I was curious recently if it was possible to create sound in pure Java / Scala, without using some third-party package, when I stumbled across this old code snippet on the Oracle forums which did just that.
With some cleanup and a few small bug fixes, I was able to get it working nicely in Scala.
The core of the example is this Note
class
case class Note(frequency: Double, msecs: Double, volume: Double = 128.0, fade: Boolean = true) {
// this (mostly) eliminates "crackling" / "popping" at the beginning / end of each tone
def fadeVolume(sampleIndex: Int, nSamples: Int): Double = {
val fadedSamples = 0.1 * nSamples // 10% fade in/out
if (sampleIndex < fadedSamples) { // fade in
val x = sampleIndex / fadedSamples // [0, 1]
x * x * volume
} else if ((nSamples - sampleIndex) < fadedSamples) { // fade out
val x = (nSamples - sampleIndex) / fadedSamples // [0, 1]
x * x * volume
} else volume
}
val wavelength: Double = 2.0 * Math.PI * frequency
def bytes(sampleRate: Int): Array[Byte] = {
val nSamples = (msecs * sampleRate / 1000.0).toInt
(0 to nSamples).map({ sampleIndex =>
val angle = wavelength * sampleIndex / sampleRate
val fadedVolume = if (fade) fadeVolume(sampleIndex, nSamples) else volume
(Math.sin(angle) * fadedVolume).toByte
}).toArray
}
}
...where, for a given frequency
and duration in msecs
, we literally build a tone bit-by-bit, including fading the tone in and out to avoid "crackly" discontinuities at the start and end of the tone.
Creating a Tune
out of multiple Note
s is then pretty straightforward
class Tune(val sampleRate: Int, audioFormat: AudioFormat) {
private[this] var sourceDataLine: Option[SourceDataLine] = None
private[this] var ready = false
private var bytes = Array[Byte]()
def start(): Unit = {
sourceDataLine = Some(AudioSystem.getSourceDataLine(audioFormat))
sourceDataLine.get.open(audioFormat)
sourceDataLine.get.flush() // this eliminates "crackling" / "popping" at the beginning of the tune
sourceDataLine.get.start()
ready = true
}
def addNote(note: Note): Unit = {
bytes ++= note.bytes(sampleRate)
}
def play(): Unit = {
if (!ready) start()
sourceDataLine.get.write(bytes, 0, bytes.length)
sourceDataLine.get.drain() // this causes the "crackling" / "popping" at the end of the tune
}
def close(): Unit = {
sourceDataLine.foreach(_.flush())
sourceDataLine.foreach(_.stop())
sourceDataLine.foreach(_.close())
ready = false
}
}
Add the Note
s to a buffer one at a time, then when you want to play the tune, simply copy the buffer to the SourceDataLine
and drain the line's buffer.
I wrote a simple tune to test this... can you tell what it is without playing it?
object Main extends App {
val G = 196.00 // Hz
val Eb = 155.56
val F = 174.61
val D = 146.83
val bpm = 108.0
val quarter = 1000.0 * 60.0 / bpm
val triplet = quarter / 3.0
val half = quarter * 2.0
val quarterRest = Note(0, quarter, 0)
val tripletG = Note(G, triplet)
val halfEb = Note(Eb, half)
val tripletF = Note(F, triplet)
val halfD = Note(D, half)
val bars12: List[Note] = List(quarterRest, tripletG, tripletG, tripletG, halfEb)
val bars34: List[Note] = List(quarterRest, tripletF, tripletF, tripletF, halfD, quarterRest)
val tune = Tune.empty
(bars12 ++ bars34).foreach(tune.addNote)
tune.play()
tune.close()
}
P.S. if anyone has any ideas for eliminating the "crackling" at the end of the tune, please let me know! Fading out doesn't seem to help, nor does trimming the end of the buffer. Even when only playing a bit of silence, there's still some crackling at the end.
Top comments (2)
Awesome stuff! I made a similar thing in Ruby while following this video in Haskell which derives a lot of musical stuff from first principles. Re the crackling, have you tried saving it as array of floats and playing it in
ffplay
?I haven't tried playing it in
ffplay
... I'll give that a shot. Thanks, Raunak!