Jean-Michel Trivi 8e48c6939b Refactor SoundPool for appOps handling through PlayerBase
Modified the signature of the abstract volume methods so
  it is clear at the subclass level whether the volume
  command is for a mute or a volume control.
  Changed the implementations in the subclasses
  accordingly.
Removed appOps handling inside SoundPool and made it
  inherit from PlayerBase.
Moved handling of the camera sound restriction from
  SoundPool to PlayerBase.
Added support in SoundPool native implementation for
  muting, as each player has its own volume.

Test: play a long file with SoundPool and enter DnD mode

Bug: 30955183
Bug: 28249605

Change-Id: I0fcd7480f9a455c06aa4f7092486f5c65bc9d7db
2016-11-14 09:36:11 -08:00

239 lines
7.7 KiB
C++

/*
* Copyright (C) 2007 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#ifndef SOUNDPOOL_H_
#define SOUNDPOOL_H_
#include <utils/threads.h>
#include <utils/List.h>
#include <utils/Vector.h>
#include <utils/KeyedVector.h>
#include <media/AudioTrack.h>
#include <binder/MemoryHeapBase.h>
#include <binder/MemoryBase.h>
namespace android {
static const int IDLE_PRIORITY = -1;
// forward declarations
class SoundEvent;
class SoundPoolThread;
class SoundPool;
// for queued events
class SoundPoolEvent {
public:
explicit SoundPoolEvent(int msg, int arg1=0, int arg2=0) :
mMsg(msg), mArg1(arg1), mArg2(arg2) {}
int mMsg;
int mArg1;
int mArg2;
enum MessageType { INVALID, SAMPLE_LOADED };
};
// callback function prototype
typedef void SoundPoolCallback(SoundPoolEvent event, SoundPool* soundPool, void* user);
// tracks samples used by application
class Sample : public RefBase {
public:
enum sample_state { UNLOADED, LOADING, READY, UNLOADING };
Sample(int sampleID, int fd, int64_t offset, int64_t length);
~Sample();
int sampleID() { return mSampleID; }
int numChannels() { return mNumChannels; }
int sampleRate() { return mSampleRate; }
audio_format_t format() { return mFormat; }
size_t size() { return mSize; }
int state() { return mState; }
uint8_t* data() { return static_cast<uint8_t*>(mData->pointer()); }
status_t doLoad();
void startLoad() { mState = LOADING; }
sp<IMemory> getIMemory() { return mData; }
private:
void init();
size_t mSize;
volatile int32_t mRefCount;
uint16_t mSampleID;
uint16_t mSampleRate;
uint8_t mState;
uint8_t mNumChannels;
audio_format_t mFormat;
int mFd;
int64_t mOffset;
int64_t mLength;
sp<IMemory> mData;
sp<MemoryHeapBase> mHeap;
};
// stores pending events for stolen channels
class SoundEvent
{
public:
SoundEvent() : mChannelID(0), mLeftVolume(0), mRightVolume(0),
mPriority(IDLE_PRIORITY), mLoop(0), mRate(0) {}
void set(const sp<Sample>& sample, int channelID, float leftVolume,
float rightVolume, int priority, int loop, float rate);
sp<Sample> sample() { return mSample; }
int channelID() { return mChannelID; }
float leftVolume() { return mLeftVolume; }
float rightVolume() { return mRightVolume; }
int priority() { return mPriority; }
int loop() { return mLoop; }
float rate() { return mRate; }
void clear() { mChannelID = 0; mSample.clear(); }
protected:
sp<Sample> mSample;
int mChannelID;
float mLeftVolume;
float mRightVolume;
int mPriority;
int mLoop;
float mRate;
};
// for channels aka AudioTracks
class SoundChannel : public SoundEvent {
public:
enum state { IDLE, RESUMING, STOPPING, PAUSED, PLAYING };
SoundChannel() : mState(IDLE), mNumChannels(1),
mPos(0), mToggle(0), mAutoPaused(false), mMuted(false) {}
~SoundChannel();
void init(SoundPool* soundPool);
void play(const sp<Sample>& sample, int channelID, float leftVolume, float rightVolume,
int priority, int loop, float rate);
void setVolume_l(float leftVolume, float rightVolume);
void setVolume(float leftVolume, float rightVolume);
void mute(bool muting);
void stop_l();
void stop();
void pause();
void autoPause();
void resume();
void autoResume();
void setRate(float rate);
int state() { return mState; }
void setPriority(int priority) { mPriority = priority; }
void setLoop(int loop);
int numChannels() { return mNumChannels; }
void clearNextEvent() { mNextEvent.clear(); }
void nextEvent();
int nextChannelID() { return mNextEvent.channelID(); }
void dump();
int getPrevSampleID(void) { return mPrevSampleID; }
private:
static void callback(int event, void* user, void *info);
void process(int event, void *info, unsigned long toggle);
bool doStop_l();
SoundPool* mSoundPool;
sp<AudioTrack> mAudioTrack;
SoundEvent mNextEvent;
Mutex mLock;
int mState;
int mNumChannels;
int mPos;
int mAudioBufferSize;
unsigned long mToggle;
bool mAutoPaused;
int mPrevSampleID;
bool mMuted;
};
// application object for managing a pool of sounds
class SoundPool {
friend class SoundPoolThread;
friend class SoundChannel;
public:
SoundPool(int maxChannels, const audio_attributes_t* pAttributes);
~SoundPool();
int load(int fd, int64_t offset, int64_t length, int priority);
bool unload(int sampleID);
int play(int sampleID, float leftVolume, float rightVolume, int priority,
int loop, float rate);
void pause(int channelID);
void mute(bool muting);
void autoPause();
void resume(int channelID);
void autoResume();
void stop(int channelID);
void setVolume(int channelID, float leftVolume, float rightVolume);
void setPriority(int channelID, int priority);
void setLoop(int channelID, int loop);
void setRate(int channelID, float rate);
const audio_attributes_t* attributes() { return &mAttributes; }
// called from SoundPoolThread
void sampleLoaded(int sampleID);
sp<Sample> findSample(int sampleID);
// called from AudioTrack thread
void done_l(SoundChannel* channel);
// callback function
void setCallback(SoundPoolCallback* callback, void* user);
void* getUserData() { return mUserData; }
private:
SoundPool() {} // no default constructor
bool startThreads();
sp<Sample> findSample_l(int sampleID);
SoundChannel* findChannel (int channelID);
SoundChannel* findNextChannel (int channelID);
SoundChannel* allocateChannel_l(int priority, int sampleID);
void moveToFront_l(SoundChannel* channel);
void notify(SoundPoolEvent event);
void dump();
// restart thread
void addToRestartList(SoundChannel* channel);
void addToStopList(SoundChannel* channel);
static int beginThread(void* arg);
int run();
void quit();
Mutex mLock;
Mutex mRestartLock;
Condition mCondition;
SoundPoolThread* mDecodeThread;
SoundChannel* mChannelPool;
List<SoundChannel*> mChannels;
List<SoundChannel*> mRestart;
List<SoundChannel*> mStop;
DefaultKeyedVector< int, sp<Sample> > mSamples;
int mMaxChannels;
audio_attributes_t mAttributes;
int mAllocated;
int mNextSampleID;
int mNextChannelID;
bool mQuit;
bool mMuted;
// callback
Mutex mCallbackLock;
SoundPoolCallback* mCallback;
void* mUserData;
};
} // end namespace android
#endif /*SOUNDPOOL_H_*/