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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.util.concurrent.atomic.AtomicReference;
33 
34 
35 /**
36  * The SoundPool class manages and plays audio resources for applications.
37  *
38  * <p>A SoundPool is a collection of sound samples that can be loaded into memory
39  * from a resource inside the APK or from a file in the file system. The
40  * SoundPool library uses the MediaCodec service to decode the audio
41  * into raw 16-bit PCM. This allows applications
42  * to ship with compressed streams without having to suffer the CPU load
43  * and latency of decompressing during playback.</p>
44  *
45  * <p>Soundpool sounds are expected to be short as they are
46  * predecoded into memory. Each decoded sound is internally limited to one
47  * megabyte storage, which represents approximately 5.6 seconds at 44.1kHz stereo
48  * (the duration is proportionally longer at lower sample rates or
49  * a channel mask of mono). A decoded audio sound will be truncated if it would
50  * exceed the per-sound one megabyte storage space.</p>
51  *
52  * <p>In addition to low-latency playback, SoundPool can also manage the number
53  * of audio streams being rendered at once. When the SoundPool object is
54  * constructed, the maxStreams parameter sets the maximum number of streams
55  * that can be played at a time from this single SoundPool. SoundPool tracks
56  * the number of active streams. If the maximum number of streams is exceeded,
57  * SoundPool will automatically stop a previously playing stream based first
58  * on priority and then by age within that priority. Limiting the maximum
59  * number of streams helps to cap CPU loading and reducing the likelihood that
60  * audio mixing will impact visuals or UI performance.</p>
61  *
62  * <p>Sounds can be looped by setting a non-zero loop value. A value of -1
63  * causes the sound to loop forever. In this case, the application must
64  * explicitly call the stop() function to stop the sound. Any other non-zero
65  * value will cause the sound to repeat the specified number of times, e.g.
66  * a value of 3 causes the sound to play a total of 4 times.</p>
67  *
68  * <p>The playback rate can also be changed. A playback rate of 1.0 causes
69  * the sound to play at its original frequency (resampled, if necessary,
70  * to the hardware output frequency). A playback rate of 2.0 causes the
71  * sound to play at twice its original frequency, and a playback rate of
72  * 0.5 causes it to play at half its original frequency. The playback
73  * rate range is 0.5 to 2.0.</p>
74  *
75  * <p>Priority runs low to high, i.e. higher numbers are higher priority.
76  * Priority is used when a call to play() would cause the number of active
77  * streams to exceed the value established by the maxStreams parameter when
78  * the SoundPool was created. In this case, the stream allocator will stop
79  * the lowest priority stream. If there are multiple streams with the same
80  * low priority, it will choose the oldest stream to stop. In the case
81  * where the priority of the new stream is lower than all the active
82  * streams, the new sound will not play and the play() function will return
83  * a streamID of zero.</p>
84  *
85  * <p>Let's examine a typical use case: A game consists of several levels of
86  * play. For each level, there is a set of unique sounds that are used only
87  * by that level. In this case, the game logic should create a new SoundPool
88  * object when the first level is loaded. The level data itself might contain
89  * the list of sounds to be used by this level. The loading logic iterates
90  * through the list of sounds calling the appropriate SoundPool.load()
91  * function. This should typically be done early in the process to allow time
92  * for decompressing the audio to raw PCM format before they are needed for
93  * playback.</p>
94  *
95  * <p>Once the sounds are loaded and play has started, the application can
96  * trigger sounds by calling SoundPool.play(). Playing streams can be
97  * paused or resumed, and the application can also alter the pitch by
98  * adjusting the playback rate in real-time for doppler or synthesis
99  * effects.</p>
100  *
101  * <p>Note that since streams can be stopped due to resource constraints, the
102  * streamID is a reference to a particular instance of a stream. If the stream
103  * is stopped to allow a higher priority stream to play, the stream is no
104  * longer valid. However, the application is allowed to call methods on
105  * the streamID without error. This may help simplify program logic since
106  * the application need not concern itself with the stream lifecycle.</p>
107  *
108  * <p>In our example, when the player has completed the level, the game
109  * logic should call SoundPool.release() to release all the native resources
110  * in use and then set the SoundPool reference to null. If the player starts
111  * another level, a new SoundPool is created, sounds are loaded, and play
112  * resumes.</p>
113  */
114 public class SoundPool extends PlayerBase {
115     static { System.loadLibrary("soundpool"); }
116 
117     // SoundPool messages
118     //
119     // must match SoundPool.h
120     private static final int SAMPLE_LOADED = 1;
121 
122     private final static String TAG = "SoundPool";
123     private final static boolean DEBUG = Log.isLoggable(TAG, Log.DEBUG);
124 
125     private final AtomicReference<EventHandler> mEventHandler = new AtomicReference<>(null);
126 
127     private long mNativeContext; // accessed by native methods
128 
129     private boolean mHasAppOpsPlayAudio;
130 
131     private final AudioAttributes mAttributes;
132 
133     /**
134      * Constructor. Constructs a SoundPool object with the following
135      * characteristics:
136      *
137      * @param maxStreams the maximum number of simultaneous streams for this
138      *                   SoundPool object
139      * @param streamType the audio stream type as described in AudioManager
140      *                   For example, game applications will normally use
141      *                   {@link AudioManager#STREAM_MUSIC}.
142      * @param srcQuality the sample-rate converter quality. Currently has no
143      *                   effect. Use 0 for the default.
144      * @return a SoundPool object, or null if creation failed
145      * @deprecated use {@link SoundPool.Builder} instead to create and configure a
146      *     SoundPool instance
147      */
SoundPool(int maxStreams, int streamType, int srcQuality)148     public SoundPool(int maxStreams, int streamType, int srcQuality) {
149         this(maxStreams,
150                 new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build());
151         PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()");
152     }
153 
SoundPool(int maxStreams, AudioAttributes attributes)154     private SoundPool(int maxStreams, AudioAttributes attributes) {
155         super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL);
156 
157         // do native setup
158         if (native_setup(maxStreams, attributes, getCurrentOpPackageName()) != 0) {
159             throw new RuntimeException("Native setup failed");
160         }
161         mAttributes = attributes;
162 
163         // FIXME: b/174876164 implement session id for soundpool
164         baseRegisterPlayer(AudioSystem.AUDIO_SESSION_ALLOCATE);
165     }
166 
167     /**
168      * Release the SoundPool resources.
169      *
170      * Release all memory and native resources used by the SoundPool
171      * object. The SoundPool can no longer be used and the reference
172      * should be set to null.
173      */
release()174     public final void release() {
175         baseRelease();
176         native_release();
177     }
178 
native_release()179     private native final void native_release();
180 
finalize()181     protected void finalize() { release(); }
182 
183     /**
184      * Load the sound from the specified path.
185      *
186      * @param path the path to the audio file
187      * @param priority the priority of the sound. Currently has no effect. Use
188      *                 a value of 1 for future compatibility.
189      * @return a sound ID. This value can be used to play or unload the sound.
190      */
load(String path, int priority)191     public int load(String path, int priority) {
192         int id = 0;
193         try {
194             File f = new File(path);
195             ParcelFileDescriptor fd = ParcelFileDescriptor.open(f,
196                     ParcelFileDescriptor.MODE_READ_ONLY);
197             if (fd != null) {
198                 id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
199                 fd.close();
200             }
201         } catch (java.io.IOException e) {
202             Log.e(TAG, "error loading " + path);
203         }
204         return id;
205     }
206 
207     /**
208      * Load the sound from the specified APK resource.
209      *
210      * Note that the extension is dropped. For example, if you want to load
211      * a sound from the raw resource file "explosion.mp3", you would specify
212      * "R.raw.explosion" as the resource ID. Note that this means you cannot
213      * have both an "explosion.wav" and an "explosion.mp3" in the res/raw
214      * directory.
215      *
216      * @param context the application context
217      * @param resId the resource ID
218      * @param priority the priority of the sound. Currently has no effect. Use
219      *                 a value of 1 for future compatibility.
220      * @return a sound ID. This value can be used to play or unload the sound.
221      */
load(Context context, int resId, int priority)222     public int load(Context context, int resId, int priority) {
223         AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
224         int id = 0;
225         if (afd != null) {
226             id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
227             try {
228                 afd.close();
229             } catch (java.io.IOException ex) {
230                 //Log.d(TAG, "close failed:", ex);
231             }
232         }
233         return id;
234     }
235 
236     /**
237      * Load the sound from an asset file descriptor.
238      *
239      * @param afd an asset file descriptor
240      * @param priority the priority of the sound. Currently has no effect. Use
241      *                 a value of 1 for future compatibility.
242      * @return a sound ID. This value can be used to play or unload the sound.
243      */
load(AssetFileDescriptor afd, int priority)244     public int load(AssetFileDescriptor afd, int priority) {
245         if (afd != null) {
246             long len = afd.getLength();
247             if (len < 0) {
248                 throw new AndroidRuntimeException("no length for fd");
249             }
250             return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
251         } else {
252             return 0;
253         }
254     }
255 
256     /**
257      * Load the sound from a FileDescriptor.
258      *
259      * This version is useful if you store multiple sounds in a single
260      * binary. The offset specifies the offset from the start of the file
261      * and the length specifies the length of the sound within the file.
262      *
263      * @param fd a FileDescriptor object
264      * @param offset offset to the start of the sound
265      * @param length length of the sound
266      * @param priority the priority of the sound. Currently has no effect. Use
267      *                 a value of 1 for future compatibility.
268      * @return a sound ID. This value can be used to play or unload the sound.
269      */
load(FileDescriptor fd, long offset, long length, int priority)270     public int load(FileDescriptor fd, long offset, long length, int priority) {
271         return _load(fd, offset, length, priority);
272     }
273 
274     /**
275      * Unload a sound from a sound ID.
276      *
277      * Unloads the sound specified by the soundID. This is the value
278      * returned by the load() function. Returns true if the sound is
279      * successfully unloaded, false if the sound was already unloaded.
280      *
281      * @param soundID a soundID returned by the load() function
282      * @return true if just unloaded, false if previously unloaded
283      */
unload(int soundID)284     public native final boolean unload(int soundID);
285 
286     /**
287      * Play a sound from a sound ID.
288      *
289      * Play the sound specified by the soundID. This is the value
290      * returned by the load() function. Returns a non-zero streamID
291      * if successful, zero if it fails. The streamID can be used to
292      * further control playback. Note that calling play() may cause
293      * another sound to stop playing if the maximum number of active
294      * streams is exceeded. A loop value of -1 means loop forever,
295      * a value of 0 means don't loop, other values indicate the
296      * number of repeats, e.g. a value of 1 plays the audio twice.
297      * The playback rate allows the application to vary the playback
298      * rate (pitch) of the sound. A value of 1.0 means play back at
299      * the original frequency. A value of 2.0 means play back twice
300      * as fast, and a value of 0.5 means playback at half speed.
301      *
302      * @param soundID a soundID returned by the load() function
303      * @param leftVolume left volume value (range = 0.0 to 1.0)
304      * @param rightVolume right volume value (range = 0.0 to 1.0)
305      * @param priority stream priority (0 = lowest priority)
306      * @param loop loop mode (0 = no loop, -1 = loop forever)
307      * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
308      * @return non-zero streamID if successful, zero if failed
309      */
play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)310     public final int play(int soundID, float leftVolume, float rightVolume,
311             int priority, int loop, float rate) {
312         // FIXME: b/174876164 implement device id for soundpool
313         baseStart(0);
314         return _play(soundID, leftVolume, rightVolume, priority, loop, rate);
315     }
316 
317     /**
318      * Pause a playback stream.
319      *
320      * Pause the stream specified by the streamID. This is the
321      * value returned by the play() function. If the stream is
322      * playing, it will be paused. If the stream is not playing
323      * (e.g. is stopped or was previously paused), calling this
324      * function will have no effect.
325      *
326      * @param streamID a streamID returned by the play() function
327      */
pause(int streamID)328     public native final void pause(int streamID);
329 
330     /**
331      * Resume a playback stream.
332      *
333      * Resume the stream specified by the streamID. This
334      * is the value returned by the play() function. If the stream
335      * is paused, this will resume playback. If the stream was not
336      * previously paused, calling this function will have no effect.
337      *
338      * @param streamID a streamID returned by the play() function
339      */
resume(int streamID)340     public native final void resume(int streamID);
341 
342     /**
343      * Pause all active streams.
344      *
345      * Pause all streams that are currently playing. This function
346      * iterates through all the active streams and pauses any that
347      * are playing. It also sets a flag so that any streams that
348      * are playing can be resumed by calling autoResume().
349      */
autoPause()350     public native final void autoPause();
351 
352     /**
353      * Resume all previously active streams.
354      *
355      * Automatically resumes all streams that were paused in previous
356      * calls to autoPause().
357      */
autoResume()358     public native final void autoResume();
359 
360     /**
361      * Stop a playback stream.
362      *
363      * Stop the stream specified by the streamID. This
364      * is the value returned by the play() function. If the stream
365      * is playing, it will be stopped. It also releases any native
366      * resources associated with this stream. If the stream is not
367      * playing, it will have no effect.
368      *
369      * @param streamID a streamID returned by the play() function
370      */
stop(int streamID)371     public native final void stop(int streamID);
372 
373     /**
374      * Set stream volume.
375      *
376      * Sets the volume on the stream specified by the streamID.
377      * This is the value returned by the play() function. The
378      * value must be in the range of 0.0 to 1.0. If the stream does
379      * not exist, it will have no effect.
380      *
381      * @param streamID a streamID returned by the play() function
382      * @param leftVolume left volume value (range = 0.0 to 1.0)
383      * @param rightVolume right volume value (range = 0.0 to 1.0)
384      */
setVolume(int streamID, float leftVolume, float rightVolume)385     public final void setVolume(int streamID, float leftVolume, float rightVolume) {
386         // unlike other subclasses of PlayerBase, we are not calling
387         // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each
388         // volume separately for each player, so we still send the command, but
389         // handle mute/unmute separately through playerSetVolume()
390         _setVolume(streamID, leftVolume, rightVolume);
391     }
392 
393     @Override
playerApplyVolumeShaper( @onNull VolumeShaper.Configuration configuration, @Nullable VolumeShaper.Operation operation)394     /* package */ int playerApplyVolumeShaper(
395             @NonNull VolumeShaper.Configuration configuration,
396             @Nullable VolumeShaper.Operation operation) {
397         return -1;
398     }
399 
400     @Override
playerGetVolumeShaperState(int id)401     /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) {
402         return null;
403     }
404 
405     @Override
playerSetVolume(boolean muting, float leftVolume, float rightVolume)406     void playerSetVolume(boolean muting, float leftVolume, float rightVolume) {
407         // not used here to control the player volume directly, but used to mute/unmute
408         _mute(muting);
409     }
410 
411     @Override
playerSetAuxEffectSendLevel(boolean muting, float level)412     int playerSetAuxEffectSendLevel(boolean muting, float level) {
413         // no aux send functionality so no-op
414         return AudioSystem.SUCCESS;
415     }
416 
417     @Override
playerStart()418     void playerStart() {
419         // FIXME implement resuming any paused sound
420     }
421 
422     @Override
playerPause()423     void playerPause() {
424         // FIXME implement pausing any playing sound
425     }
426 
427     @Override
playerStop()428     void playerStop() {
429         // FIXME implement pausing any playing sound
430     }
431 
432     /**
433      * Similar, except set volume of all channels to same value.
434      * @hide
435      */
setVolume(int streamID, float volume)436     public void setVolume(int streamID, float volume) {
437         setVolume(streamID, volume, volume);
438     }
439 
440     /**
441      * Change stream priority.
442      *
443      * Change the priority of the stream specified by the streamID.
444      * This is the value returned by the play() function. Affects the
445      * order in which streams are re-used to play new sounds. If the
446      * stream does not exist, it will have no effect.
447      *
448      * @param streamID a streamID returned by the play() function
449      */
setPriority(int streamID, int priority)450     public native final void setPriority(int streamID, int priority);
451 
452     /**
453      * Set loop mode.
454      *
455      * Change the loop mode. A loop value of -1 means loop forever,
456      * a value of 0 means don't loop, other values indicate the
457      * number of repeats, e.g. a value of 1 plays the audio twice.
458      * If the stream does not exist, it will have no effect.
459      *
460      * @param streamID a streamID returned by the play() function
461      * @param loop loop mode (0 = no loop, -1 = loop forever)
462      */
setLoop(int streamID, int loop)463     public native final void setLoop(int streamID, int loop);
464 
465     /**
466      * Change playback rate.
467      *
468      * The playback rate allows the application to vary the playback
469      * rate (pitch) of the sound. A value of 1.0 means playback at
470      * the original frequency. A value of 2.0 means playback twice
471      * as fast, and a value of 0.5 means playback at half speed.
472      * If the stream does not exist, it will have no effect.
473      *
474      * @param streamID a streamID returned by the play() function
475      * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
476      */
setRate(int streamID, float rate)477     public native final void setRate(int streamID, float rate);
478 
479     public interface OnLoadCompleteListener {
480         /**
481          * Called when a sound has completed loading.
482          *
483          * @param soundPool SoundPool object from the load() method
484          * @param sampleId the sample ID of the sound loaded.
485          * @param status the status of the load operation (0 = success)
486          */
onLoadComplete(SoundPool soundPool, int sampleId, int status)487         public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
488     }
489 
490     /**
491      * Sets the callback hook for the OnLoadCompleteListener.
492      */
setOnLoadCompleteListener(OnLoadCompleteListener listener)493     public void setOnLoadCompleteListener(OnLoadCompleteListener listener) {
494         if (listener == null) {
495             mEventHandler.set(null);
496             return;
497         }
498 
499         Looper looper;
500         if ((looper = Looper.myLooper()) != null) {
501             mEventHandler.set(new EventHandler(looper, listener));
502         } else if ((looper = Looper.getMainLooper()) != null) {
503             mEventHandler.set(new EventHandler(looper, listener));
504         } else {
505             mEventHandler.set(null);
506         }
507     }
508 
_load(FileDescriptor fd, long offset, long length, int priority)509     private native final int _load(FileDescriptor fd, long offset, long length, int priority);
510 
native_setup(int maxStreams, @NonNull Object attributes, @NonNull String opPackageName)511     private native int native_setup(int maxStreams,
512             @NonNull Object/*AudioAttributes*/ attributes, @NonNull String opPackageName);
513 
_play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)514     private native final int _play(int soundID, float leftVolume, float rightVolume,
515             int priority, int loop, float rate);
516 
_setVolume(int streamID, float leftVolume, float rightVolume)517     private native final void _setVolume(int streamID, float leftVolume, float rightVolume);
518 
_mute(boolean muting)519     private native final void _mute(boolean muting);
520 
521     // post event from native code to message handler
522     @SuppressWarnings("unchecked")
postEventFromNative(int msg, int arg1, int arg2, Object obj)523     private void postEventFromNative(int msg, int arg1, int arg2, Object obj) {
524         Handler eventHandler = mEventHandler.get();
525         if (eventHandler == null) {
526             return;
527         }
528         Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj);
529         eventHandler.sendMessage(message);
530     }
531 
532     private final class EventHandler extends Handler {
533         private final OnLoadCompleteListener mOnLoadCompleteListener;
534 
EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener)535         EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) {
536             super(looper);
537             mOnLoadCompleteListener = onLoadCompleteListener;
538         }
539 
540         @Override
handleMessage(Message msg)541         public void handleMessage(Message msg) {
542             if (msg.what != SAMPLE_LOADED) {
543                 Log.e(TAG, "Unknown message type " + msg.what);
544                 return;
545             }
546 
547             if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
548             mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2);
549         }
550     }
551 
552     /**
553      * Builder class for {@link SoundPool} objects.
554      */
555     public static class Builder {
556         private int mMaxStreams = 1;
557         private AudioAttributes mAudioAttributes;
558 
559         /**
560          * Constructs a new Builder with the defaults format values.
561          * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to
562          * change it), and the audio attributes have a usage value of
563          * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to
564          * change them).
565          */
Builder()566         public Builder() {
567         }
568 
569         /**
570          * Sets the maximum of number of simultaneous streams that can be played simultaneously.
571          * @param maxStreams a value equal to 1 or greater.
572          * @return the same Builder instance
573          * @throws IllegalArgumentException
574          */
setMaxStreams(int maxStreams)575         public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException {
576             if (maxStreams <= 0) {
577                 throw new IllegalArgumentException(
578                         "Strictly positive value required for the maximum number of streams");
579             }
580             mMaxStreams = maxStreams;
581             return this;
582         }
583 
584         /**
585          * Sets the {@link AudioAttributes}. For examples, game applications will use attributes
586          * built with usage information set to {@link AudioAttributes#USAGE_GAME}.
587          * @param attributes a non-null
588          * @return
589          */
setAudioAttributes(AudioAttributes attributes)590         public Builder setAudioAttributes(AudioAttributes attributes)
591                 throws IllegalArgumentException {
592             if (attributes == null) {
593                 throw new IllegalArgumentException("Invalid null AudioAttributes");
594             }
595             mAudioAttributes = attributes;
596             return this;
597         }
598 
build()599         public SoundPool build() {
600             if (mAudioAttributes == null) {
601                 mAudioAttributes = new AudioAttributes.Builder()
602                         .setUsage(AudioAttributes.USAGE_MEDIA).build();
603             }
604             return new SoundPool(mMaxStreams, mAudioAttributes);
605         }
606     }
607 }
608