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Home/ Questions/Q 6686315
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T05:09:27+00:00 2026-05-26T05:09:27+00:00

I have created a Server app that receives sound from client, i then broadcast

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I have created a Server app that receives sound from client, i then broadcast this sound which is stored as bytes and send the bytes back to the clients that are connected to the server. now i am only using one client at the moment for testing and the client is receiving the voice back but the sound is stuttering all the time. Could some one please tell me what i am doing wrong?

I think i understand some part of why the sound isn’t playing smoothly but don’t understand how to fix the problem.

the code is bellow.

The Client:

The part that sends the voice to server

     public void captureAudio()
     {


      Runnable runnable = new Runnable(){

     public void run()
     {
          first=true;
          try {
           final AudioFileFormat.Type fileType = AudioFileFormat.Type.AU;                      
           final AudioFormat format = getFormat();
           DataLine.Info info = new DataLine.Info(TargetDataLine.class, format);
           line = (TargetDataLine)AudioSystem.getLine(info);               
           line.open(format);
           line.start();
                int bufferSize = (int) format.getSampleRate()* format.getFrameSize();
                byte buffer[] = new byte[bufferSize];           

                    out = new ByteArrayOutputStream();
                    objectOutputStream = new BufferedOutputStream(socket.getOutputStream());
                    running = true;
                    try {                      
                        while (running) {                         
                            int count = line.read(buffer, 0, buffer.length);
                            if (count > 0) {
                                objectOutputStream.write(buffer, 0, count);
                                out.write(buffer, 0, count);
                                InputStream input = new ByteArrayInputStream(buffer);
                                final AudioInputStream ais = new AudioInputStream(input, format, buffer.length /format.getFrameSize());

                            }                           
                        }
                        out.close();
                        objectOutputStream.close();
                    }
                    catch (IOException e) {                    
                        System.exit(-1);
                        System.out.println("exit");
                    }
          }
          catch(LineUnavailableException e) {
            System.err.println("Line Unavailable:"+ e);
            e.printStackTrace();
            System.exit(-2);
          }
          catch (Exception e) {
           System.out.println("Direct Upload Error");
           e.printStackTrace();
          }
     }

     };

     Thread t = new Thread(runnable);
     t.start();

     }

The part that receives the bytes of data from the server

    private void playAudio() {
     //try{


    Runnable runner = new Runnable() {

    public void run() {
        try {
            InputStream in = socket.getInputStream();
            Thread playTread = new Thread();

            int count;
            byte[] buffer = new byte[100000];
            while((count = in.read(buffer, 0, buffer.length)) != -1) {

                PlaySentSound(buffer,playTread);
            }
        }
        catch(IOException e) {
                System.err.println("I/O problems:" + e);
                System.exit(-3);
        }
      }
    };

    Thread playThread  = new Thread(runner);
    playThread.start();
  //}
  //catch(LineUnavailableException e) {
   //System.exit(-4);
  //}
    }//End of PlayAudio method

    private void PlaySentSound(final byte buffer[], Thread playThread)
    {

    synchronized(playThread)
    {

    Runnable runnable = new Runnable(){

    public void run(){
        try
        {

                InputStream input = new ByteArrayInputStream(buffer);
                final AudioFormat format = getFormat();
                final AudioInputStream ais = new AudioInputStream(input, format, buffer.length /format.getFrameSize());
                DataLine.Info info = new DataLine.Info(SourceDataLine.class, format);
                sline = (SourceDataLine)AudioSystem.getLine(info);
                sline.open(format);
                sline.start();              
                Float audioLen = (buffer.length / format.getFrameSize()) * format.getFrameRate();

                int bufferSize = (int) format.getSampleRate() * format.getFrameSize();
                byte buffer2[] = new byte[bufferSize];
                int count2;


                ais.read( buffer2, 0, buffer2.length);
                sline.write(buffer2, 0, buffer2.length);
                sline.flush();
                sline.drain();
                sline.stop();
                sline.close();  
                buffer2 = null;


        }
        catch(IOException e)
        {

        }
        catch(LineUnavailableException e)
        {

        }
    }
    }; 
   playThread = new Thread(runnable);
   playThread.start();
   }


   }
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-26T05:09:28+00:00Added an answer on May 26, 2026 at 5:09 am

    You split the sound packets into pieces of 1000000 bytes quite randomly and playback these on the client side not taking into account the sample rate and frame size which you calculated on the server side, so you will end up splitting peaces of sound into two which belong together.

    You need to decode the same chunks on the server send as you send them on the client side. Maybe it is easier to send them using http multipart (where splitting up data is quite easy) then do it the basic way via sockets. Easiest way to this is to use apache commons http client, have a look here: http://hc.apache.org/httpclient-3.x/methods/multipartpost.html

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