Re: developing audiogames in java

Well, everything being said here is true.  To provide a little bit of hope, though, lwjgl provides OpenAL bindings.  Mind you, depending on how that communicates errors, you're either running up against checked exceptions (huge boilerplate blocks) or you're writing it as C (checking return values everywhere)...  Lwjgl does give everything needed, it's just not exactly fun and it's really, really monolithic.  Also, compile once run anywhere is never, ever true except for really small toy examples--in the real world you end up with a lot of platform specific code anyway.
For a lot of processing-intensive stuff, Java provides accelerated libraries--I'm specifically thinking of nio and some of the very very new parallel collections libraries.  But this doesn't impact on an audiogame one way or another, and if you're doing this kind of stuff you should be looking into OpenGL anyway.

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