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 java.io.File; 20 import java.io.FileDescriptor; 21 import java.lang.ref.WeakReference; 22 23 import android.app.ActivityThread; 24 import android.app.AppOpsManager; 25 import android.content.Context; 26 import android.content.res.AssetFileDescriptor; 27 import android.os.Handler; 28 import android.os.IBinder; 29 import android.os.Looper; 30 import android.os.Message; 31 import android.os.ParcelFileDescriptor; 32 import android.os.Process; 33 import android.os.RemoteException; 34 import android.os.ServiceManager; 35 import android.util.AndroidRuntimeException; 36 import android.util.Log; 37 38 import com.android.internal.app.IAppOpsCallback; 39 import com.android.internal.app.IAppOpsService; 40 41 42 /** 43 * The SoundPool class manages and plays audio resources for applications. 44 * 45 * <p>A SoundPool is a collection of samples that can be loaded into memory 46 * from a resource inside the APK or from a file in the file system. The 47 * SoundPool library uses the MediaPlayer service to decode the audio 48 * into a raw 16-bit PCM mono or stereo stream. This allows applications 49 * to ship with compressed streams without having to suffer the CPU load 50 * and latency of decompressing during playback.</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 be 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 { 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 long mNativeContext; // accessed by native methods 126 127 private EventHandler mEventHandler; 128 private SoundPool.OnLoadCompleteListener mOnLoadCompleteListener; 129 private boolean mHasAppOpsPlayAudio; 130 131 private final Object mLock; 132 private final AudioAttributes mAttributes; 133 private final IAppOpsService mAppOps; 134 private final IAppOpsCallback mAppOpsCallback; 135 136 /** 137 * Constructor. Constructs a SoundPool object with the following 138 * characteristics: 139 * 140 * @param maxStreams the maximum number of simultaneous streams for this 141 * SoundPool object 142 * @param streamType the audio stream type as described in AudioManager 143 * For example, game applications will normally use 144 * {@link AudioManager#STREAM_MUSIC}. 145 * @param srcQuality the sample-rate converter quality. Currently has no 146 * effect. Use 0 for the default. 147 * @return a SoundPool object, or null if creation failed 148 * @deprecated use {@link SoundPool.Builder} instead to create and configure a 149 * SoundPool instance 150 */ SoundPool(int maxStreams, int streamType, int srcQuality)151 public SoundPool(int maxStreams, int streamType, int srcQuality) { 152 this(maxStreams, 153 new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build()); 154 } 155 SoundPool(int maxStreams, AudioAttributes attributes)156 private SoundPool(int maxStreams, AudioAttributes attributes) { 157 // do native setup 158 if (native_setup(new WeakReference<SoundPool>(this), maxStreams, attributes) != 0) { 159 throw new RuntimeException("Native setup failed"); 160 } 161 mLock = new Object(); 162 mAttributes = attributes; 163 IBinder b = ServiceManager.getService(Context.APP_OPS_SERVICE); 164 mAppOps = IAppOpsService.Stub.asInterface(b); 165 // initialize mHasAppOpsPlayAudio 166 updateAppOpsPlayAudio(); 167 // register a callback to monitor whether the OP_PLAY_AUDIO is still allowed 168 mAppOpsCallback = new IAppOpsCallback.Stub() { 169 public void opChanged(int op, String packageName) { 170 synchronized (mLock) { 171 if (op == AppOpsManager.OP_PLAY_AUDIO) { 172 updateAppOpsPlayAudio(); 173 } 174 } 175 } 176 }; 177 try { 178 mAppOps.startWatchingMode(AppOpsManager.OP_PLAY_AUDIO, 179 ActivityThread.currentPackageName(), mAppOpsCallback); 180 } catch (RemoteException e) { 181 mHasAppOpsPlayAudio = false; 182 } 183 } 184 185 /** 186 * Release the SoundPool resources. 187 * 188 * Release all memory and native resources used by the SoundPool 189 * object. The SoundPool can no longer be used and the reference 190 * should be set to null. 191 */ release()192 public final void release() { 193 try { 194 mAppOps.stopWatchingMode(mAppOpsCallback); 195 } catch (RemoteException e) { 196 // nothing to do here, the SoundPool is being released anyway 197 } 198 native_release(); 199 } 200 native_release()201 private native final void native_release(); 202 finalize()203 protected void finalize() { release(); } 204 205 /** 206 * Load the sound from the specified path. 207 * 208 * @param path the path to the audio file 209 * @param priority the priority of the sound. Currently has no effect. Use 210 * a value of 1 for future compatibility. 211 * @return a sound ID. This value can be used to play or unload the sound. 212 */ load(String path, int priority)213 public int load(String path, int priority) { 214 int id = 0; 215 try { 216 File f = new File(path); 217 ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, 218 ParcelFileDescriptor.MODE_READ_ONLY); 219 if (fd != null) { 220 id = _load(fd.getFileDescriptor(), 0, f.length(), priority); 221 fd.close(); 222 } 223 } catch (java.io.IOException e) { 224 Log.e(TAG, "error loading " + path); 225 } 226 return id; 227 } 228 229 /** 230 * Load the sound from the specified APK resource. 231 * 232 * Note that the extension is dropped. For example, if you want to load 233 * a sound from the raw resource file "explosion.mp3", you would specify 234 * "R.raw.explosion" as the resource ID. Note that this means you cannot 235 * have both an "explosion.wav" and an "explosion.mp3" in the res/raw 236 * directory. 237 * 238 * @param context the application context 239 * @param resId the resource ID 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(Context context, int resId, int priority)244 public int load(Context context, int resId, int priority) { 245 AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); 246 int id = 0; 247 if (afd != null) { 248 id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority); 249 try { 250 afd.close(); 251 } catch (java.io.IOException ex) { 252 //Log.d(TAG, "close failed:", ex); 253 } 254 } 255 return id; 256 } 257 258 /** 259 * Load the sound from an asset file descriptor. 260 * 261 * @param afd an asset file descriptor 262 * @param priority the priority of the sound. Currently has no effect. Use 263 * a value of 1 for future compatibility. 264 * @return a sound ID. This value can be used to play or unload the sound. 265 */ load(AssetFileDescriptor afd, int priority)266 public int load(AssetFileDescriptor afd, int priority) { 267 if (afd != null) { 268 long len = afd.getLength(); 269 if (len < 0) { 270 throw new AndroidRuntimeException("no length for fd"); 271 } 272 return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority); 273 } else { 274 return 0; 275 } 276 } 277 278 /** 279 * Load the sound from a FileDescriptor. 280 * 281 * This version is useful if you store multiple sounds in a single 282 * binary. The offset specifies the offset from the start of the file 283 * and the length specifies the length of the sound within the file. 284 * 285 * @param fd a FileDescriptor object 286 * @param offset offset to the start of the sound 287 * @param length length of the sound 288 * @param priority the priority of the sound. Currently has no effect. Use 289 * a value of 1 for future compatibility. 290 * @return a sound ID. This value can be used to play or unload the sound. 291 */ load(FileDescriptor fd, long offset, long length, int priority)292 public int load(FileDescriptor fd, long offset, long length, int priority) { 293 return _load(fd, offset, length, priority); 294 } 295 296 /** 297 * Unload a sound from a sound ID. 298 * 299 * Unloads the sound specified by the soundID. This is the value 300 * returned by the load() function. Returns true if the sound is 301 * successfully unloaded, false if the sound was already unloaded. 302 * 303 * @param soundID a soundID returned by the load() function 304 * @return true if just unloaded, false if previously unloaded 305 */ unload(int soundID)306 public native final boolean unload(int soundID); 307 308 /** 309 * Play a sound from a sound ID. 310 * 311 * Play the sound specified by the soundID. This is the value 312 * returned by the load() function. Returns a non-zero streamID 313 * if successful, zero if it fails. The streamID can be used to 314 * further control playback. Note that calling play() may cause 315 * another sound to stop playing if the maximum number of active 316 * streams is exceeded. A loop value of -1 means loop forever, 317 * a value of 0 means don't loop, other values indicate the 318 * number of repeats, e.g. a value of 1 plays the audio twice. 319 * The playback rate allows the application to vary the playback 320 * rate (pitch) of the sound. A value of 1.0 means play back at 321 * the original frequency. A value of 2.0 means play back twice 322 * as fast, and a value of 0.5 means playback at half speed. 323 * 324 * @param soundID a soundID returned by the load() function 325 * @param leftVolume left volume value (range = 0.0 to 1.0) 326 * @param rightVolume right volume value (range = 0.0 to 1.0) 327 * @param priority stream priority (0 = lowest priority) 328 * @param loop loop mode (0 = no loop, -1 = loop forever) 329 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 330 * @return non-zero streamID if successful, zero if failed 331 */ play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)332 public final int play(int soundID, float leftVolume, float rightVolume, 333 int priority, int loop, float rate) { 334 if (isRestricted()) { 335 leftVolume = rightVolume = 0; 336 } 337 return _play(soundID, leftVolume, rightVolume, priority, loop, rate); 338 } 339 340 /** 341 * Pause a playback stream. 342 * 343 * Pause the stream specified by the streamID. This is the 344 * value returned by the play() function. If the stream is 345 * playing, it will be paused. If the stream is not playing 346 * (e.g. is stopped or was previously paused), calling this 347 * function will have no effect. 348 * 349 * @param streamID a streamID returned by the play() function 350 */ pause(int streamID)351 public native final void pause(int streamID); 352 353 /** 354 * Resume a playback stream. 355 * 356 * Resume the stream specified by the streamID. This 357 * is the value returned by the play() function. If the stream 358 * is paused, this will resume playback. If the stream was not 359 * previously paused, calling this function will have no effect. 360 * 361 * @param streamID a streamID returned by the play() function 362 */ resume(int streamID)363 public native final void resume(int streamID); 364 365 /** 366 * Pause all active streams. 367 * 368 * Pause all streams that are currently playing. This function 369 * iterates through all the active streams and pauses any that 370 * are playing. It also sets a flag so that any streams that 371 * are playing can be resumed by calling autoResume(). 372 */ autoPause()373 public native final void autoPause(); 374 375 /** 376 * Resume all previously active streams. 377 * 378 * Automatically resumes all streams that were paused in previous 379 * calls to autoPause(). 380 */ autoResume()381 public native final void autoResume(); 382 383 /** 384 * Stop a playback stream. 385 * 386 * Stop the stream specified by the streamID. This 387 * is the value returned by the play() function. If the stream 388 * is playing, it will be stopped. It also releases any native 389 * resources associated with this stream. If the stream is not 390 * playing, it will have no effect. 391 * 392 * @param streamID a streamID returned by the play() function 393 */ stop(int streamID)394 public native final void stop(int streamID); 395 396 /** 397 * Set stream volume. 398 * 399 * Sets the volume on the stream specified by the streamID. 400 * This is the value returned by the play() function. The 401 * value must be in the range of 0.0 to 1.0. If the stream does 402 * not exist, it will have no effect. 403 * 404 * @param streamID a streamID returned by the play() function 405 * @param leftVolume left volume value (range = 0.0 to 1.0) 406 * @param rightVolume right volume value (range = 0.0 to 1.0) 407 */ setVolume(int streamID, float leftVolume, float rightVolume)408 public final void setVolume(int streamID, float leftVolume, float rightVolume) { 409 if (isRestricted()) { 410 return; 411 } 412 _setVolume(streamID, leftVolume, rightVolume); 413 } 414 415 /** 416 * Similar, except set volume of all channels to same value. 417 * @hide 418 */ setVolume(int streamID, float volume)419 public void setVolume(int streamID, float volume) { 420 setVolume(streamID, volume, volume); 421 } 422 423 /** 424 * Change stream priority. 425 * 426 * Change the priority of the stream specified by the streamID. 427 * This is the value returned by the play() function. Affects the 428 * order in which streams are re-used to play new sounds. If the 429 * stream does not exist, it will have no effect. 430 * 431 * @param streamID a streamID returned by the play() function 432 */ setPriority(int streamID, int priority)433 public native final void setPriority(int streamID, int priority); 434 435 /** 436 * Set loop mode. 437 * 438 * Change the loop mode. A loop value of -1 means loop forever, 439 * a value of 0 means don't loop, other values indicate the 440 * number of repeats, e.g. a value of 1 plays the audio twice. 441 * If the stream does not exist, it will have no effect. 442 * 443 * @param streamID a streamID returned by the play() function 444 * @param loop loop mode (0 = no loop, -1 = loop forever) 445 */ setLoop(int streamID, int loop)446 public native final void setLoop(int streamID, int loop); 447 448 /** 449 * Change playback rate. 450 * 451 * The playback rate allows the application to vary the playback 452 * rate (pitch) of the sound. A value of 1.0 means playback at 453 * the original frequency. A value of 2.0 means playback twice 454 * as fast, and a value of 0.5 means playback at half speed. 455 * If the stream does not exist, it will have no effect. 456 * 457 * @param streamID a streamID returned by the play() function 458 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 459 */ setRate(int streamID, float rate)460 public native final void setRate(int streamID, float rate); 461 462 public interface OnLoadCompleteListener { 463 /** 464 * Called when a sound has completed loading. 465 * 466 * @param soundPool SoundPool object from the load() method 467 * @param sampleId the sample ID of the sound loaded. 468 * @param status the status of the load operation (0 = success) 469 */ onLoadComplete(SoundPool soundPool, int sampleId, int status)470 public void onLoadComplete(SoundPool soundPool, int sampleId, int status); 471 } 472 473 /** 474 * Sets the callback hook for the OnLoadCompleteListener. 475 */ setOnLoadCompleteListener(OnLoadCompleteListener listener)476 public void setOnLoadCompleteListener(OnLoadCompleteListener listener) { 477 synchronized(mLock) { 478 if (listener != null) { 479 // setup message handler 480 Looper looper; 481 if ((looper = Looper.myLooper()) != null) { 482 mEventHandler = new EventHandler(looper); 483 } else if ((looper = Looper.getMainLooper()) != null) { 484 mEventHandler = new EventHandler(looper); 485 } else { 486 mEventHandler = null; 487 } 488 } else { 489 mEventHandler = null; 490 } 491 mOnLoadCompleteListener = listener; 492 } 493 } 494 isRestricted()495 private boolean isRestricted() { 496 if ((mAttributes.getAllFlags() & AudioAttributes.FLAG_BYPASS_INTERRUPTION_POLICY) != 0) { 497 return false; 498 } 499 return !mHasAppOpsPlayAudio; 500 } 501 updateAppOpsPlayAudio()502 private void updateAppOpsPlayAudio() { 503 try { 504 final int mode = mAppOps.checkAudioOperation(AppOpsManager.OP_PLAY_AUDIO, 505 mAttributes.getUsage(), 506 Process.myUid(), ActivityThread.currentPackageName()); 507 mHasAppOpsPlayAudio = (mode == AppOpsManager.MODE_ALLOWED); 508 } catch (RemoteException e) { 509 mHasAppOpsPlayAudio = false; 510 } 511 } 512 _load(FileDescriptor fd, long offset, long length, int priority)513 private native final int _load(FileDescriptor fd, long offset, long length, int priority); 514 native_setup(Object weakRef, int maxStreams, Object attributes)515 private native final int native_setup(Object weakRef, int maxStreams, 516 Object/*AudioAttributes*/ attributes); 517 _play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)518 private native final int _play(int soundID, float leftVolume, float rightVolume, 519 int priority, int loop, float rate); 520 _setVolume(int streamID, float leftVolume, float rightVolume)521 private native final void _setVolume(int streamID, float leftVolume, float rightVolume); 522 523 // post event from native code to message handler 524 @SuppressWarnings("unchecked") postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj)525 private static void postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj) { 526 SoundPool soundPool = ((WeakReference<SoundPool>) ref).get(); 527 if (soundPool == null) 528 return; 529 530 if (soundPool.mEventHandler != null) { 531 Message m = soundPool.mEventHandler.obtainMessage(msg, arg1, arg2, obj); 532 soundPool.mEventHandler.sendMessage(m); 533 } 534 } 535 536 private final class EventHandler extends Handler { EventHandler(Looper looper)537 public EventHandler(Looper looper) { 538 super(looper); 539 } 540 541 @Override handleMessage(Message msg)542 public void handleMessage(Message msg) { 543 switch(msg.what) { 544 case SAMPLE_LOADED: 545 if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded"); 546 synchronized(mLock) { 547 if (mOnLoadCompleteListener != null) { 548 mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2); 549 } 550 } 551 break; 552 default: 553 Log.e(TAG, "Unknown message type " + msg.what); 554 return; 555 } 556 } 557 } 558 559 /** 560 * Builder class for {@link SoundPool} objects. 561 */ 562 public static class Builder { 563 private int mMaxStreams = 1; 564 private AudioAttributes mAudioAttributes; 565 566 /** 567 * Constructs a new Builder with the defaults format values. 568 * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to 569 * change it), and the audio attributes have a usage value of 570 * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to 571 * change them). 572 */ Builder()573 public Builder() { 574 } 575 576 /** 577 * Sets the maximum of number of simultaneous streams that can be played simultaneously. 578 * @param maxStreams a value equal to 1 or greater. 579 * @return the same Builder instance 580 * @throws IllegalArgumentException 581 */ setMaxStreams(int maxStreams)582 public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException { 583 if (maxStreams <= 0) { 584 throw new IllegalArgumentException( 585 "Strictly positive value required for the maximum number of streams"); 586 } 587 mMaxStreams = maxStreams; 588 return this; 589 } 590 591 /** 592 * Sets the {@link AudioAttributes}. For examples, game applications will use attributes 593 * built with usage information set to {@link AudioAttributes#USAGE_GAME}. 594 * @param attributes a non-null 595 * @return 596 */ setAudioAttributes(AudioAttributes attributes)597 public Builder setAudioAttributes(AudioAttributes attributes) 598 throws IllegalArgumentException { 599 if (attributes == null) { 600 throw new IllegalArgumentException("Invalid null AudioAttributes"); 601 } 602 mAudioAttributes = attributes; 603 return this; 604 } 605 build()606 public SoundPool build() { 607 if (mAudioAttributes == null) { 608 mAudioAttributes = new AudioAttributes.Builder() 609 .setUsage(AudioAttributes.USAGE_MEDIA).build(); 610 } 611 return new SoundPool(mMaxStreams, mAudioAttributes); 612 } 613 } 614 } 615