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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 package com.android.systemui.media;
18 
19 import android.content.Context;
20 import android.media.AudioAttributes;
21 import android.media.AudioManager;
22 import android.media.MediaPlayer;
23 import android.media.MediaPlayer.OnCompletionListener;
24 import android.media.MediaPlayer.OnErrorListener;
25 import android.net.Uri;
26 import android.os.Looper;
27 import android.os.PowerManager;
28 import android.os.SystemClock;
29 import android.util.Log;
30 
31 import java.util.LinkedList;
32 
33 /**
34  * @hide
35  * This class is provides the same interface and functionality as android.media.AsyncPlayer
36  * with the following differences:
37  * - whenever audio is played, audio focus is requested,
38  * - whenever audio playback is stopped or the playback completed, audio focus is abandoned.
39  */
40 public class NotificationPlayer implements OnCompletionListener, OnErrorListener {
41     private static final int PLAY = 1;
42     private static final int STOP = 2;
43     private static final boolean mDebug = false;
44 
45     private static final class Command {
46         int code;
47         Context context;
48         Uri uri;
49         boolean looping;
50         AudioAttributes attributes;
51         long requestTime;
52 
toString()53         public String toString() {
54             return "{ code=" + code + " looping=" + looping + " attributes=" + attributes
55                     + " uri=" + uri + " }";
56         }
57     }
58 
59     private LinkedList<Command> mCmdQueue = new LinkedList();
60 
61     private Looper mLooper;
62 
63     /*
64      * Besides the use of audio focus, the only implementation difference between AsyncPlayer and
65      * NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback,
66      * OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to
67      * be created with a looper running so its event handler is not null.
68      */
69     private final class CreationAndCompletionThread extends Thread {
70         public Command mCmd;
CreationAndCompletionThread(Command cmd)71         public CreationAndCompletionThread(Command cmd) {
72             super();
73             mCmd = cmd;
74         }
75 
run()76         public void run() {
77             Looper.prepare();
78             mLooper = Looper.myLooper();
79             synchronized(this) {
80                 AudioManager audioManager =
81                     (AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE);
82                 try {
83                     MediaPlayer player = new MediaPlayer();
84                     player.setAudioAttributes(mCmd.attributes);
85                     player.setDataSource(mCmd.context, mCmd.uri);
86                     player.setLooping(mCmd.looping);
87                     player.prepare();
88                     if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null)
89                             && (mCmd.uri.getEncodedPath().length() > 0)) {
90                         if (!audioManager.isMusicActiveRemotely()) {
91                             synchronized(mQueueAudioFocusLock) {
92                                 if (mAudioManagerWithAudioFocus == null) {
93                                     if (mDebug) Log.d(mTag, "requesting AudioFocus");
94                                     if (mCmd.looping) {
95                                         audioManager.requestAudioFocus(null,
96                                                 AudioAttributes.toLegacyStreamType(mCmd.attributes),
97                                                 AudioManager.AUDIOFOCUS_GAIN);
98                                     } else {
99                                         audioManager.requestAudioFocus(null,
100                                                 AudioAttributes.toLegacyStreamType(mCmd.attributes),
101                                                 AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
102                                     }
103                                     mAudioManagerWithAudioFocus = audioManager;
104                                 } else {
105                                     if (mDebug) Log.d(mTag, "AudioFocus was previously requested");
106                                 }
107                             }
108                         }
109                     }
110                     // FIXME Having to start a new thread so we can receive completion callbacks
111                     //  is wrong, as we kill this thread whenever a new sound is to be played. This
112                     //  can lead to AudioFocus being released too early, before the second sound is
113                     //  done playing. This class should be modified to use a single thread, on which
114                     //  command are issued, and on which it receives the completion callbacks.
115                     player.setOnCompletionListener(NotificationPlayer.this);
116                     player.setOnErrorListener(NotificationPlayer.this);
117                     player.start();
118                     if (mPlayer != null) {
119                         mPlayer.release();
120                     }
121                     mPlayer = player;
122                 }
123                 catch (Exception e) {
124                     Log.w(mTag, "error loading sound for " + mCmd.uri, e);
125                 }
126                 this.notify();
127             }
128             Looper.loop();
129         }
130     };
131 
startSound(Command cmd)132     private void startSound(Command cmd) {
133         // Preparing can be slow, so if there is something else
134         // is playing, let it continue until we're done, so there
135         // is less of a glitch.
136         try {
137             if (mDebug) Log.d(mTag, "Starting playback");
138             //-----------------------------------
139             // This is were we deviate from the AsyncPlayer implementation and create the
140             // MediaPlayer in a new thread with which we're synchronized
141             synchronized(mCompletionHandlingLock) {
142                 // if another sound was already playing, it doesn't matter we won't get notified
143                 // of the completion, since only the completion notification of the last sound
144                 // matters
145                 if((mLooper != null)
146                         && (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
147                     mLooper.quit();
148                 }
149                 mCompletionThread = new CreationAndCompletionThread(cmd);
150                 synchronized(mCompletionThread) {
151                     mCompletionThread.start();
152                     mCompletionThread.wait();
153                 }
154             }
155             //-----------------------------------
156 
157             long delay = SystemClock.uptimeMillis() - cmd.requestTime;
158             if (delay > 1000) {
159                 Log.w(mTag, "Notification sound delayed by " + delay + "msecs");
160             }
161         }
162         catch (Exception e) {
163             Log.w(mTag, "error loading sound for " + cmd.uri, e);
164         }
165     }
166 
167     private final class CmdThread extends java.lang.Thread {
CmdThread()168         CmdThread() {
169             super("NotificationPlayer-" + mTag);
170         }
171 
run()172         public void run() {
173             while (true) {
174                 Command cmd = null;
175 
176                 synchronized (mCmdQueue) {
177                     if (mDebug) Log.d(mTag, "RemoveFirst");
178                     cmd = mCmdQueue.removeFirst();
179                 }
180 
181                 switch (cmd.code) {
182                 case PLAY:
183                     if (mDebug) Log.d(mTag, "PLAY");
184                     startSound(cmd);
185                     break;
186                 case STOP:
187                     if (mDebug) Log.d(mTag, "STOP");
188                     if (mPlayer != null) {
189                         long delay = SystemClock.uptimeMillis() - cmd.requestTime;
190                         if (delay > 1000) {
191                             Log.w(mTag, "Notification stop delayed by " + delay + "msecs");
192                         }
193                         mPlayer.stop();
194                         mPlayer.release();
195                         mPlayer = null;
196                         synchronized(mQueueAudioFocusLock) {
197                             if (mAudioManagerWithAudioFocus != null) {
198                                 mAudioManagerWithAudioFocus.abandonAudioFocus(null);
199                                 mAudioManagerWithAudioFocus = null;
200                             }
201                         }
202                         if((mLooper != null)
203                                 && (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
204                             mLooper.quit();
205                         }
206                     } else {
207                         Log.w(mTag, "STOP command without a player");
208                     }
209                     break;
210                 }
211 
212                 synchronized (mCmdQueue) {
213                     if (mCmdQueue.size() == 0) {
214                         // nothing left to do, quit
215                         // doing this check after we're done prevents the case where they
216                         // added it during the operation from spawning two threads and
217                         // trying to do them in parallel.
218                         mThread = null;
219                         releaseWakeLock();
220                         return;
221                     }
222                 }
223             }
224         }
225     }
226 
onCompletion(MediaPlayer mp)227     public void onCompletion(MediaPlayer mp) {
228         synchronized(mQueueAudioFocusLock) {
229             if (mAudioManagerWithAudioFocus != null) {
230                 if (mDebug) Log.d(mTag, "onCompletion() abandonning AudioFocus");
231                 mAudioManagerWithAudioFocus.abandonAudioFocus(null);
232                 mAudioManagerWithAudioFocus = null;
233             } else {
234                 if (mDebug) Log.d(mTag, "onCompletion() no need to abandon AudioFocus");
235             }
236         }
237         // if there are no more sounds to play, end the Looper to listen for media completion
238         synchronized (mCmdQueue) {
239             if (mCmdQueue.size() == 0) {
240                 synchronized(mCompletionHandlingLock) {
241                     if(mLooper != null) {
242                         mLooper.quit();
243                     }
244                     mCompletionThread = null;
245                 }
246             }
247         }
248     }
249 
onError(MediaPlayer mp, int what, int extra)250     public boolean onError(MediaPlayer mp, int what, int extra) {
251         Log.e(mTag, "error " + what + " (extra=" + extra + ") playing notification");
252         // error happened, handle it just like a completion
253         onCompletion(mp);
254         return true;
255     }
256 
257     private String mTag;
258     private CmdThread mThread;
259     private CreationAndCompletionThread mCompletionThread;
260     private final Object mCompletionHandlingLock = new Object();
261     private MediaPlayer mPlayer;
262     private PowerManager.WakeLock mWakeLock;
263     private final Object mQueueAudioFocusLock = new Object();
264     private AudioManager mAudioManagerWithAudioFocus; // synchronized on mQueueAudioFocusLock
265 
266     // The current state according to the caller.  Reality lags behind
267     // because of the asynchronous nature of this class.
268     private int mState = STOP;
269 
270     /**
271      * Construct a NotificationPlayer object.
272      *
273      * @param tag a string to use for debugging
274      */
NotificationPlayer(String tag)275     public NotificationPlayer(String tag) {
276         if (tag != null) {
277             mTag = tag;
278         } else {
279             mTag = "NotificationPlayer";
280         }
281     }
282 
283     /**
284      * Start playing the sound.  It will actually start playing at some
285      * point in the future.  There are no guarantees about latency here.
286      * Calling this before another audio file is done playing will stop
287      * that one and start the new one.
288      *
289      * @param context Your application's context.
290      * @param uri The URI to play.  (see {@link MediaPlayer#setDataSource(Context, Uri)})
291      * @param looping Whether the audio should loop forever.
292      *          (see {@link MediaPlayer#setLooping(boolean)})
293      * @param stream the AudioStream to use.
294      *          (see {@link MediaPlayer#setAudioStreamType(int)})
295      * @deprecated use {@link #play(Context, Uri, boolean, AudioAttributes)} instead.
296      */
297     @Deprecated
play(Context context, Uri uri, boolean looping, int stream)298     public void play(Context context, Uri uri, boolean looping, int stream) {
299         Command cmd = new Command();
300         cmd.requestTime = SystemClock.uptimeMillis();
301         cmd.code = PLAY;
302         cmd.context = context;
303         cmd.uri = uri;
304         cmd.looping = looping;
305         cmd.attributes = new AudioAttributes.Builder().setInternalLegacyStreamType(stream).build();
306         synchronized (mCmdQueue) {
307             enqueueLocked(cmd);
308             mState = PLAY;
309         }
310     }
311 
312     /**
313      * Start playing the sound.  It will actually start playing at some
314      * point in the future.  There are no guarantees about latency here.
315      * Calling this before another audio file is done playing will stop
316      * that one and start the new one.
317      *
318      * @param context Your application's context.
319      * @param uri The URI to play.  (see {@link MediaPlayer#setDataSource(Context, Uri)})
320      * @param looping Whether the audio should loop forever.
321      *          (see {@link MediaPlayer#setLooping(boolean)})
322      * @param attributes the AudioAttributes to use.
323      *          (see {@link MediaPlayer#setAudioAttributes(AudioAttributes)})
324      */
play(Context context, Uri uri, boolean looping, AudioAttributes attributes)325     public void play(Context context, Uri uri, boolean looping, AudioAttributes attributes) {
326         Command cmd = new Command();
327         cmd.requestTime = SystemClock.uptimeMillis();
328         cmd.code = PLAY;
329         cmd.context = context;
330         cmd.uri = uri;
331         cmd.looping = looping;
332         cmd.attributes = attributes;
333         synchronized (mCmdQueue) {
334             enqueueLocked(cmd);
335             mState = PLAY;
336         }
337     }
338 
339     /**
340      * Stop a previously played sound.  It can't be played again or unpaused
341      * at this point.  Calling this multiple times has no ill effects.
342      */
stop()343     public void stop() {
344         synchronized (mCmdQueue) {
345             // This check allows stop to be called multiple times without starting
346             // a thread that ends up doing nothing.
347             if (mState != STOP) {
348                 Command cmd = new Command();
349                 cmd.requestTime = SystemClock.uptimeMillis();
350                 cmd.code = STOP;
351                 enqueueLocked(cmd);
352                 mState = STOP;
353             }
354         }
355     }
356 
enqueueLocked(Command cmd)357     private void enqueueLocked(Command cmd) {
358         mCmdQueue.add(cmd);
359         if (mThread == null) {
360             acquireWakeLock();
361             mThread = new CmdThread();
362             mThread.start();
363         }
364     }
365 
366     /**
367      * We want to hold a wake lock while we do the prepare and play.  The stop probably is
368      * optional, but it won't hurt to have it too.  The problem is that if you start a sound
369      * while you're holding a wake lock (e.g. an alarm starting a notification), you want the
370      * sound to play, but if the CPU turns off before mThread gets to work, it won't.  The
371      * simplest way to deal with this is to make it so there is a wake lock held while the
372      * thread is starting or running.  You're going to need the WAKE_LOCK permission if you're
373      * going to call this.
374      *
375      * This must be called before the first time play is called.
376      *
377      * @hide
378      */
setUsesWakeLock(Context context)379     public void setUsesWakeLock(Context context) {
380         if (mWakeLock != null || mThread != null) {
381             // if either of these has happened, we've already played something.
382             // and our releases will be out of sync.
383             throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock
384                     + " mThread=" + mThread);
385         }
386         PowerManager pm = (PowerManager)context.getSystemService(Context.POWER_SERVICE);
387         mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag);
388     }
389 
acquireWakeLock()390     private void acquireWakeLock() {
391         if (mWakeLock != null) {
392             mWakeLock.acquire();
393         }
394     }
395 
releaseWakeLock()396     private void releaseWakeLock() {
397         if (mWakeLock != null) {
398             mWakeLock.release();
399         }
400     }
401 }
402