Ed Coyne 33f4b7d63b Refactor audio code out of bootanimation_main.
So it can be shared with the iot/ variant I refactored it into the
audioplay.h file. This keeps all of the audio code local, we could hide
the functions and only expose the callback but that would make testing
harder.

Test: Ran a bootanimation.zip with audio.wav on Marlin, works as expected.
Bug: 67051984
Change-Id: Ie31dc5f2cfaad5bb23134ef81be712afa6b3cd6f
2018-05-31 11:50:47 -07:00

478 lines
15 KiB
C++

/*
* Copyright (C) 2016 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.
*
*/
// cribbed from samples/native-audio
#define CHATTY ALOGD
#define LOG_TAG "audioplay"
#include "audioplay.h"
#include <string.h>
#include <utils/Log.h>
#include <utils/threads.h>
// for native audio
#include <SLES/OpenSLES.h>
#include <SLES/OpenSLES_Android.h>
#include "BootAnimationUtil.h"
namespace audioplay {
namespace {
using namespace android;
// engine interfaces
static SLObjectItf engineObject = NULL;
static SLEngineItf engineEngine;
// output mix interfaces
static SLObjectItf outputMixObject = NULL;
// buffer queue player interfaces
static SLObjectItf bqPlayerObject = NULL;
static SLPlayItf bqPlayerPlay;
static SLAndroidSimpleBufferQueueItf bqPlayerBufferQueue;
static SLMuteSoloItf bqPlayerMuteSolo;
static SLVolumeItf bqPlayerVolume;
// pointer and size of the next player buffer to enqueue, and number of remaining buffers
static const uint8_t* nextBuffer;
static unsigned nextSize;
static const uint32_t ID_RIFF = 0x46464952;
static const uint32_t ID_WAVE = 0x45564157;
static const uint32_t ID_FMT = 0x20746d66;
static const uint32_t ID_DATA = 0x61746164;
struct RiffWaveHeader {
uint32_t riff_id;
uint32_t riff_sz;
uint32_t wave_id;
};
struct ChunkHeader {
uint32_t id;
uint32_t sz;
};
struct ChunkFormat {
uint16_t audio_format;
uint16_t num_channels;
uint32_t sample_rate;
uint32_t byte_rate;
uint16_t block_align;
uint16_t bits_per_sample;
};
// this callback handler is called every time a buffer finishes playing
void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context) {
(void)bq;
(void)context;
audioplay::setPlaying(false);
}
bool hasPlayer() {
return (engineObject != NULL && bqPlayerObject != NULL);
}
// create the engine and output mix objects
bool createEngine() {
SLresult result;
// create engine
result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
if (result != SL_RESULT_SUCCESS) {
ALOGE("slCreateEngine failed with result %d", result);
return false;
}
(void)result;
// realize the engine
result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl engine Realize failed with result %d", result);
return false;
}
(void)result;
// get the engine interface, which is needed in order to create other objects
result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl engine GetInterface failed with result %d", result);
return false;
}
(void)result;
// create output mix
result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, NULL, NULL);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl engine CreateOutputMix failed with result %d", result);
return false;
}
(void)result;
// realize the output mix
result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl outputMix Realize failed with result %d", result);
return false;
}
(void)result;
return true;
}
// create buffer queue audio player
bool createBufferQueueAudioPlayer(const ChunkFormat* chunkFormat) {
SLresult result;
// configure audio source
SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1};
// Determine channelMask from num_channels
SLuint32 channelMask;
switch (chunkFormat->num_channels) {
case 1:
channelMask = SL_SPEAKER_FRONT_CENTER;
break;
case 2:
channelMask = SL_SPEAKER_FRONT_LEFT | SL_SPEAKER_FRONT_RIGHT;
break;
default:
// Default of 0 will derive mask from num_channels and log a warning.
channelMask = 0;
}
SLDataFormat_PCM format_pcm = {
SL_DATAFORMAT_PCM,
chunkFormat->num_channels,
chunkFormat->sample_rate * 1000, // convert to milliHz
chunkFormat->bits_per_sample,
16,
channelMask,
SL_BYTEORDER_LITTLEENDIAN
};
SLDataSource audioSrc = {&loc_bufq, &format_pcm};
// configure audio sink
SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject};
SLDataSink audioSnk = {&loc_outmix, NULL};
// create audio player
const SLInterfaceID ids[3] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME, SL_IID_ANDROIDCONFIGURATION};
const SLboolean req[3] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE};
result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk,
3, ids, req);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl CreateAudioPlayer failed with result %d", result);
return false;
}
(void)result;
// Use the System stream for boot sound playback.
SLAndroidConfigurationItf playerConfig;
result = (*bqPlayerObject)->GetInterface(bqPlayerObject,
SL_IID_ANDROIDCONFIGURATION, &playerConfig);
if (result != SL_RESULT_SUCCESS) {
ALOGE("config GetInterface failed with result %d", result);
return false;
}
SLint32 streamType = SL_ANDROID_STREAM_SYSTEM;
result = (*playerConfig)->SetConfiguration(playerConfig,
SL_ANDROID_KEY_STREAM_TYPE, &streamType, sizeof(SLint32));
if (result != SL_RESULT_SUCCESS) {
ALOGE("SetConfiguration failed with result %d", result);
return false;
}
// use normal performance mode as low latency is not needed. This is not mandatory so
// do not bail if we fail
SLuint32 performanceMode = SL_ANDROID_PERFORMANCE_NONE;
result = (*playerConfig)->SetConfiguration(
playerConfig, SL_ANDROID_KEY_PERFORMANCE_MODE, &performanceMode, sizeof(SLuint32));
ALOGW_IF(result != SL_RESULT_SUCCESS,
"could not set performance mode on player, error %d", result);
(void)result;
// realize the player
result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl player Realize failed with result %d", result);
return false;
}
(void)result;
// get the play interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl player GetInterface failed with result %d", result);
return false;
}
(void)result;
// get the buffer queue interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE,
&bqPlayerBufferQueue);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl playberBufferQueue GetInterface failed with result %d", result);
return false;
}
(void)result;
// register callback on the buffer queue
result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl bqPlayerBufferQueue RegisterCallback failed with result %d", result);
return false;
}
(void)result;
// get the volume interface
result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl volume GetInterface failed with result %d", result);
return false;
}
(void)result;
// set the player's state to playing
audioplay::setPlaying(true);
CHATTY("Created buffer queue player: %p", bqPlayerBufferQueue);
return true;
}
bool parseClipBuf(const uint8_t* clipBuf, int clipBufSize, const ChunkFormat** oChunkFormat,
const uint8_t** oSoundBuf, unsigned* oSoundBufSize) {
*oSoundBuf = clipBuf;
*oSoundBufSize = clipBufSize;
*oChunkFormat = NULL;
const RiffWaveHeader* wavHeader = (const RiffWaveHeader*)*oSoundBuf;
if (*oSoundBufSize < sizeof(*wavHeader) || (wavHeader->riff_id != ID_RIFF) ||
(wavHeader->wave_id != ID_WAVE)) {
ALOGE("Error: audio file is not a riff/wave file\n");
return false;
}
*oSoundBuf += sizeof(*wavHeader);
*oSoundBufSize -= sizeof(*wavHeader);
while (true) {
const ChunkHeader* chunkHeader = (const ChunkHeader*)*oSoundBuf;
if (*oSoundBufSize < sizeof(*chunkHeader)) {
ALOGE("EOF reading chunk headers");
return false;
}
*oSoundBuf += sizeof(*chunkHeader);
*oSoundBufSize -= sizeof(*chunkHeader);
bool endLoop = false;
switch (chunkHeader->id) {
case ID_FMT:
*oChunkFormat = (const ChunkFormat*)*oSoundBuf;
*oSoundBuf += chunkHeader->sz;
*oSoundBufSize -= chunkHeader->sz;
break;
case ID_DATA:
/* Stop looking for chunks */
*oSoundBufSize = chunkHeader->sz;
endLoop = true;
break;
default:
/* Unknown chunk, skip bytes */
*oSoundBuf += chunkHeader->sz;
*oSoundBufSize -= chunkHeader->sz;
}
if (endLoop) {
break;
}
}
if (*oChunkFormat == NULL) {
ALOGE("format not found in WAV file");
return false;
}
return true;
}
class InitAudioThread : public Thread {
public:
InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength)
: Thread(false),
mExampleAudioData(exampleAudioData),
mExampleAudioLength(exampleAudioLength) {}
private:
virtual bool threadLoop() {
audioplay::create(mExampleAudioData, mExampleAudioLength);
// Exit immediately
return false;
}
uint8_t* mExampleAudioData;
int mExampleAudioLength;
};
// Typedef to aid readability.
typedef android::BootAnimation::Animation Animation;
class AudioAnimationCallbacks : public android::BootAnimation::Callbacks {
public:
void init(const Vector<Animation::Part>& parts) override {
const Animation::Part* partWithAudio = nullptr;
for (const Animation::Part& part : parts) {
if (part.audioData != nullptr) {
partWithAudio = &part;
break;
}
}
if (partWithAudio == nullptr) {
return;
}
ALOGD("found audio.wav, creating playback engine");
// The audioData is used to initialize the audio system. Different data
// can be played later for other parts BUT the assumption is that they
// will all be the same format and only the format of this audioData
// will work correctly.
initAudioThread = new InitAudioThread(partWithAudio->audioData,
partWithAudio->audioLength);
initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL);
};
void playPart(int partNumber, const Animation::Part& part, int playNumber) override {
// only play audio file the first time we animate the part
if (playNumber == 0 && part.audioData && playSoundsAllowed()) {
ALOGD("playing clip for part%d, size=%d",
partNumber, part.audioLength);
// Block until the audio engine is finished initializing.
if (initAudioThread != nullptr) {
initAudioThread->join();
}
audioplay::playClip(part.audioData, part.audioLength);
}
};
void shutdown() override {
// we've finally played everything we're going to play
audioplay::setPlaying(false);
audioplay::destroy();
};
private:
sp<InitAudioThread> initAudioThread = nullptr;
};
} // namespace
bool create(const uint8_t* exampleClipBuf, int exampleClipBufSize) {
if (!createEngine()) {
return false;
}
// Parse the example clip.
const ChunkFormat* chunkFormat;
const uint8_t* soundBuf;
unsigned soundBufSize;
if (!parseClipBuf(exampleClipBuf, exampleClipBufSize, &chunkFormat, &soundBuf, &soundBufSize)) {
return false;
}
// Initialize the BufferQueue based on this clip's format.
if (!createBufferQueueAudioPlayer(chunkFormat)) {
return false;
}
return true;
}
bool playClip(const uint8_t* buf, int size) {
// Parse the WAV header
const ChunkFormat* chunkFormat;
if (!parseClipBuf(buf, size, &chunkFormat, &nextBuffer, &nextSize)) {
return false;
}
if (!hasPlayer()) {
ALOGD("cannot play clip %p without a player", buf);
return false;
}
CHATTY("playClip on player %p: buf=%p size=%d nextSize %d",
bqPlayerBufferQueue, buf, size, nextSize);
if (nextSize > 0) {
// here we only enqueue one buffer because it is a long clip,
// but for streaming playback we would typically enqueue at least 2 buffers to start
SLresult result;
result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, nextBuffer, nextSize);
if (SL_RESULT_SUCCESS != result) {
return false;
}
audioplay::setPlaying(true);
}
return true;
}
// set the playing state for the buffer queue audio player
void setPlaying(bool isPlaying) {
if (!hasPlayer()) return;
SLresult result;
if (NULL != bqPlayerPlay) {
// set the player's state
result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay,
isPlaying ? SL_PLAYSTATE_PLAYING : SL_PLAYSTATE_STOPPED);
}
}
void destroy() {
// destroy buffer queue audio player object, and invalidate all associated interfaces
if (bqPlayerObject != NULL) {
CHATTY("destroying audio player");
(*bqPlayerObject)->Destroy(bqPlayerObject);
bqPlayerObject = NULL;
bqPlayerPlay = NULL;
bqPlayerBufferQueue = NULL;
bqPlayerMuteSolo = NULL;
bqPlayerVolume = NULL;
}
// destroy output mix object, and invalidate all associated interfaces
if (outputMixObject != NULL) {
(*outputMixObject)->Destroy(outputMixObject);
outputMixObject = NULL;
}
// destroy engine object, and invalidate all associated interfaces
if (engineObject != NULL) {
CHATTY("destroying audio engine");
(*engineObject)->Destroy(engineObject);
engineObject = NULL;
engineEngine = NULL;
}
}
sp<BootAnimation::Callbacks> createAnimationCallbacks() {
return new AudioAnimationCallbacks();
}
} // namespace audioplay