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