My Playhead thing won't start at the beginning.

In every project when i hit play it starts in the middle of the song? :{

If Cycle is activated, the playback starts at the cycle start point. You might have a Marquee selection, which might trigger this specific behavior, if you set up the play button that way. After a long clock on the play button you'll see this:
Deselect "Play marquee Selection" and let us know, if this cures your issue.
Best,
DaCaptain

Similar Messages

  • AudioInputStream won't start from the beginning

    I'm not sure if this is normal or not, but here's a weird the situation. I have a number of audio files that I play together. Nothing complicated.
        public void playAudio() {
            try{
                File soundFile_1 = new File("SoundFile1.wav");
                File soundFile_2 = new File("SoundFile2.wav");
                File soundFile_3 = new File("SoundFile3.wav");
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                audioInputStream_2 = AudioSystem.getAudioInputStream(soundFile_2);
                audioInputStream_3 = AudioSystem.getAudioInputStream(soundFile_3);
                audioFormat_1 = audioInputStream_1.getFormat();
                audioFormat_2 = audioInputStream_2.getFormat();
                audioFormat_3 = audioInputStream_3.getFormat();
                DataLine.Info dataLineInfo_1 = new DataLine.Info(SourceDataLine.class,audioFormat_1);
                DataLine.Info dataLineInfo_2 = new DataLine.Info(SourceDataLine.class,audioFormat_2);
                DataLine.Info dataLineInfo_3 = new DataLine.Info(SourceDataLine.class,audioFormat_3);
                sourceDataLine_1 = (SourceDataLine) AudioSystem.getLine(dataLineInfo_1);
                sourceDataLine_2 = (SourceDataLine) AudioSystem.getLine(dataLineInfo_2);
                sourceDataLine_3 = (SourceDataLine) AudioSystem.getLine(dataLineInfo_3);
                new PlayThread().start();
            } catch (Exception e) {
                e.printStackTrace();
                System.exit(0);
        class PlayThread extends Thread{
            byte tempBuffer_1[] = new byte[100000];
            byte tempBuffer_2[] = new byte[100000];
            byte tempBuffer_3[] = new byte[100000];
            @Override
            public void run(){
                try{
                    sourceDataLine_1.open(audioFormat_1);
                    sourceDataLine_2.open(audioFormat_2);
                    sourceDataLine_3.open(audioFormat_3);
                    sourceDataLine_1.start();
                    sourceDataLine_2.start();
                    sourceDataLine_3.start();
                    int nBytesRead;
                    while(((nBytesRead = audioInputStream_1.read(tempBuffer_1,0,tempBuffer_1.length)) != -1) &&
                          ((nBytesRead = audioInputStream_2.read(tempBuffer_2,0,tempBuffer_2.length)) != -1) &&
                          ((nBytesRead = audioInputStream_3.read(tempBuffer_3,0,tempBuffer_3.length)) != -1) &&
                          (stopPlayback == false)) {
                        if(nBytesRead > 0){
                            sourceDataLine_1.write(tempBuffer_1, 0, nBytesRead);
                            sourceDataLine_2.write(tempBuffer_2, 0, nBytesRead);
                            sourceDataLine_3.write(tempBuffer_3, 0, nBytesRead);
                    sourceDataLine_1.drain();
                    sourceDataLine_2.drain();
                    sourceDataLine_3.drain();
                    sourceDataLine_1.close();
                    sourceDataLine_2.close();
                    sourceDataLine_3.close();
                    stopPlayback = false;
                } catch (Exception e) {
                    e.printStackTrace();
                    System.exit(0);
        }I also have a method that combines the three audio files into one. I usually call this method after having played the files for a short time.
        public void saveAudio() {
            saveList.add(audioInputStream_1);
            saveList.add(audioInputStream_2);
            saveList.add(audioInputStream_3);
            saveMixAIS = new MixingFloatAudioInputStream(audioFormat_1, saveList);
            File saveFile = new File("SaveMix.wav");
            try {
                AudioSystem.write(saveMixAIS, AudioFileFormat.Type.WAVE, saveFile);
         } catch (IOException e) {
                e.printStackTrace();
    } Interesting enough, this code doesn't seem to combine the three audio files properly. What seems to happen is that the combined file starts at the location where I stopped playing. In order to get the files to start from the very beginning, I need to re-initialize the AudioInputStream.
        public void saveAudio() {
            try{
                File soundFile_1 = new File("SoundFile1.wav");
                File soundFile_2 = new File("SoundFile2.wav");
                File soundFile_3 = new File("SoundFile3.wav");
                audioInputStream_1 = AudioSystem.getAudioInputStream(soundFile_1);
                audioInputStream_2 = AudioSystem.getAudioInputStream(soundFile_2);
                audioInputStream_3 = AudioSystem.getAudioInputStream(soundFile_3);
            } catch (Exception e) {
                    e.printStackTrace();
                    System.exit(0);
            saveList.add(audioInputStream_1);
            saveList.add(audioInputStream_2);
            saveList.add(audioInputStream_3);
            saveMixAIS = new MixingFloatAudioInputStream(audioFormat_1, saveList);
            File saveFile = new File("SaveMix.wav");
            try {
                AudioSystem.write(saveMixAIS, AudioFileFormat.Type.WAVE, saveFile);
         } catch (IOException e) {
                e.printStackTrace();
    } Is this normal?

    mohogany wrote:
    That definitely makes sense.
    I was under the impression that the AudioInputStream never loses the data it has read and that the AudioSystem.write method always starts from the beginning of this AudioInputStream. I need to stop treating the AudioInputStream like an array and instead treat it more like fresh water.Definately.
    AudioInputStream doesn't actually have anything in it...it's actually just a wrapper. Whenever you call read on it, it just reads whatever it's wrapping around, and returns the result. This is why it can contain both live data being recorded or file data or a network stream or...
    In this case, it is reading from a BinaryFile. Everytime you call read, it increments the file position... and it doesn't reset the file position when you call AudioSystem.write...

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    Hello msjazzer,
    And welcome to Apple Discussions!
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