SoundSystem looped sample

I need to loop fairly short sounds (in wav format preferably, but that can change) and would prefer to use "create3dSample" instead of createStream, mostly because streaming introduces a bit of a blank delay which destroys the effect. (this is a rocket engine sound)

Is this possible?

Also, is there a way to change the frequency of a looped sound on the fly? (think throttling)

Thanks 4 any pointers.


I know in the book "Developing Games in Java" by David Brackeen he has a chapter or two on creating a sound filtering architecture and shows examples of fading sounds or creating echos and various other effects.  There may be some information in there to help you get started on creating a pitch-based filter.

I heard of a technique where you mixed two sounds of different frequency and that produced a similar effect. That's probably what I'll do.

I still need to find a way of looping without that stupid sound gap.


Book had samples on how to loop sounds as well.  I built a sound engine based on the code in the book (about 3 years ago) and it looped sounds quite well.  I had a background engine "hum" for a starship that looped seamlessly on that engine.

Okay, I found a way to do it. The org.lwjgl.openal.AL10 package has a routine (alSourcei) to set options like looping, so…

I added the following to in com.jmex.sound.openAL.objects:

public boolean playLooping(){

That should already be in the newer audio package (  If you could try that and tell me your results, I'd be grateful.

I actually looked at that first, but the examples were all spatially-oriented stuff. I don't need that at all.

If I can do the sound in a similar manner as SoundSystem (without the tracks and paraphalia), I'd gladly give it a wack.