flush a target data line. For example, if
you're recording the input to a file, you'll probably want to
invoke the drain
method when the user clicks a Stop
button. The drain
method will cause the mixer's
remaining data to get delivered to the target data line's buffer.
If you don't drain the data, the captured sound might seem to be
truncated prematurely at the end.
There might be some cases where you instead want to flush the data. In any case, if you neither flush nor drain the data, it will be left in the mixer. This means that when capture recommences, there will be some leftover sound at the beginning of the new recording, which might be undesirable. It can be useful, then, to flush the target data line before restarting the capture.
Because the
TargetDataLine
interface extends
DataLine
, target data lines generate events in the
same way source data lines do. You can register an object to
receive events whenever the target data line opens, closes, starts,
or stops. For more information, see "Monitoring the Line's Status" in Chapter
4, "Playing Back Audio."
Like some source data lines, some mixers' target data lines have signal-processing controls, such as gain, pan, reverb, or sample-rate controls. The input ports might have similar controls, especially gain controls. For more information on how to determine whether a line has such controls, and how to use them if it does, see Chapter 6, "Processing Audio with Controls."