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), maxStreams, attributes) != 0) { 153 throw new RuntimeException("Native setup failed"); 154 } 155 mAttributes = attributes; 156 157 baseRegisterPlayer(); 158 } 159 160 /** 161 * Release the SoundPool resources. 162 * 163 * Release all memory and native resources used by the SoundPool 164 * object. The SoundPool can no longer be used and the reference 165 * should be set to null. 166 */ release()167 public final void release() { 168 baseRelease(); 169 native_release(); 170 } 171 native_release()172 private native final void native_release(); 173 finalize()174 protected void finalize() { release(); } 175 176 /** 177 * Load the sound from the specified path. 178 * 179 * @param path the path to the audio file 180 * @param priority the priority of the sound. Currently has no effect. Use 181 * a value of 1 for future compatibility. 182 * @return a sound ID. This value can be used to play or unload the sound. 183 */ load(String path, int priority)184 public int load(String path, int priority) { 185 int id = 0; 186 try { 187 File f = new File(path); 188 ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, 189 ParcelFileDescriptor.MODE_READ_ONLY); 190 if (fd != null) { 191 id = _load(fd.getFileDescriptor(), 0, f.length(), priority); 192 fd.close(); 193 } 194 } catch (java.io.IOException e) { 195 Log.e(TAG, "error loading " + path); 196 } 197 return id; 198 } 199 200 /** 201 * Load the sound from the specified APK resource. 202 * 203 * Note that the extension is dropped. For example, if you want to load 204 * a sound from the raw resource file "explosion.mp3", you would specify 205 * "R.raw.explosion" as the resource ID. Note that this means you cannot 206 * have both an "explosion.wav" and an "explosion.mp3" in the res/raw 207 * directory. 208 * 209 * @param context the application context 210 * @param resId the resource ID 211 * @param priority the priority of the sound. Currently has no effect. Use 212 * a value of 1 for future compatibility. 213 * @return a sound ID. This value can be used to play or unload the sound. 214 */ load(Context context, int resId, int priority)215 public int load(Context context, int resId, int priority) { 216 AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); 217 int id = 0; 218 if (afd != null) { 219 id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority); 220 try { 221 afd.close(); 222 } catch (java.io.IOException ex) { 223 //Log.d(TAG, "close failed:", ex); 224 } 225 } 226 return id; 227 } 228 229 /** 230 * Load the sound from an asset file descriptor. 231 * 232 * @param afd an asset file descriptor 233 * @param priority the priority of the sound. Currently has no effect. Use 234 * a value of 1 for future compatibility. 235 * @return a sound ID. This value can be used to play or unload the sound. 236 */ load(AssetFileDescriptor afd, int priority)237 public int load(AssetFileDescriptor afd, int priority) { 238 if (afd != null) { 239 long len = afd.getLength(); 240 if (len < 0) { 241 throw new AndroidRuntimeException("no length for fd"); 242 } 243 return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority); 244 } else { 245 return 0; 246 } 247 } 248 249 /** 250 * Load the sound from a FileDescriptor. 251 * 252 * This version is useful if you store multiple sounds in a single 253 * binary. The offset specifies the offset from the start of the file 254 * and the length specifies the length of the sound within the file. 255 * 256 * @param fd a FileDescriptor object 257 * @param offset offset to the start of the sound 258 * @param length length of the sound 259 * @param priority the priority of the sound. Currently has no effect. Use 260 * a value of 1 for future compatibility. 261 * @return a sound ID. This value can be used to play or unload the sound. 262 */ load(FileDescriptor fd, long offset, long length, int priority)263 public int load(FileDescriptor fd, long offset, long length, int priority) { 264 return _load(fd, offset, length, priority); 265 } 266 267 /** 268 * Unload a sound from a sound ID. 269 * 270 * Unloads the sound specified by the soundID. This is the value 271 * returned by the load() function. Returns true if the sound is 272 * successfully unloaded, false if the sound was already unloaded. 273 * 274 * @param soundID a soundID returned by the load() function 275 * @return true if just unloaded, false if previously unloaded 276 */ unload(int soundID)277 public native final boolean unload(int soundID); 278 279 /** 280 * Play a sound from a sound ID. 281 * 282 * Play the sound specified by the soundID. This is the value 283 * returned by the load() function. Returns a non-zero streamID 284 * if successful, zero if it fails. The streamID can be used to 285 * further control playback. Note that calling play() may cause 286 * another sound to stop playing if the maximum number of active 287 * streams is exceeded. A loop value of -1 means loop forever, 288 * a value of 0 means don't loop, other values indicate the 289 * number of repeats, e.g. a value of 1 plays the audio twice. 290 * The playback rate allows the application to vary the playback 291 * rate (pitch) of the sound. A value of 1.0 means play back at 292 * the original frequency. A value of 2.0 means play back twice 293 * as fast, and a value of 0.5 means playback at half speed. 294 * 295 * @param soundID a soundID returned by the load() function 296 * @param leftVolume left volume value (range = 0.0 to 1.0) 297 * @param rightVolume right volume value (range = 0.0 to 1.0) 298 * @param priority stream priority (0 = lowest priority) 299 * @param loop loop mode (0 = no loop, -1 = loop forever) 300 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 301 * @return non-zero streamID if successful, zero if failed 302 */ play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)303 public final int play(int soundID, float leftVolume, float rightVolume, 304 int priority, int loop, float rate) { 305 baseStart(); 306 return _play(soundID, leftVolume, rightVolume, priority, loop, rate); 307 } 308 309 /** 310 * Pause a playback stream. 311 * 312 * Pause the stream specified by the streamID. This is the 313 * value returned by the play() function. If the stream is 314 * playing, it will be paused. If the stream is not playing 315 * (e.g. is stopped or was previously paused), calling this 316 * function will have no effect. 317 * 318 * @param streamID a streamID returned by the play() function 319 */ pause(int streamID)320 public native final void pause(int streamID); 321 322 /** 323 * Resume a playback stream. 324 * 325 * Resume the stream specified by the streamID. This 326 * is the value returned by the play() function. If the stream 327 * is paused, this will resume playback. If the stream was not 328 * previously paused, calling this function will have no effect. 329 * 330 * @param streamID a streamID returned by the play() function 331 */ resume(int streamID)332 public native final void resume(int streamID); 333 334 /** 335 * Pause all active streams. 336 * 337 * Pause all streams that are currently playing. This function 338 * iterates through all the active streams and pauses any that 339 * are playing. It also sets a flag so that any streams that 340 * are playing can be resumed by calling autoResume(). 341 */ autoPause()342 public native final void autoPause(); 343 344 /** 345 * Resume all previously active streams. 346 * 347 * Automatically resumes all streams that were paused in previous 348 * calls to autoPause(). 349 */ autoResume()350 public native final void autoResume(); 351 352 /** 353 * Stop a playback stream. 354 * 355 * Stop the stream specified by the streamID. This 356 * is the value returned by the play() function. If the stream 357 * is playing, it will be stopped. It also releases any native 358 * resources associated with this stream. If the stream is not 359 * playing, it will have no effect. 360 * 361 * @param streamID a streamID returned by the play() function 362 */ stop(int streamID)363 public native final void stop(int streamID); 364 365 /** 366 * Set stream volume. 367 * 368 * Sets the volume on the stream specified by the streamID. 369 * This is the value returned by the play() function. The 370 * value must be in the range of 0.0 to 1.0. If the stream does 371 * not exist, it will have no effect. 372 * 373 * @param streamID a streamID returned by the play() function 374 * @param leftVolume left volume value (range = 0.0 to 1.0) 375 * @param rightVolume right volume value (range = 0.0 to 1.0) 376 */ setVolume(int streamID, float leftVolume, float rightVolume)377 public final void setVolume(int streamID, float leftVolume, float rightVolume) { 378 // unlike other subclasses of PlayerBase, we are not calling 379 // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each 380 // volume separately for each player, so we still send the command, but 381 // handle mute/unmute separately through playerSetVolume() 382 _setVolume(streamID, leftVolume, rightVolume); 383 } 384 385 @Override playerApplyVolumeShaper( @onNull VolumeShaper.Configuration configuration, @Nullable VolumeShaper.Operation operation)386 /* package */ int playerApplyVolumeShaper( 387 @NonNull VolumeShaper.Configuration configuration, 388 @Nullable VolumeShaper.Operation operation) { 389 return -1; 390 } 391 392 @Override playerGetVolumeShaperState(int id)393 /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) { 394 return null; 395 } 396 397 @Override playerSetVolume(boolean muting, float leftVolume, float rightVolume)398 void playerSetVolume(boolean muting, float leftVolume, float rightVolume) { 399 // not used here to control the player volume directly, but used to mute/unmute 400 _mute(muting); 401 } 402 403 @Override playerSetAuxEffectSendLevel(boolean muting, float level)404 int playerSetAuxEffectSendLevel(boolean muting, float level) { 405 // no aux send functionality so no-op 406 return AudioSystem.SUCCESS; 407 } 408 409 @Override playerStart()410 void playerStart() { 411 // FIXME implement resuming any paused sound 412 } 413 414 @Override playerPause()415 void playerPause() { 416 // FIXME implement pausing any playing sound 417 } 418 419 @Override playerStop()420 void playerStop() { 421 // FIXME implement pausing any playing sound 422 } 423 424 /** 425 * Similar, except set volume of all channels to same value. 426 * @hide 427 */ setVolume(int streamID, float volume)428 public void setVolume(int streamID, float volume) { 429 setVolume(streamID, volume, volume); 430 } 431 432 /** 433 * Change stream priority. 434 * 435 * Change the priority of the stream specified by the streamID. 436 * This is the value returned by the play() function. Affects the 437 * order in which streams are re-used to play new sounds. If the 438 * stream does not exist, it will have no effect. 439 * 440 * @param streamID a streamID returned by the play() function 441 */ setPriority(int streamID, int priority)442 public native final void setPriority(int streamID, int priority); 443 444 /** 445 * Set loop mode. 446 * 447 * Change the loop mode. A loop value of -1 means loop forever, 448 * a value of 0 means don't loop, other values indicate the 449 * number of repeats, e.g. a value of 1 plays the audio twice. 450 * If the stream does not exist, it will have no effect. 451 * 452 * @param streamID a streamID returned by the play() function 453 * @param loop loop mode (0 = no loop, -1 = loop forever) 454 */ setLoop(int streamID, int loop)455 public native final void setLoop(int streamID, int loop); 456 457 /** 458 * Change playback rate. 459 * 460 * The playback rate allows the application to vary the playback 461 * rate (pitch) of the sound. A value of 1.0 means playback at 462 * the original frequency. A value of 2.0 means playback twice 463 * as fast, and a value of 0.5 means playback at half speed. 464 * If the stream does not exist, it will have no effect. 465 * 466 * @param streamID a streamID returned by the play() function 467 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 468 */ setRate(int streamID, float rate)469 public native final void setRate(int streamID, float rate); 470 471 public interface OnLoadCompleteListener { 472 /** 473 * Called when a sound has completed loading. 474 * 475 * @param soundPool SoundPool object from the load() method 476 * @param sampleId the sample ID of the sound loaded. 477 * @param status the status of the load operation (0 = success) 478 */ onLoadComplete(SoundPool soundPool, int sampleId, int status)479 public void onLoadComplete(SoundPool soundPool, int sampleId, int status); 480 } 481 482 /** 483 * Sets the callback hook for the OnLoadCompleteListener. 484 */ setOnLoadCompleteListener(OnLoadCompleteListener listener)485 public void setOnLoadCompleteListener(OnLoadCompleteListener listener) { 486 if (listener == null) { 487 mEventHandler.set(null); 488 return; 489 } 490 491 Looper looper; 492 if ((looper = Looper.myLooper()) != null) { 493 mEventHandler.set(new EventHandler(looper, listener)); 494 } else if ((looper = Looper.getMainLooper()) != null) { 495 mEventHandler.set(new EventHandler(looper, listener)); 496 } else { 497 mEventHandler.set(null); 498 } 499 } 500 _load(FileDescriptor fd, long offset, long length, int priority)501 private native final int _load(FileDescriptor fd, long offset, long length, int priority); 502 native_setup(Object weakRef, int maxStreams, Object attributes)503 private native final int native_setup(Object weakRef, int maxStreams, 504 Object/*AudioAttributes*/ attributes); 505 _play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)506 private native final int _play(int soundID, float leftVolume, float rightVolume, 507 int priority, int loop, float rate); 508 _setVolume(int streamID, float leftVolume, float rightVolume)509 private native final void _setVolume(int streamID, float leftVolume, float rightVolume); 510 _mute(boolean muting)511 private native final void _mute(boolean muting); 512 513 // post event from native code to message handler 514 @SuppressWarnings("unchecked") postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj)515 private static void postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj) { 516 SoundPool soundPool = ((WeakReference<SoundPool>) ref).get(); 517 if (soundPool == null) { 518 return; 519 } 520 521 Handler eventHandler = soundPool.mEventHandler.get(); 522 if (eventHandler == null) { 523 return; 524 } 525 526 Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj); 527 eventHandler.sendMessage(message); 528 } 529 530 private final class EventHandler extends Handler { 531 private final OnLoadCompleteListener mOnLoadCompleteListener; 532 EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener)533 EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) { 534 super(looper); 535 mOnLoadCompleteListener = onLoadCompleteListener; 536 } 537 538 @Override handleMessage(Message msg)539 public void handleMessage(Message msg) { 540 if (msg.what != SAMPLE_LOADED) { 541 Log.e(TAG, "Unknown message type " + msg.what); 542 return; 543 } 544 545 if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded"); 546 mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2); 547 } 548 } 549 550 /** 551 * Builder class for {@link SoundPool} objects. 552 */ 553 public static class Builder { 554 private int mMaxStreams = 1; 555 private AudioAttributes mAudioAttributes; 556 557 /** 558 * Constructs a new Builder with the defaults format values. 559 * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to 560 * change it), and the audio attributes have a usage value of 561 * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to 562 * change them). 563 */ Builder()564 public Builder() { 565 } 566 567 /** 568 * Sets the maximum of number of simultaneous streams that can be played simultaneously. 569 * @param maxStreams a value equal to 1 or greater. 570 * @return the same Builder instance 571 * @throws IllegalArgumentException 572 */ setMaxStreams(int maxStreams)573 public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException { 574 if (maxStreams <= 0) { 575 throw new IllegalArgumentException( 576 "Strictly positive value required for the maximum number of streams"); 577 } 578 mMaxStreams = maxStreams; 579 return this; 580 } 581 582 /** 583 * Sets the {@link AudioAttributes}. For examples, game applications will use attributes 584 * built with usage information set to {@link AudioAttributes#USAGE_GAME}. 585 * @param attributes a non-null 586 * @return 587 */ setAudioAttributes(AudioAttributes attributes)588 public Builder setAudioAttributes(AudioAttributes attributes) 589 throws IllegalArgumentException { 590 if (attributes == null) { 591 throw new IllegalArgumentException("Invalid null AudioAttributes"); 592 } 593 mAudioAttributes = attributes; 594 return this; 595 } 596 build()597 public SoundPool build() { 598 if (mAudioAttributes == null) { 599 mAudioAttributes = new AudioAttributes.Builder() 600 .setUsage(AudioAttributes.USAGE_MEDIA).build(); 601 } 602 return new SoundPool(mMaxStreams, mAudioAttributes); 603 } 604 } 605 } 606