1 /* 2 * Copyright (C) 2008 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 * This file has been copied from com.android.server.NotificationPlayer. The only modification is 18 * the addition of a volume parameter. Hopefully the framework will adapt AsyncPlayer to support 19 * all the functionality in this class, at which point this one can be deleted. 20 */ 21 22 package com.android.mms.transaction; 23 24 import android.content.Context; 25 import android.media.AudioManager; 26 import android.media.MediaPlayer; 27 import android.media.MediaPlayer.OnCompletionListener; 28 import android.net.Uri; 29 import android.os.Looper; 30 import android.os.PowerManager; 31 import android.os.SystemClock; 32 import android.util.Log; 33 34 import java.lang.Thread; 35 import java.util.LinkedList; 36 37 /** 38 * @hide 39 * This class is provides the same interface and functionality as android.media.AsyncPlayer 40 * with the following differences: 41 * - whenever audio is played, audio focus is requested, 42 * - whenever audio playback is stopped or the playback completed, audio focus is abandoned. 43 */ 44 public class NotificationPlayer implements OnCompletionListener { 45 private static final int PLAY = 1; 46 private static final int STOP = 2; 47 private static final boolean mDebug = false; 48 49 private static final class Command { 50 int code; 51 Context context; 52 Uri uri; 53 boolean looping; 54 int stream; 55 float volume; 56 long requestTime; 57 58 @Override toString()59 public String toString() { 60 return "{ code=" + code + " looping=" + looping + " stream=" + stream 61 + " uri=" + uri + " }"; 62 } 63 } 64 65 private LinkedList<Command> mCmdQueue = new LinkedList<Command>(); 66 67 private Looper mLooper; 68 69 /* 70 * Besides the use of audio focus, the only implementation difference between AsyncPlayer and 71 * NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback, 72 * OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to 73 * be created with a looper running so its event handler is not null. 74 */ 75 private final class CreationAndCompletionThread extends Thread { 76 public Command mCmd; CreationAndCompletionThread(Command cmd)77 public CreationAndCompletionThread(Command cmd) { 78 super(); 79 mCmd = cmd; 80 } 81 82 @Override run()83 public void run() { 84 Looper.prepare(); 85 mLooper = Looper.myLooper(); 86 synchronized(this) { 87 AudioManager audioManager = 88 (AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE); 89 try { 90 MediaPlayer player = new MediaPlayer(); 91 player.setAudioStreamType(mCmd.stream); 92 player.setDataSource(mCmd.context, mCmd.uri); 93 player.setLooping(mCmd.looping); 94 player.setVolume(mCmd.volume, mCmd.volume); 95 player.prepare(); 96 if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null) 97 && (mCmd.uri.getEncodedPath().length() > 0)) { 98 if (mCmd.looping) { 99 audioManager.requestAudioFocus(null, mCmd.stream, 100 AudioManager.AUDIOFOCUS_GAIN); 101 } else { 102 audioManager.requestAudioFocus(null, mCmd.stream, 103 AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK); 104 } 105 } 106 player.setOnCompletionListener(NotificationPlayer.this); 107 player.start(); 108 if (mPlayer != null) { 109 mPlayer.release(); 110 } 111 mPlayer = player; 112 } 113 catch (Exception e) { 114 Log.w(mTag, "error loading sound for " + mCmd.uri, e); 115 } 116 mAudioManager = audioManager; 117 this.notify(); 118 } 119 Looper.loop(); 120 } 121 } 122 startSound(Command cmd)123 private void startSound(Command cmd) { 124 // Preparing can be slow, so if there is something else 125 // is playing, let it continue until we're done, so there 126 // is less of a glitch. 127 try { 128 if (mDebug) Log.d(mTag, "Starting playback"); 129 //----------------------------------- 130 // This is were we deviate from the AsyncPlayer implementation and create the 131 // MediaPlayer in a new thread with which we're synchronized 132 synchronized(mCompletionHandlingLock) { 133 // if another sound was already playing, it doesn't matter we won't get notified 134 // of the completion, since only the completion notification of the last sound 135 // matters 136 if((mLooper != null) 137 && (mLooper.getThread().getState() != Thread.State.TERMINATED)) { 138 mLooper.quit(); 139 } 140 mCompletionThread = new CreationAndCompletionThread(cmd); 141 synchronized(mCompletionThread) { 142 mCompletionThread.start(); 143 mCompletionThread.wait(); 144 } 145 } 146 //----------------------------------- 147 148 long delay = SystemClock.uptimeMillis() - cmd.requestTime; 149 if (delay > 1000) { 150 Log.w(mTag, "Notification sound delayed by " + delay + "msecs"); 151 } 152 } 153 catch (Exception e) { 154 Log.w(mTag, "error loading sound for " + cmd.uri, e); 155 } 156 } 157 158 private final class CmdThread extends java.lang.Thread { CmdThread()159 CmdThread() { 160 super("NotificationPlayer-" + mTag); 161 } 162 163 @Override run()164 public void run() { 165 while (true) { 166 Command cmd = null; 167 168 synchronized (mCmdQueue) { 169 if (mDebug) Log.d(mTag, "RemoveFirst"); 170 cmd = mCmdQueue.removeFirst(); 171 } 172 173 switch (cmd.code) { 174 case PLAY: 175 if (mDebug) Log.d(mTag, "PLAY"); 176 startSound(cmd); 177 break; 178 case STOP: 179 if (mDebug) Log.d(mTag, "STOP"); 180 if (mPlayer != null) { 181 long delay = SystemClock.uptimeMillis() - cmd.requestTime; 182 if (delay > 1000) { 183 Log.w(mTag, "Notification stop delayed by " + delay + "msecs"); 184 } 185 mPlayer.stop(); 186 mPlayer.release(); 187 mPlayer = null; 188 mAudioManager.abandonAudioFocus(null); 189 mAudioManager = null; 190 if((mLooper != null) 191 && (mLooper.getThread().getState() != Thread.State.TERMINATED)) { 192 mLooper.quit(); 193 } 194 } else { 195 Log.w(mTag, "STOP command without a player"); 196 } 197 break; 198 } 199 200 synchronized (mCmdQueue) { 201 if (mCmdQueue.size() == 0) { 202 // nothing left to do, quit 203 // doing this check after we're done prevents the case where they 204 // added it during the operation from spawning two threads and 205 // trying to do them in parallel. 206 mThread = null; 207 releaseWakeLock(); 208 return; 209 } 210 } 211 } 212 } 213 } 214 215 @Override onCompletion(MediaPlayer mp)216 public void onCompletion(MediaPlayer mp) { 217 if (mAudioManager != null) { 218 mAudioManager.abandonAudioFocus(null); 219 } 220 // if there are no more sounds to play, end the Looper to listen for media completion 221 synchronized (mCmdQueue) { 222 if (mCmdQueue.size() == 0) { 223 synchronized(mCompletionHandlingLock) { 224 if(mLooper != null) { 225 mLooper.quit(); 226 } 227 mCompletionThread = null; 228 } 229 } 230 } 231 } 232 233 private String mTag; 234 private CmdThread mThread; 235 private CreationAndCompletionThread mCompletionThread; 236 private final Object mCompletionHandlingLock = new Object(); 237 private MediaPlayer mPlayer; 238 private PowerManager.WakeLock mWakeLock; 239 private AudioManager mAudioManager; 240 241 // The current state according to the caller. Reality lags behind 242 // because of the asynchronous nature of this class. 243 private int mState = STOP; 244 245 /** 246 * Construct a NotificationPlayer object. 247 * 248 * @param tag a string to use for debugging 249 */ NotificationPlayer(String tag)250 public NotificationPlayer(String tag) { 251 if (tag != null) { 252 mTag = tag; 253 } else { 254 mTag = "NotificationPlayer"; 255 } 256 } 257 258 /** 259 * Start playing the sound. It will actually start playing at some 260 * point in the future. There are no guarantees about latency here. 261 * Calling this before another audio file is done playing will stop 262 * that one and start the new one. 263 * 264 * @param context Your application's context. 265 * @param uri The URI to play. (see {@link MediaPlayer#setDataSource(Context, Uri)}) 266 * @param looping Whether the audio should loop forever. 267 * (see {@link MediaPlayer#setLooping(boolean)}) 268 * @param stream the AudioStream to use. 269 * (see {@link MediaPlayer#setAudioStreamType(int)}) 270 * @param volume The volume at which to play this sound, as a fraction of the system volume for 271 * the relevant stream type. A value of 1 is the maximum and means play at the system 272 * volume with no attenuation. 273 */ play(Context context, Uri uri, boolean looping, int stream, float volume)274 public void play(Context context, Uri uri, boolean looping, int stream, float volume) { 275 Command cmd = new Command(); 276 cmd.requestTime = SystemClock.uptimeMillis(); 277 cmd.code = PLAY; 278 cmd.context = context; 279 cmd.uri = uri; 280 cmd.looping = looping; 281 cmd.stream = stream; 282 cmd.volume = volume; 283 synchronized (mCmdQueue) { 284 enqueueLocked(cmd); 285 mState = PLAY; 286 } 287 } 288 289 /** 290 * Stop a previously played sound. It can't be played again or unpaused 291 * at this point. Calling this multiple times has no ill effects. 292 */ stop()293 public void stop() { 294 synchronized (mCmdQueue) { 295 // This check allows stop to be called multiple times without starting 296 // a thread that ends up doing nothing. 297 if (mState != STOP) { 298 Command cmd = new Command(); 299 cmd.requestTime = SystemClock.uptimeMillis(); 300 cmd.code = STOP; 301 enqueueLocked(cmd); 302 mState = STOP; 303 } 304 } 305 } 306 enqueueLocked(Command cmd)307 private void enqueueLocked(Command cmd) { 308 mCmdQueue.add(cmd); 309 if (mThread == null) { 310 acquireWakeLock(); 311 mThread = new CmdThread(); 312 mThread.start(); 313 } 314 } 315 316 /** 317 * We want to hold a wake lock while we do the prepare and play. The stop probably is 318 * optional, but it won't hurt to have it too. The problem is that if you start a sound 319 * while you're holding a wake lock (e.g. an alarm starting a notification), you want the 320 * sound to play, but if the CPU turns off before mThread gets to work, it won't. The 321 * simplest way to deal with this is to make it so there is a wake lock held while the 322 * thread is starting or running. You're going to need the WAKE_LOCK permission if you're 323 * going to call this. 324 * 325 * This must be called before the first time play is called. 326 * 327 * @hide 328 */ setUsesWakeLock(Context context)329 public void setUsesWakeLock(Context context) { 330 if (mWakeLock != null || mThread != null) { 331 // if either of these has happened, we've already played something. 332 // and our releases will be out of sync. 333 throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock 334 + " mThread=" + mThread); 335 } 336 PowerManager pm = (PowerManager)context.getSystemService(Context.POWER_SERVICE); 337 mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag); 338 } 339 acquireWakeLock()340 private void acquireWakeLock() { 341 if (mWakeLock != null) { 342 mWakeLock.acquire(); 343 } 344 } 345 releaseWakeLock()346 private void releaseWakeLock() { 347 if (mWakeLock != null) { 348 mWakeLock.release(); 349 } 350 } 351 } 352 353