open al debugging problem

Started by epp1075, June 12, 2012, 09:34:41

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epp1075

hello there,
i've been trying recently to run some of the lessons of this site using openal but i get these messages from netbeans.
Any help appreciated

Exception in thread "main" java.lang.NullPointerException
   at lesson3.Lesson3.loadALData(Lesson3.java:93)                 //  AL10.alBufferData(buffer.get(BATTLE), waveFile.format, waveFile.data, waveFile.samplerate);

   at lesson3.Lesson3.execute(Lesson3.java:184)               //  if(loadALData() == AL10.AL_FALSE)

   at lesson3.Lesson3.main(Lesson3.java:220)                   //new Lesson3().execute();
AL lib: ReleaseALC: 1 device not closed
Java Result: 1

That's the full code :

package lesson3;

import java.io.IOException;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.Random;
import org.lwjgl.BufferUtils;
import org.lwjgl.LWJGLException;
import org.lwjgl.openal.AL;
import org.lwjgl.openal.AL10;
import org.lwjgl.util.WaveData;

/**
* $Id$
* <p>
* Lesson 3: Multiple Sources
* </p>
* @author Brian Matzon <brian@matzon.dk>
* @version $Revision$
*/
public class Lesson3 {
 
   /** Maximum data buffers we will need. */
  public static final int NUM_BUFFERS = 3;
 
  /** Maximum emissions we will need. */
  public static final int NUM_SOURCES = 3;
 
  /** Index of battle sound */
  public static final int BATTLE = 0;
 
  /** Index of gun 1 sound */
  public static final int GUN1 = 1;
 
  /** Index of gun 2 sound */
  public static final int GUN2 = 2;
 
   /** Buffers hold sound data. */
  IntBuffer buffer = BufferUtils.createIntBuffer(NUM_BUFFERS);

  /** Sources are points emitting sound. */
  IntBuffer source = BufferUtils.createIntBuffer(NUM_BUFFERS);
 
  /** Position of the source sound. */
  FloatBuffer sourcePos = BufferUtils.createFloatBuffer(3*NUM_BUFFERS);

  /*
   * These are 3D cartesian vector coordinates. A structure or class would be
   * a more flexible of handling these, but for the sake of simplicity we will
   * just leave it as is.
   */ 
 
  /** Velocity of the source sound. */
  FloatBuffer sourceVel = BufferUtils.createFloatBuffer(3*NUM_BUFFERS);

  /** Position of the listener. */
  FloatBuffer listenerPos = BufferUtils.createFloatBuffer(3).put(new float[] { 0.0f, 0.0f, 0.0f });

  /** Velocity of the listener. */
  FloatBuffer listenerVel = BufferUtils.createFloatBuffer(3).put(new float[] { 0.0f, 0.0f, 0.0f });

  /** Orientation of the listener. (first 3 elements are "at", second 3 are "up")
      Also note that these should be units of '1'. */
  FloatBuffer listenerOri = BufferUtils.createFloatBuffer(6).put(new float[] { 0.0f, 0.0f, -1.0f,  0.0f, 1.0f, 0.0f });
 
  public Lesson3() {
     // CRUCIAL!
    // any buffer that has data added, must be flipped to establish its position and limits
    listenerPos.flip();
    listenerVel.flip();
    listenerOri.flip();
  }
 
  /**
   * boolean LoadALData()
   *
   *  This function will load our sample data from the disk using the Alut
   *  utility and send the data into OpenAL as a buffer. A source is then
   *  also created to play that buffer.
   */
  int loadALData() {
    // Load wav data into a buffers.
    AL10.alGenBuffers(buffer);

    if(AL10.alGetError() != AL10.AL_NO_ERROR)
      return AL10.AL_FALSE;

    WaveData waveFile = WaveData.create("C://battle.wav");
    AL10.alBufferData(buffer.get(BATTLE), waveFile.format, waveFile.data, waveFile.samplerate);         //93
    waveFile.dispose();
   
    waveFile = WaveData.create("Gun1.wav");
    AL10.alBufferData(buffer.get(GUN1), waveFile.format, waveFile.data, waveFile.samplerate);
    waveFile.dispose();

    waveFile = WaveData.create("Gun2.wav");
    AL10.alBufferData(buffer.get(GUN2), waveFile.format, waveFile.data, waveFile.samplerate);
    waveFile.dispose();
   

    // Bind buffers into audio sources.
    AL10.alGenSources(source);

    if(AL10.alGetError() != AL10.AL_NO_ERROR)
      return AL10.AL_FALSE;

    AL10.alSourcei(source.get(BATTLE), AL10.AL_BUFFER,   buffer.get(BATTLE) );
    AL10.alSourcef(source.get(BATTLE), AL10.AL_PITCH,    1.0f          );
    AL10.alSourcef(source.get(BATTLE), AL10.AL_GAIN,     1.0f          );
    AL10.alSource (source.get(BATTLE), AL10.AL_POSITION, (FloatBuffer) sourcePos.position(BATTLE*3));
    AL10.alSource (source.get(BATTLE), AL10.AL_VELOCITY, (FloatBuffer) sourceVel.position(BATTLE*3));
    AL10.alSourcei(source.get(BATTLE), AL10.AL_LOOPING,  AL10.AL_TRUE  );
   
    AL10.alSourcei(source.get(GUN1), AL10.AL_BUFFER,   buffer.get(GUN1) );
    AL10.alSourcef(source.get(GUN1), AL10.AL_PITCH,    1.0f          );
    AL10.alSourcef(source.get(GUN1), AL10.AL_GAIN,     1.0f          );
    AL10.alSource (source.get(GUN1), AL10.AL_POSITION, (FloatBuffer) sourcePos.position(GUN1*3));
    AL10.alSource (source.get(GUN1), AL10.AL_VELOCITY, (FloatBuffer) sourceVel.position(GUN1*3));
    AL10.alSourcei(source.get(GUN1), AL10.AL_LOOPING,  AL10.AL_FALSE  );
   
    AL10.alSourcei(source.get(GUN2), AL10.AL_BUFFER,   buffer.get(GUN2) );
    AL10.alSourcef(source.get(GUN2), AL10.AL_PITCH,    1.0f          );
    AL10.alSourcef(source.get(GUN2), AL10.AL_GAIN,     1.0f          );
    AL10.alSource (source.get(GUN2), AL10.AL_POSITION, (FloatBuffer) sourcePos.position(GUN2*3));
    AL10.alSource (source.get(GUN2), AL10.AL_VELOCITY, (FloatBuffer) sourceVel.position(GUN2*3));
    AL10.alSourcei(source.get(GUN2), AL10.AL_LOOPING,  AL10.AL_FALSE  );   
   
    // Do another error check and return.
    if(AL10.alGetError() == AL10.AL_NO_ERROR)
      return AL10.AL_TRUE;

    return AL10.AL_FALSE;
  } 
 
  /**
   * void setListenerValues()
   *
   *  We already defined certain values for the Listener, but we need
   *  to tell OpenAL to use that data. This function does just that.
   */
  void setListenerValues() {
    AL10.alListener(AL10.AL_POSITION,    listenerPos);
    AL10.alListener(AL10.AL_VELOCITY,    listenerVel);
    AL10.alListener(AL10.AL_ORIENTATION, listenerOri);
  } 

  /**
   * void killALData()
   *
   *  We have allocated memory for our buffers and sources which needs
   *  to be returned to the system. This function frees that memory.
   */
  void killALData() {
    AL10.alDeleteSources(source);
    AL10.alDeleteBuffers(buffer);
  }
 
  /**
   *  Check for keyboard hit
   */ 
  private boolean kbhit() {
    try {
      return (System.in.available() != 0);
    } catch (IOException ioe) {
    }
    return false;
  } 
 
  public void execute() {
    // Initialize OpenAL and clear the error bit.
    try {
       AL.create();
    } catch (LWJGLException le) {
       le.printStackTrace();
      return;
    }
    AL10.alGetError();

    // Load the wav data.
    if(loadALData() == AL10.AL_FALSE) {                                        //184
      System.out.println("Error loading data.");
      return;
    }

    setListenerValues();

    AL10.alSourcePlay(source.get(BATTLE));
   
    // loop
    int play;
    Random random = new Random();

    System.out.println("Press ENTER to exit");
   
    while(!kbhit()) {
      for(int i=1; i<NUM_SOURCES; i++) {
        play = AL10.alGetSourcei(source.get(i), AL10.AL_SOURCE_STATE);
       
        if(play != AL10.AL_PLAYING) {
           double theta = (double) (random.nextInt() % 360) * 3.14 / 180.0;
         
          sourcePos.put(i*3+0, -(float) (Math.cos(theta)));
          sourcePos.put(i*3+1, -(float) (random.nextInt()%2));
          sourcePos.put(i*3+2, -(float) (Math.sin(theta)));
         
          AL10.alSource(source.get(i), AL10.AL_POSITION, (FloatBuffer) sourcePos.position(i*3));
          AL10.alSourcePlay(source.get(i));         
        }
      }
    }
   
    killALData();
  }
 
   public static void main(String[] args) {
    new Lesson3().execute();                                                      //220
   }
}

Thanks in advance

Fool Running

Without being able to actually run the code at the moment, I would guess that it can't find the wav files so waveFile is null:
WaveData waveFile = WaveData.create("C://Battle.wav");
...
    waveFile = WaveData.create("Gun1.wav");
...
    waveFile = WaveData.create("Gun2.wav");
Programmers will, one day, rule the world... and the world won't notice until its too late.Just testing the marquee option ;D

epp1075

I guess too that it can't find the wav files, but i don't get the reason.

i put them at C:// and tried to run and also put them in a folder in the project, but always the same result.
why it doesn't read them?