Have a look here: Openjava sound demo
They use FloatControl gainControl; // for volume
/**
* Set the volume to a value between 0 and 1.
*/
public void setVolume(double value) {
// value is between 0 and 1
value = (value<=0.0)? 0.0001 : ((value>1.0)? 1.0 : value);
try {
float dB = (float)(Math.log(value)/Math.log(10.0)*20.0);
gainControl.setValue(dB);
} catch (Exception ex) {
ex.printStackTrace();
}
}
/**
* Fade the volume to a new value. To shift volume while sound is playing,
* ie. to simulate motion to or from an object, the volume has to change
* smoothly in a short period of time. Unfortunately this makes an annoying
* clicking noise, mostly noticeable in the browser. I reduce the click
* by fading the volume in small increments with delays in between. This
* means that you can't change the volume very quickly. The fade has to
* to take a second or two to prevent clicks.
*/
float currDB = 0F;
float targetDB = 0F;
float fadePerStep = .1F; // .1 works for applets, 1 is okay for apps
boolean fading = false;
public void shiftVolumeTo(double value) {
// value is between 0 and 1
value = (value<=0.0)? 0.0001 : ((value>1.0)? 1.0 : value);
targetDB = (float)(Math.log(value)/Math.log(10.0)*20.0);
if (!fading) {
Thread t = new Thread(this); // start a thread to fade volume
t.start(); // calls run() below
}
}
/**
* Run by thread, this will step the volume up or down to a target level.
* Applets need fadePerStep=.1 to minimize clicks.
* Apps can get away with fadePerStep=1.0 for a faster fade with no clicks.
*/
public void run()
{
fading = true; // prevent running twice on same sound
if (currDB > targetDB) {
while (currDB > targetDB) {
currDB -= fadePerStep;
gainControl.setValue(currDB);
try {Thread.sleep(10);} catch (Exception e) {}
}
}
else if (currDB < targetDB) {
while (currDB < targetDB) {
currDB += fadePerStep;
gainControl.setValue(currDB);
try {Thread.sleep(10);} catch (Exception e) {}
}
}
fading = false;
currDB = targetDB; // now sound is at this volume level
}