1 /* 2 * Copyright (C) 2007 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17 package android.media; 18 19 import android.annotation.NonNull; 20 import android.annotation.Nullable; 21 import android.content.Context; 22 import android.content.res.AssetFileDescriptor; 23 import android.os.Handler; 24 import android.os.Looper; 25 import android.os.Message; 26 import android.os.ParcelFileDescriptor; 27 import android.util.AndroidRuntimeException; 28 import android.util.Log; 29 30 import java.io.File; 31 import java.io.FileDescriptor; 32 import java.lang.ref.WeakReference; 33 import java.util.concurrent.atomic.AtomicReference; 34 35 36 /** 37 * The SoundPool class manages and plays audio resources for applications. 38 * 39 * <p>A SoundPool is a collection of samples that can be loaded into memory 40 * from a resource inside the APK or from a file in the file system. The 41 * SoundPool library uses the MediaPlayer service to decode the audio 42 * into a raw 16-bit PCM mono or stereo stream. This allows applications 43 * to ship with compressed streams without having to suffer the CPU load 44 * and latency of decompressing during playback.</p> 45 * 46 * <p>In addition to low-latency playback, SoundPool can also manage the number 47 * of audio streams being rendered at once. When the SoundPool object is 48 * constructed, the maxStreams parameter sets the maximum number of streams 49 * that can be played at a time from this single SoundPool. SoundPool tracks 50 * the number of active streams. If the maximum number of streams is exceeded, 51 * SoundPool will automatically stop a previously playing stream based first 52 * on priority and then by age within that priority. Limiting the maximum 53 * number of streams helps to cap CPU loading and reducing the likelihood that 54 * audio mixing will impact visuals or UI performance.</p> 55 * 56 * <p>Sounds can be looped by setting a non-zero loop value. A value of -1 57 * causes the sound to loop forever. In this case, the application must 58 * explicitly call the stop() function to stop the sound. Any other non-zero 59 * value will cause the sound to repeat the specified number of times, e.g. 60 * a value of 3 causes the sound to play a total of 4 times.</p> 61 * 62 * <p>The playback rate can also be changed. A playback rate of 1.0 causes 63 * the sound to play at its original frequency (resampled, if necessary, 64 * to the hardware output frequency). A playback rate of 2.0 causes the 65 * sound to play at twice its original frequency, and a playback rate of 66 * 0.5 causes it to play at half its original frequency. The playback 67 * rate range is 0.5 to 2.0.</p> 68 * 69 * <p>Priority runs low to high, i.e. higher numbers are higher priority. 70 * Priority is used when a call to play() would cause the number of active 71 * streams to exceed the value established by the maxStreams parameter when 72 * the SoundPool was created. In this case, the stream allocator will stop 73 * the lowest priority stream. If there are multiple streams with the same 74 * low priority, it will choose the oldest stream to stop. In the case 75 * where the priority of the new stream is lower than all the active 76 * streams, the new sound will not play and the play() function will return 77 * a streamID of zero.</p> 78 * 79 * <p>Let's examine a typical use case: A game consists of several levels of 80 * play. For each level, there is a set of unique sounds that are used only 81 * by that level. In this case, the game logic should create a new SoundPool 82 * object when the first level is loaded. The level data itself might contain 83 * the list of sounds to be used by this level. The loading logic iterates 84 * through the list of sounds calling the appropriate SoundPool.load() 85 * function. This should typically be done early in the process to allow time 86 * for decompressing the audio to raw PCM format before they are needed for 87 * playback.</p> 88 * 89 * <p>Once the sounds are loaded and play has started, the application can 90 * trigger sounds by calling SoundPool.play(). Playing streams can be 91 * paused or resumed, and the application can also alter the pitch by 92 * adjusting the playback rate in real-time for doppler or synthesis 93 * effects.</p> 94 * 95 * <p>Note that since streams can be stopped due to resource constraints, the 96 * streamID is a reference to a particular instance of a stream. If the stream 97 * is stopped to allow a higher priority stream to play, the stream is no 98 * longer valid. However, the application is allowed to call methods on 99 * the streamID without error. This may help simplify program logic since 100 * the application need not concern itself with the stream lifecycle.</p> 101 * 102 * <p>In our example, when the player has completed the level, the game 103 * logic should call SoundPool.release() to release all the native resources 104 * in use and then set the SoundPool reference to null. If the player starts 105 * another level, a new SoundPool is created, sounds are loaded, and play 106 * resumes.</p> 107 */ 108 public class SoundPool extends PlayerBase { 109 static { System.loadLibrary("soundpool"); } 110 111 // SoundPool messages 112 // 113 // must match SoundPool.h 114 private static final int SAMPLE_LOADED = 1; 115 116 private final static String TAG = "SoundPool"; 117 private final static boolean DEBUG = Log.isLoggable(TAG, Log.DEBUG); 118 119 private final AtomicReference<EventHandler> mEventHandler = new AtomicReference<>(null); 120 121 private long mNativeContext; // accessed by native methods 122 123 private boolean mHasAppOpsPlayAudio; 124 125 private final AudioAttributes mAttributes; 126 127 /** 128 * Constructor. Constructs a SoundPool object with the following 129 * characteristics: 130 * 131 * @param maxStreams the maximum number of simultaneous streams for this 132 * SoundPool object 133 * @param streamType the audio stream type as described in AudioManager 134 * For example, game applications will normally use 135 * {@link AudioManager#STREAM_MUSIC}. 136 * @param srcQuality the sample-rate converter quality. Currently has no 137 * effect. Use 0 for the default. 138 * @return a SoundPool object, or null if creation failed 139 * @deprecated use {@link SoundPool.Builder} instead to create and configure a 140 * SoundPool instance 141 */ SoundPool(int maxStreams, int streamType, int srcQuality)142 public SoundPool(int maxStreams, int streamType, int srcQuality) { 143 this(maxStreams, 144 new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build()); 145 PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()"); 146 } 147 SoundPool(int maxStreams, AudioAttributes attributes)148 private SoundPool(int maxStreams, AudioAttributes attributes) { 149 super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL); 150 151 // do native setup 152 if (native_setup(new WeakReference<SoundPool>(this), 153 maxStreams, attributes, getCurrentOpPackageName()) != 0) { 154 throw new RuntimeException("Native setup failed"); 155 } 156 mAttributes = attributes; 157 158 baseRegisterPlayer(); 159 } 160 161 /** 162 * Release the SoundPool resources. 163 * 164 * Release all memory and native resources used by the SoundPool 165 * object. The SoundPool can no longer be used and the reference 166 * should be set to null. 167 */ release()168 public final void release() { 169 baseRelease(); 170 native_release(); 171 } 172 native_release()173 private native final void native_release(); 174 finalize()175 protected void finalize() { release(); } 176 177 /** 178 * Load the sound from the specified path. 179 * 180 * @param path the path to the audio file 181 * @param priority the priority of the sound. Currently has no effect. Use 182 * a value of 1 for future compatibility. 183 * @return a sound ID. This value can be used to play or unload the sound. 184 */ load(String path, int priority)185 public int load(String path, int priority) { 186 int id = 0; 187 try { 188 File f = new File(path); 189 ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, 190 ParcelFileDescriptor.MODE_READ_ONLY); 191 if (fd != null) { 192 id = _load(fd.getFileDescriptor(), 0, f.length(), priority); 193 fd.close(); 194 } 195 } catch (java.io.IOException e) { 196 Log.e(TAG, "error loading " + path); 197 } 198 return id; 199 } 200 201 /** 202 * Load the sound from the specified APK resource. 203 * 204 * Note that the extension is dropped. For example, if you want to load 205 * a sound from the raw resource file "explosion.mp3", you would specify 206 * "R.raw.explosion" as the resource ID. Note that this means you cannot 207 * have both an "explosion.wav" and an "explosion.mp3" in the res/raw 208 * directory. 209 * 210 * @param context the application context 211 * @param resId the resource ID 212 * @param priority the priority of the sound. Currently has no effect. Use 213 * a value of 1 for future compatibility. 214 * @return a sound ID. This value can be used to play or unload the sound. 215 */ load(Context context, int resId, int priority)216 public int load(Context context, int resId, int priority) { 217 AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); 218 int id = 0; 219 if (afd != null) { 220 id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority); 221 try { 222 afd.close(); 223 } catch (java.io.IOException ex) { 224 //Log.d(TAG, "close failed:", ex); 225 } 226 } 227 return id; 228 } 229 230 /** 231 * Load the sound from an asset file descriptor. 232 * 233 * @param afd an asset file descriptor 234 * @param priority the priority of the sound. Currently has no effect. Use 235 * a value of 1 for future compatibility. 236 * @return a sound ID. This value can be used to play or unload the sound. 237 */ load(AssetFileDescriptor afd, int priority)238 public int load(AssetFileDescriptor afd, int priority) { 239 if (afd != null) { 240 long len = afd.getLength(); 241 if (len < 0) { 242 throw new AndroidRuntimeException("no length for fd"); 243 } 244 return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority); 245 } else { 246 return 0; 247 } 248 } 249 250 /** 251 * Load the sound from a FileDescriptor. 252 * 253 * This version is useful if you store multiple sounds in a single 254 * binary. The offset specifies the offset from the start of the file 255 * and the length specifies the length of the sound within the file. 256 * 257 * @param fd a FileDescriptor object 258 * @param offset offset to the start of the sound 259 * @param length length of the sound 260 * @param priority the priority of the sound. Currently has no effect. Use 261 * a value of 1 for future compatibility. 262 * @return a sound ID. This value can be used to play or unload the sound. 263 */ load(FileDescriptor fd, long offset, long length, int priority)264 public int load(FileDescriptor fd, long offset, long length, int priority) { 265 return _load(fd, offset, length, priority); 266 } 267 268 /** 269 * Unload a sound from a sound ID. 270 * 271 * Unloads the sound specified by the soundID. This is the value 272 * returned by the load() function. Returns true if the sound is 273 * successfully unloaded, false if the sound was already unloaded. 274 * 275 * @param soundID a soundID returned by the load() function 276 * @return true if just unloaded, false if previously unloaded 277 */ unload(int soundID)278 public native final boolean unload(int soundID); 279 280 /** 281 * Play a sound from a sound ID. 282 * 283 * Play the sound specified by the soundID. This is the value 284 * returned by the load() function. Returns a non-zero streamID 285 * if successful, zero if it fails. The streamID can be used to 286 * further control playback. Note that calling play() may cause 287 * another sound to stop playing if the maximum number of active 288 * streams is exceeded. A loop value of -1 means loop forever, 289 * a value of 0 means don't loop, other values indicate the 290 * number of repeats, e.g. a value of 1 plays the audio twice. 291 * The playback rate allows the application to vary the playback 292 * rate (pitch) of the sound. A value of 1.0 means play back at 293 * the original frequency. A value of 2.0 means play back twice 294 * as fast, and a value of 0.5 means playback at half speed. 295 * 296 * @param soundID a soundID returned by the load() function 297 * @param leftVolume left volume value (range = 0.0 to 1.0) 298 * @param rightVolume right volume value (range = 0.0 to 1.0) 299 * @param priority stream priority (0 = lowest priority) 300 * @param loop loop mode (0 = no loop, -1 = loop forever) 301 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 302 * @return non-zero streamID if successful, zero if failed 303 */ play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)304 public final int play(int soundID, float leftVolume, float rightVolume, 305 int priority, int loop, float rate) { 306 baseStart(); 307 return _play(soundID, leftVolume, rightVolume, priority, loop, rate); 308 } 309 310 /** 311 * Pause a playback stream. 312 * 313 * Pause the stream specified by the streamID. This is the 314 * value returned by the play() function. If the stream is 315 * playing, it will be paused. If the stream is not playing 316 * (e.g. is stopped or was previously paused), calling this 317 * function will have no effect. 318 * 319 * @param streamID a streamID returned by the play() function 320 */ pause(int streamID)321 public native final void pause(int streamID); 322 323 /** 324 * Resume a playback stream. 325 * 326 * Resume the stream specified by the streamID. This 327 * is the value returned by the play() function. If the stream 328 * is paused, this will resume playback. If the stream was not 329 * previously paused, calling this function will have no effect. 330 * 331 * @param streamID a streamID returned by the play() function 332 */ resume(int streamID)333 public native final void resume(int streamID); 334 335 /** 336 * Pause all active streams. 337 * 338 * Pause all streams that are currently playing. This function 339 * iterates through all the active streams and pauses any that 340 * are playing. It also sets a flag so that any streams that 341 * are playing can be resumed by calling autoResume(). 342 */ autoPause()343 public native final void autoPause(); 344 345 /** 346 * Resume all previously active streams. 347 * 348 * Automatically resumes all streams that were paused in previous 349 * calls to autoPause(). 350 */ autoResume()351 public native final void autoResume(); 352 353 /** 354 * Stop a playback stream. 355 * 356 * Stop the stream specified by the streamID. This 357 * is the value returned by the play() function. If the stream 358 * is playing, it will be stopped. It also releases any native 359 * resources associated with this stream. If the stream is not 360 * playing, it will have no effect. 361 * 362 * @param streamID a streamID returned by the play() function 363 */ stop(int streamID)364 public native final void stop(int streamID); 365 366 /** 367 * Set stream volume. 368 * 369 * Sets the volume on the stream specified by the streamID. 370 * This is the value returned by the play() function. The 371 * value must be in the range of 0.0 to 1.0. If the stream does 372 * not exist, it will have no effect. 373 * 374 * @param streamID a streamID returned by the play() function 375 * @param leftVolume left volume value (range = 0.0 to 1.0) 376 * @param rightVolume right volume value (range = 0.0 to 1.0) 377 */ setVolume(int streamID, float leftVolume, float rightVolume)378 public final void setVolume(int streamID, float leftVolume, float rightVolume) { 379 // unlike other subclasses of PlayerBase, we are not calling 380 // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each 381 // volume separately for each player, so we still send the command, but 382 // handle mute/unmute separately through playerSetVolume() 383 _setVolume(streamID, leftVolume, rightVolume); 384 } 385 386 @Override playerApplyVolumeShaper( @onNull VolumeShaper.Configuration configuration, @Nullable VolumeShaper.Operation operation)387 /* package */ int playerApplyVolumeShaper( 388 @NonNull VolumeShaper.Configuration configuration, 389 @Nullable VolumeShaper.Operation operation) { 390 return -1; 391 } 392 393 @Override playerGetVolumeShaperState(int id)394 /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) { 395 return null; 396 } 397 398 @Override playerSetVolume(boolean muting, float leftVolume, float rightVolume)399 void playerSetVolume(boolean muting, float leftVolume, float rightVolume) { 400 // not used here to control the player volume directly, but used to mute/unmute 401 _mute(muting); 402 } 403 404 @Override playerSetAuxEffectSendLevel(boolean muting, float level)405 int playerSetAuxEffectSendLevel(boolean muting, float level) { 406 // no aux send functionality so no-op 407 return AudioSystem.SUCCESS; 408 } 409 410 @Override playerStart()411 void playerStart() { 412 // FIXME implement resuming any paused sound 413 } 414 415 @Override playerPause()416 void playerPause() { 417 // FIXME implement pausing any playing sound 418 } 419 420 @Override playerStop()421 void playerStop() { 422 // FIXME implement pausing any playing sound 423 } 424 425 /** 426 * Similar, except set volume of all channels to same value. 427 * @hide 428 */ setVolume(int streamID, float volume)429 public void setVolume(int streamID, float volume) { 430 setVolume(streamID, volume, volume); 431 } 432 433 /** 434 * Change stream priority. 435 * 436 * Change the priority of the stream specified by the streamID. 437 * This is the value returned by the play() function. Affects the 438 * order in which streams are re-used to play new sounds. If the 439 * stream does not exist, it will have no effect. 440 * 441 * @param streamID a streamID returned by the play() function 442 */ setPriority(int streamID, int priority)443 public native final void setPriority(int streamID, int priority); 444 445 /** 446 * Set loop mode. 447 * 448 * Change the loop mode. A loop value of -1 means loop forever, 449 * a value of 0 means don't loop, other values indicate the 450 * number of repeats, e.g. a value of 1 plays the audio twice. 451 * If the stream does not exist, it will have no effect. 452 * 453 * @param streamID a streamID returned by the play() function 454 * @param loop loop mode (0 = no loop, -1 = loop forever) 455 */ setLoop(int streamID, int loop)456 public native final void setLoop(int streamID, int loop); 457 458 /** 459 * Change playback rate. 460 * 461 * The playback rate allows the application to vary the playback 462 * rate (pitch) of the sound. A value of 1.0 means playback at 463 * the original frequency. A value of 2.0 means playback twice 464 * as fast, and a value of 0.5 means playback at half speed. 465 * If the stream does not exist, it will have no effect. 466 * 467 * @param streamID a streamID returned by the play() function 468 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 469 */ setRate(int streamID, float rate)470 public native final void setRate(int streamID, float rate); 471 472 public interface OnLoadCompleteListener { 473 /** 474 * Called when a sound has completed loading. 475 * 476 * @param soundPool SoundPool object from the load() method 477 * @param sampleId the sample ID of the sound loaded. 478 * @param status the status of the load operation (0 = success) 479 */ onLoadComplete(SoundPool soundPool, int sampleId, int status)480 public void onLoadComplete(SoundPool soundPool, int sampleId, int status); 481 } 482 483 /** 484 * Sets the callback hook for the OnLoadCompleteListener. 485 */ setOnLoadCompleteListener(OnLoadCompleteListener listener)486 public void setOnLoadCompleteListener(OnLoadCompleteListener listener) { 487 if (listener == null) { 488 mEventHandler.set(null); 489 return; 490 } 491 492 Looper looper; 493 if ((looper = Looper.myLooper()) != null) { 494 mEventHandler.set(new EventHandler(looper, listener)); 495 } else if ((looper = Looper.getMainLooper()) != null) { 496 mEventHandler.set(new EventHandler(looper, listener)); 497 } else { 498 mEventHandler.set(null); 499 } 500 } 501 _load(FileDescriptor fd, long offset, long length, int priority)502 private native final int _load(FileDescriptor fd, long offset, long length, int priority); 503 native_setup(Object weakRef, int maxStreams, @NonNull Object attributes, @NonNull String opPackageName)504 private native final int native_setup(Object weakRef, int maxStreams, 505 @NonNull Object/*AudioAttributes*/ attributes, @NonNull String opPackageName); 506 _play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)507 private native final int _play(int soundID, float leftVolume, float rightVolume, 508 int priority, int loop, float rate); 509 _setVolume(int streamID, float leftVolume, float rightVolume)510 private native final void _setVolume(int streamID, float leftVolume, float rightVolume); 511 _mute(boolean muting)512 private native final void _mute(boolean muting); 513 514 // post event from native code to message handler 515 @SuppressWarnings("unchecked") postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj)516 private static void postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj) { 517 SoundPool soundPool = ((WeakReference<SoundPool>) ref).get(); 518 if (soundPool == null) { 519 return; 520 } 521 522 Handler eventHandler = soundPool.mEventHandler.get(); 523 if (eventHandler == null) { 524 return; 525 } 526 527 Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj); 528 eventHandler.sendMessage(message); 529 } 530 531 private final class EventHandler extends Handler { 532 private final OnLoadCompleteListener mOnLoadCompleteListener; 533 EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener)534 EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) { 535 super(looper); 536 mOnLoadCompleteListener = onLoadCompleteListener; 537 } 538 539 @Override handleMessage(Message msg)540 public void handleMessage(Message msg) { 541 if (msg.what != SAMPLE_LOADED) { 542 Log.e(TAG, "Unknown message type " + msg.what); 543 return; 544 } 545 546 if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded"); 547 mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2); 548 } 549 } 550 551 /** 552 * Builder class for {@link SoundPool} objects. 553 */ 554 public static class Builder { 555 private int mMaxStreams = 1; 556 private AudioAttributes mAudioAttributes; 557 558 /** 559 * Constructs a new Builder with the defaults format values. 560 * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to 561 * change it), and the audio attributes have a usage value of 562 * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to 563 * change them). 564 */ Builder()565 public Builder() { 566 } 567 568 /** 569 * Sets the maximum of number of simultaneous streams that can be played simultaneously. 570 * @param maxStreams a value equal to 1 or greater. 571 * @return the same Builder instance 572 * @throws IllegalArgumentException 573 */ setMaxStreams(int maxStreams)574 public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException { 575 if (maxStreams <= 0) { 576 throw new IllegalArgumentException( 577 "Strictly positive value required for the maximum number of streams"); 578 } 579 mMaxStreams = maxStreams; 580 return this; 581 } 582 583 /** 584 * Sets the {@link AudioAttributes}. For examples, game applications will use attributes 585 * built with usage information set to {@link AudioAttributes#USAGE_GAME}. 586 * @param attributes a non-null 587 * @return 588 */ setAudioAttributes(AudioAttributes attributes)589 public Builder setAudioAttributes(AudioAttributes attributes) 590 throws IllegalArgumentException { 591 if (attributes == null) { 592 throw new IllegalArgumentException("Invalid null AudioAttributes"); 593 } 594 mAudioAttributes = attributes; 595 return this; 596 } 597 build()598 public SoundPool build() { 599 if (mAudioAttributes == null) { 600 mAudioAttributes = new AudioAttributes.Builder() 601 .setUsage(AudioAttributes.USAGE_MEDIA).build(); 602 } 603 return new SoundPool(mMaxStreams, mAudioAttributes); 604 } 605 } 606 } 607