Add combined channel APIs setVolume to AudioTrack, MediaPlayer, and SoundPool to make later migration easier, and encourage apps to use that API. The new APIs are @hide for now. Change-Id: I0c87bfdbff4f4292259fa33e65f67badbafd270b
495 lines
19 KiB
Java
495 lines
19 KiB
Java
/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.media;
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import android.util.AndroidRuntimeException;
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import android.util.Log;
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import java.io.File;
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import java.io.FileDescriptor;
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import android.os.ParcelFileDescriptor;
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import java.lang.ref.WeakReference;
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import android.content.Context;
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import android.content.res.AssetFileDescriptor;
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import java.io.IOException;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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/**
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* The SoundPool class manages and plays audio resources for applications.
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*
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* <p>A SoundPool is a collection of samples that can be loaded into memory
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* from a resource inside the APK or from a file in the file system. The
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* SoundPool library uses the MediaPlayer service to decode the audio
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* into a raw 16-bit PCM mono or stereo stream. This allows applications
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* to ship with compressed streams without having to suffer the CPU load
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* and latency of decompressing during playback.</p>
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*
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* <p>In addition to low-latency playback, SoundPool can also manage the number
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* of audio streams being rendered at once. When the SoundPool object is
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* constructed, the maxStreams parameter sets the maximum number of streams
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* that can be played at a time from this single SoundPool. SoundPool tracks
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* the number of active streams. If the maximum number of streams is exceeded,
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* SoundPool will automatically stop a previously playing stream based first
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* on priority and then by age within that priority. Limiting the maximum
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* number of streams helps to cap CPU loading and reducing the likelihood that
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* audio mixing will impact visuals or UI performance.</p>
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*
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* <p>Sounds can be looped by setting a non-zero loop value. A value of -1
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* causes the sound to loop forever. In this case, the application must
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* explicitly call the stop() function to stop the sound. Any other non-zero
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* value will cause the sound to repeat the specified number of times, e.g.
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* a value of 3 causes the sound to play a total of 4 times.</p>
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*
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* <p>The playback rate can also be changed. A playback rate of 1.0 causes
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* the sound to play at its original frequency (resampled, if necessary,
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* to the hardware output frequency). A playback rate of 2.0 causes the
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* sound to play at twice its original frequency, and a playback rate of
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* 0.5 causes it to play at half its original frequency. The playback
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* rate range is 0.5 to 2.0.</p>
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*
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* <p>Priority runs low to high, i.e. higher numbers are higher priority.
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* Priority is used when a call to play() would cause the number of active
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* streams to exceed the value established by the maxStreams parameter when
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* the SoundPool was created. In this case, the stream allocator will stop
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* the lowest priority stream. If there are multiple streams with the same
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* low priority, it will choose the oldest stream to stop. In the case
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* where the priority of the new stream is lower than all the active
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* streams, the new sound will not play and the play() function will return
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* a streamID of zero.</p>
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*
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* <p>Let's examine a typical use case: A game consists of several levels of
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* play. For each level, there is a set of unique sounds that are used only
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* by that level. In this case, the game logic should create a new SoundPool
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* object when the first level is loaded. The level data itself might contain
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* the list of sounds to be used by this level. The loading logic iterates
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* through the list of sounds calling the appropriate SoundPool.load()
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* function. This should typically be done early in the process to allow time
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* for decompressing the audio to raw PCM format before they are needed for
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* playback.</p>
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*
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* <p>Once the sounds are loaded and play has started, the application can
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* trigger sounds by calling SoundPool.play(). Playing streams can be
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* paused or resumed, and the application can also alter the pitch by
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* adjusting the playback rate in real-time for doppler or synthesis
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* effects.</p>
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*
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* <p>Note that since streams can be stopped due to resource constraints, the
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* streamID is a reference to a particular instance of a stream. If the stream
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* is stopped to allow a higher priority stream to play, the stream is no
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* longer be valid. However, the application is allowed to call methods on
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* the streamID without error. This may help simplify program logic since
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* the application need not concern itself with the stream lifecycle.</p>
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*
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* <p>In our example, when the player has completed the level, the game
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* logic should call SoundPool.release() to release all the native resources
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* in use and then set the SoundPool reference to null. If the player starts
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* another level, a new SoundPool is created, sounds are loaded, and play
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* resumes.</p>
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*/
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public class SoundPool
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{
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static { System.loadLibrary("soundpool"); }
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private final static String TAG = "SoundPool";
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private final static boolean DEBUG = false;
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private int mNativeContext; // accessed by native methods
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private EventHandler mEventHandler;
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private OnLoadCompleteListener mOnLoadCompleteListener;
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private final Object mLock;
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// SoundPool messages
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//
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// must match SoundPool.h
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private static final int SAMPLE_LOADED = 1;
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/**
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* Constructor. Constructs a SoundPool object with the following
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* characteristics:
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*
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* @param maxStreams the maximum number of simultaneous streams for this
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* SoundPool object
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* @param streamType the audio stream type as described in AudioManager
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* For example, game applications will normally use
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* {@link AudioManager#STREAM_MUSIC}.
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* @param srcQuality the sample-rate converter quality. Currently has no
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* effect. Use 0 for the default.
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* @return a SoundPool object, or null if creation failed
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*/
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public SoundPool(int maxStreams, int streamType, int srcQuality) {
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// do native setup
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if (native_setup(new WeakReference(this), maxStreams, streamType, srcQuality) != 0) {
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throw new RuntimeException("Native setup failed");
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}
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mLock = new Object();
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}
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/**
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* Load the sound from the specified path.
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*
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* @param path the path to the audio file
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(String path, int priority)
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{
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// pass network streams to player
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if (path.startsWith("http:"))
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return _load(path, priority);
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// try local path
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int id = 0;
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try {
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File f = new File(path);
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ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, ParcelFileDescriptor.MODE_READ_ONLY);
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if (fd != null) {
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id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
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fd.close();
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}
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} catch (java.io.IOException e) {
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Log.e(TAG, "error loading " + path);
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}
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return id;
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}
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/**
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* Load the sound from the specified APK resource.
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*
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* Note that the extension is dropped. For example, if you want to load
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* a sound from the raw resource file "explosion.mp3", you would specify
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* "R.raw.explosion" as the resource ID. Note that this means you cannot
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* have both an "explosion.wav" and an "explosion.mp3" in the res/raw
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* directory.
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*
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* @param context the application context
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* @param resId the resource ID
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(Context context, int resId, int priority) {
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AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
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int id = 0;
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if (afd != null) {
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id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
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try {
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afd.close();
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} catch (java.io.IOException ex) {
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//Log.d(TAG, "close failed:", ex);
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}
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}
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return id;
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}
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/**
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* Load the sound from an asset file descriptor.
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*
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* @param afd an asset file descriptor
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(AssetFileDescriptor afd, int priority) {
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if (afd != null) {
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long len = afd.getLength();
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if (len < 0) {
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throw new AndroidRuntimeException("no length for fd");
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}
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return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
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} else {
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return 0;
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}
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}
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/**
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* Load the sound from a FileDescriptor.
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*
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* This version is useful if you store multiple sounds in a single
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* binary. The offset specifies the offset from the start of the file
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* and the length specifies the length of the sound within the file.
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*
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* @param fd a FileDescriptor object
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* @param offset offset to the start of the sound
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* @param length length of the sound
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(FileDescriptor fd, long offset, long length, int priority) {
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return _load(fd, offset, length, priority);
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}
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private native final int _load(String uri, int priority);
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private native final int _load(FileDescriptor fd, long offset, long length, int priority);
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/**
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* Unload a sound from a sound ID.
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*
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* Unloads the sound specified by the soundID. This is the value
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* returned by the load() function. Returns true if the sound is
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* successfully unloaded, false if the sound was already unloaded.
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*
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* @param soundID a soundID returned by the load() function
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* @return true if just unloaded, false if previously unloaded
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*/
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public native final boolean unload(int soundID);
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/**
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* Play a sound from a sound ID.
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*
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* Play the sound specified by the soundID. This is the value
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* returned by the load() function. Returns a non-zero streamID
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* if successful, zero if it fails. The streamID can be used to
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* further control playback. Note that calling play() may cause
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* another sound to stop playing if the maximum number of active
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* streams is exceeded. A loop value of -1 means loop forever,
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* a value of 0 means don't loop, other values indicate the
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* number of repeats, e.g. a value of 1 plays the audio twice.
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* The playback rate allows the application to vary the playback
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* rate (pitch) of the sound. A value of 1.0 means play back at
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* the original frequency. A value of 2.0 means play back twice
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* as fast, and a value of 0.5 means playback at half speed.
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*
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* @param soundID a soundID returned by the load() function
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* @param leftVolume left volume value (range = 0.0 to 1.0)
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* @param rightVolume right volume value (range = 0.0 to 1.0)
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* @param priority stream priority (0 = lowest priority)
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* @param loop loop mode (0 = no loop, -1 = loop forever)
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* @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
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* @return non-zero streamID if successful, zero if failed
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*/
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public native final int play(int soundID, float leftVolume, float rightVolume,
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int priority, int loop, float rate);
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/**
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* Pause a playback stream.
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*
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* Pause the stream specified by the streamID. This is the
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* value returned by the play() function. If the stream is
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* playing, it will be paused. If the stream is not playing
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* (e.g. is stopped or was previously paused), calling this
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* function will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void pause(int streamID);
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/**
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* Resume a playback stream.
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*
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* Resume the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is paused, this will resume playback. If the stream was not
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* previously paused, calling this function will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void resume(int streamID);
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/**
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* Pause all active streams.
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*
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* Pause all streams that are currently playing. This function
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* iterates through all the active streams and pauses any that
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* are playing. It also sets a flag so that any streams that
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* are playing can be resumed by calling autoResume().
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*/
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public native final void autoPause();
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/**
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* Resume all previously active streams.
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*
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* Automatically resumes all streams that were paused in previous
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* calls to autoPause().
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*/
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public native final void autoResume();
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/**
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* Stop a playback stream.
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*
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* Stop the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is playing, it will be stopped. It also releases any native
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* resources associated with this stream. If the stream is not
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* playing, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void stop(int streamID);
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/**
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* Set stream volume.
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*
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* Sets the volume on the stream specified by the streamID.
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* This is the value returned by the play() function. The
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* value must be in the range of 0.0 to 1.0. If the stream does
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* not exist, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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* @param leftVolume left volume value (range = 0.0 to 1.0)
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* @param rightVolume right volume value (range = 0.0 to 1.0)
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*/
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public native final void setVolume(int streamID,
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float leftVolume, float rightVolume);
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/**
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* Similar, except set volume of all channels to same value.
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* @hide
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*/
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public void setVolume(int streamID, float volume) {
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setVolume(streamID, volume, volume);
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}
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/**
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* Change stream priority.
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*
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* Change the priority of the stream specified by the streamID.
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* This is the value returned by the play() function. Affects the
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* order in which streams are re-used to play new sounds. If the
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* stream does not exist, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void setPriority(int streamID, int priority);
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/**
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* Set loop mode.
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*
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* Change the loop mode. A loop value of -1 means loop forever,
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* a value of 0 means don't loop, other values indicate the
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* number of repeats, e.g. a value of 1 plays the audio twice.
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* If the stream does not exist, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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* @param loop loop mode (0 = no loop, -1 = loop forever)
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*/
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public native final void setLoop(int streamID, int loop);
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/**
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* Change playback rate.
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*
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* The playback rate allows the application to vary the playback
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* rate (pitch) of the sound. A value of 1.0 means playback at
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* the original frequency. A value of 2.0 means playback twice
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* as fast, and a value of 0.5 means playback at half speed.
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* If the stream does not exist, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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* @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
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*/
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public native final void setRate(int streamID, float rate);
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/**
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* Interface definition for a callback to be invoked when all the
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* sounds are loaded.
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*/
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public interface OnLoadCompleteListener
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{
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/**
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* Called when a sound has completed loading.
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*
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* @param soundPool SoundPool object from the load() method
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* @param soundPool the sample ID of the sound loaded.
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* @param status the status of the load operation (0 = success)
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*/
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public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
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}
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/**
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* Sets the callback hook for the OnLoadCompleteListener.
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*/
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public void setOnLoadCompleteListener(OnLoadCompleteListener listener)
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{
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synchronized(mLock) {
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if (listener != null) {
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// setup message handler
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Looper looper;
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if ((looper = Looper.myLooper()) != null) {
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mEventHandler = new EventHandler(this, looper);
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} else if ((looper = Looper.getMainLooper()) != null) {
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mEventHandler = new EventHandler(this, looper);
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} else {
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mEventHandler = null;
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}
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} else {
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mEventHandler = null;
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}
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mOnLoadCompleteListener = listener;
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}
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}
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private class EventHandler extends Handler
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{
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private SoundPool mSoundPool;
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public EventHandler(SoundPool soundPool, Looper looper) {
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super(looper);
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mSoundPool = soundPool;
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}
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@Override
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public void handleMessage(Message msg) {
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switch(msg.what) {
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case SAMPLE_LOADED:
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if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
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synchronized(mLock) {
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if (mOnLoadCompleteListener != null) {
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mOnLoadCompleteListener.onLoadComplete(mSoundPool, msg.arg1, msg.arg2);
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}
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}
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break;
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default:
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Log.e(TAG, "Unknown message type " + msg.what);
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return;
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}
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}
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}
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// post event from native code to message handler
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private static void postEventFromNative(Object weakRef, int msg, int arg1, int arg2, Object obj)
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{
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SoundPool soundPool = (SoundPool)((WeakReference)weakRef).get();
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if (soundPool == null)
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return;
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if (soundPool.mEventHandler != null) {
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Message m = soundPool.mEventHandler.obtainMessage(msg, arg1, arg2, obj);
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soundPool.mEventHandler.sendMessage(m);
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}
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}
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/**
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* Release the SoundPool resources.
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*
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* Release all memory and native resources used by the SoundPool
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* object. The SoundPool can no longer be used and the reference
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* should be set to null.
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*/
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public native final void release();
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private native final int native_setup(Object weakRef, int maxStreams, int streamType, int srcQuality);
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protected void finalize() { release(); }
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}
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