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 private static IAudioService sService; 137 138 /** 139 * Constructor. Constructs a SoundPool object with the following 140 * characteristics: 141 * 142 * @param maxStreams the maximum number of simultaneous streams for this 143 * SoundPool object 144 * @param streamType the audio stream type as described in AudioManager 145 * For example, game applications will normally use 146 * {@link AudioManager#STREAM_MUSIC}. 147 * @param srcQuality the sample-rate converter quality. Currently has no 148 * effect. Use 0 for the default. 149 * @return a SoundPool object, or null if creation failed 150 * @deprecated use {@link SoundPool.Builder} instead to create and configure a 151 * SoundPool instance 152 */ SoundPool(int maxStreams, int streamType, int srcQuality)153 public SoundPool(int maxStreams, int streamType, int srcQuality) { 154 this(maxStreams, 155 new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build()); 156 } 157 SoundPool(int maxStreams, AudioAttributes attributes)158 private SoundPool(int maxStreams, AudioAttributes attributes) { 159 // do native setup 160 if (native_setup(new WeakReference<SoundPool>(this), maxStreams, attributes) != 0) { 161 throw new RuntimeException("Native setup failed"); 162 } 163 mLock = new Object(); 164 mAttributes = attributes; 165 IBinder b = ServiceManager.getService(Context.APP_OPS_SERVICE); 166 mAppOps = IAppOpsService.Stub.asInterface(b); 167 // initialize mHasAppOpsPlayAudio 168 updateAppOpsPlayAudio(); 169 // register a callback to monitor whether the OP_PLAY_AUDIO is still allowed 170 mAppOpsCallback = new IAppOpsCallback.Stub() { 171 public void opChanged(int op, int uid, String packageName) { 172 synchronized (mLock) { 173 if (op == AppOpsManager.OP_PLAY_AUDIO) { 174 updateAppOpsPlayAudio(); 175 } 176 } 177 } 178 }; 179 try { 180 mAppOps.startWatchingMode(AppOpsManager.OP_PLAY_AUDIO, 181 ActivityThread.currentPackageName(), mAppOpsCallback); 182 } catch (RemoteException e) { 183 mHasAppOpsPlayAudio = false; 184 } 185 } 186 187 /** 188 * Release the SoundPool resources. 189 * 190 * Release all memory and native resources used by the SoundPool 191 * object. The SoundPool can no longer be used and the reference 192 * should be set to null. 193 */ release()194 public final void release() { 195 try { 196 mAppOps.stopWatchingMode(mAppOpsCallback); 197 } catch (RemoteException e) { 198 // nothing to do here, the SoundPool is being released anyway 199 } 200 native_release(); 201 } 202 native_release()203 private native final void native_release(); 204 finalize()205 protected void finalize() { release(); } 206 207 /** 208 * Load the sound from the specified path. 209 * 210 * @param path the path to the audio file 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(String path, int priority)215 public int load(String path, int priority) { 216 int id = 0; 217 try { 218 File f = new File(path); 219 ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, 220 ParcelFileDescriptor.MODE_READ_ONLY); 221 if (fd != null) { 222 id = _load(fd.getFileDescriptor(), 0, f.length(), priority); 223 fd.close(); 224 } 225 } catch (java.io.IOException e) { 226 Log.e(TAG, "error loading " + path); 227 } 228 return id; 229 } 230 231 /** 232 * Load the sound from the specified APK resource. 233 * 234 * Note that the extension is dropped. For example, if you want to load 235 * a sound from the raw resource file "explosion.mp3", you would specify 236 * "R.raw.explosion" as the resource ID. Note that this means you cannot 237 * have both an "explosion.wav" and an "explosion.mp3" in the res/raw 238 * directory. 239 * 240 * @param context the application context 241 * @param resId the resource ID 242 * @param priority the priority of the sound. Currently has no effect. Use 243 * a value of 1 for future compatibility. 244 * @return a sound ID. This value can be used to play or unload the sound. 245 */ load(Context context, int resId, int priority)246 public int load(Context context, int resId, int priority) { 247 AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); 248 int id = 0; 249 if (afd != null) { 250 id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority); 251 try { 252 afd.close(); 253 } catch (java.io.IOException ex) { 254 //Log.d(TAG, "close failed:", ex); 255 } 256 } 257 return id; 258 } 259 260 /** 261 * Load the sound from an asset file descriptor. 262 * 263 * @param afd an asset file descriptor 264 * @param priority the priority of the sound. Currently has no effect. Use 265 * a value of 1 for future compatibility. 266 * @return a sound ID. This value can be used to play or unload the sound. 267 */ load(AssetFileDescriptor afd, int priority)268 public int load(AssetFileDescriptor afd, int priority) { 269 if (afd != null) { 270 long len = afd.getLength(); 271 if (len < 0) { 272 throw new AndroidRuntimeException("no length for fd"); 273 } 274 return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority); 275 } else { 276 return 0; 277 } 278 } 279 280 /** 281 * Load the sound from a FileDescriptor. 282 * 283 * This version is useful if you store multiple sounds in a single 284 * binary. The offset specifies the offset from the start of the file 285 * and the length specifies the length of the sound within the file. 286 * 287 * @param fd a FileDescriptor object 288 * @param offset offset to the start of the sound 289 * @param length length of the sound 290 * @param priority the priority of the sound. Currently has no effect. Use 291 * a value of 1 for future compatibility. 292 * @return a sound ID. This value can be used to play or unload the sound. 293 */ load(FileDescriptor fd, long offset, long length, int priority)294 public int load(FileDescriptor fd, long offset, long length, int priority) { 295 return _load(fd, offset, length, priority); 296 } 297 298 /** 299 * Unload a sound from a sound ID. 300 * 301 * Unloads the sound specified by the soundID. This is the value 302 * returned by the load() function. Returns true if the sound is 303 * successfully unloaded, false if the sound was already unloaded. 304 * 305 * @param soundID a soundID returned by the load() function 306 * @return true if just unloaded, false if previously unloaded 307 */ unload(int soundID)308 public native final boolean unload(int soundID); 309 310 /** 311 * Play a sound from a sound ID. 312 * 313 * Play the sound specified by the soundID. This is the value 314 * returned by the load() function. Returns a non-zero streamID 315 * if successful, zero if it fails. The streamID can be used to 316 * further control playback. Note that calling play() may cause 317 * another sound to stop playing if the maximum number of active 318 * streams is exceeded. A loop value of -1 means loop forever, 319 * a value of 0 means don't loop, other values indicate the 320 * number of repeats, e.g. a value of 1 plays the audio twice. 321 * The playback rate allows the application to vary the playback 322 * rate (pitch) of the sound. A value of 1.0 means play back at 323 * the original frequency. A value of 2.0 means play back twice 324 * as fast, and a value of 0.5 means playback at half speed. 325 * 326 * @param soundID a soundID returned by the load() function 327 * @param leftVolume left volume value (range = 0.0 to 1.0) 328 * @param rightVolume right volume value (range = 0.0 to 1.0) 329 * @param priority stream priority (0 = lowest priority) 330 * @param loop loop mode (0 = no loop, -1 = loop forever) 331 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 332 * @return non-zero streamID if successful, zero if failed 333 */ play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)334 public final int play(int soundID, float leftVolume, float rightVolume, 335 int priority, int loop, float rate) { 336 if (isRestricted()) { 337 leftVolume = rightVolume = 0; 338 } 339 return _play(soundID, leftVolume, rightVolume, priority, loop, rate); 340 } 341 342 /** 343 * Pause a playback stream. 344 * 345 * Pause the stream specified by the streamID. This is the 346 * value returned by the play() function. If the stream is 347 * playing, it will be paused. If the stream is not playing 348 * (e.g. is stopped or was previously paused), calling this 349 * function will have no effect. 350 * 351 * @param streamID a streamID returned by the play() function 352 */ pause(int streamID)353 public native final void pause(int streamID); 354 355 /** 356 * Resume a playback stream. 357 * 358 * Resume the stream specified by the streamID. This 359 * is the value returned by the play() function. If the stream 360 * is paused, this will resume playback. If the stream was not 361 * previously paused, calling this function will have no effect. 362 * 363 * @param streamID a streamID returned by the play() function 364 */ resume(int streamID)365 public native final void resume(int streamID); 366 367 /** 368 * Pause all active streams. 369 * 370 * Pause all streams that are currently playing. This function 371 * iterates through all the active streams and pauses any that 372 * are playing. It also sets a flag so that any streams that 373 * are playing can be resumed by calling autoResume(). 374 */ autoPause()375 public native final void autoPause(); 376 377 /** 378 * Resume all previously active streams. 379 * 380 * Automatically resumes all streams that were paused in previous 381 * calls to autoPause(). 382 */ autoResume()383 public native final void autoResume(); 384 385 /** 386 * Stop a playback stream. 387 * 388 * Stop the stream specified by the streamID. This 389 * is the value returned by the play() function. If the stream 390 * is playing, it will be stopped. It also releases any native 391 * resources associated with this stream. If the stream is not 392 * playing, it will have no effect. 393 * 394 * @param streamID a streamID returned by the play() function 395 */ stop(int streamID)396 public native final void stop(int streamID); 397 398 /** 399 * Set stream volume. 400 * 401 * Sets the volume on the stream specified by the streamID. 402 * This is the value returned by the play() function. The 403 * value must be in the range of 0.0 to 1.0. If the stream does 404 * not exist, it will have no effect. 405 * 406 * @param streamID a streamID returned by the play() function 407 * @param leftVolume left volume value (range = 0.0 to 1.0) 408 * @param rightVolume right volume value (range = 0.0 to 1.0) 409 */ setVolume(int streamID, float leftVolume, float rightVolume)410 public final void setVolume(int streamID, float leftVolume, float rightVolume) { 411 if (isRestricted()) { 412 return; 413 } 414 _setVolume(streamID, leftVolume, rightVolume); 415 } 416 417 /** 418 * Similar, except set volume of all channels to same value. 419 * @hide 420 */ setVolume(int streamID, float volume)421 public void setVolume(int streamID, float volume) { 422 setVolume(streamID, volume, volume); 423 } 424 425 /** 426 * Change stream priority. 427 * 428 * Change the priority of the stream specified by the streamID. 429 * This is the value returned by the play() function. Affects the 430 * order in which streams are re-used to play new sounds. If the 431 * stream does not exist, it will have no effect. 432 * 433 * @param streamID a streamID returned by the play() function 434 */ setPriority(int streamID, int priority)435 public native final void setPriority(int streamID, int priority); 436 437 /** 438 * Set loop mode. 439 * 440 * Change the loop mode. A loop value of -1 means loop forever, 441 * a value of 0 means don't loop, other values indicate the 442 * number of repeats, e.g. a value of 1 plays the audio twice. 443 * If the stream does not exist, it will have no effect. 444 * 445 * @param streamID a streamID returned by the play() function 446 * @param loop loop mode (0 = no loop, -1 = loop forever) 447 */ setLoop(int streamID, int loop)448 public native final void setLoop(int streamID, int loop); 449 450 /** 451 * Change playback rate. 452 * 453 * The playback rate allows the application to vary the playback 454 * rate (pitch) of the sound. A value of 1.0 means playback at 455 * the original frequency. A value of 2.0 means playback twice 456 * as fast, and a value of 0.5 means playback at half speed. 457 * If the stream does not exist, it will have no effect. 458 * 459 * @param streamID a streamID returned by the play() function 460 * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) 461 */ setRate(int streamID, float rate)462 public native final void setRate(int streamID, float rate); 463 464 public interface OnLoadCompleteListener { 465 /** 466 * Called when a sound has completed loading. 467 * 468 * @param soundPool SoundPool object from the load() method 469 * @param sampleId the sample ID of the sound loaded. 470 * @param status the status of the load operation (0 = success) 471 */ onLoadComplete(SoundPool soundPool, int sampleId, int status)472 public void onLoadComplete(SoundPool soundPool, int sampleId, int status); 473 } 474 475 /** 476 * Sets the callback hook for the OnLoadCompleteListener. 477 */ setOnLoadCompleteListener(OnLoadCompleteListener listener)478 public void setOnLoadCompleteListener(OnLoadCompleteListener listener) { 479 synchronized(mLock) { 480 if (listener != null) { 481 // setup message handler 482 Looper looper; 483 if ((looper = Looper.myLooper()) != null) { 484 mEventHandler = new EventHandler(looper); 485 } else if ((looper = Looper.getMainLooper()) != null) { 486 mEventHandler = new EventHandler(looper); 487 } else { 488 mEventHandler = null; 489 } 490 } else { 491 mEventHandler = null; 492 } 493 mOnLoadCompleteListener = listener; 494 } 495 } 496 getService()497 private static IAudioService getService() 498 { 499 if (sService != null) { 500 return sService; 501 } 502 IBinder b = ServiceManager.getService(Context.AUDIO_SERVICE); 503 sService = IAudioService.Stub.asInterface(b); 504 return sService; 505 } 506 isRestricted()507 private boolean isRestricted() { 508 IAudioService service = getService(); 509 boolean cameraSoundForced = false; 510 511 try { 512 cameraSoundForced = service.isCameraSoundForced(); 513 } catch (RemoteException e) { 514 Log.e(TAG, "Cannot access AudioService in isRestricted()"); 515 } 516 517 if (cameraSoundForced && 518 ((mAttributes.getAllFlags() & AudioAttributes.FLAG_AUDIBILITY_ENFORCED) != 0) 519 // FIXME: should also check usage when set properly by camera app 520 // && (mAttributes.getUsage() == AudioAttributes.USAGE_ASSISTANCE_SONIFICATION) 521 ) { 522 return false; 523 } 524 525 if ((mAttributes.getAllFlags() & AudioAttributes.FLAG_BYPASS_INTERRUPTION_POLICY) != 0) { 526 return false; 527 } 528 return !mHasAppOpsPlayAudio; 529 } 530 updateAppOpsPlayAudio()531 private void updateAppOpsPlayAudio() { 532 try { 533 final int mode = mAppOps.checkAudioOperation(AppOpsManager.OP_PLAY_AUDIO, 534 mAttributes.getUsage(), 535 Process.myUid(), ActivityThread.currentPackageName()); 536 mHasAppOpsPlayAudio = (mode == AppOpsManager.MODE_ALLOWED); 537 } catch (RemoteException e) { 538 mHasAppOpsPlayAudio = false; 539 } 540 } 541 _load(FileDescriptor fd, long offset, long length, int priority)542 private native final int _load(FileDescriptor fd, long offset, long length, int priority); 543 native_setup(Object weakRef, int maxStreams, Object attributes)544 private native final int native_setup(Object weakRef, int maxStreams, 545 Object/*AudioAttributes*/ attributes); 546 _play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)547 private native final int _play(int soundID, float leftVolume, float rightVolume, 548 int priority, int loop, float rate); 549 _setVolume(int streamID, float leftVolume, float rightVolume)550 private native final void _setVolume(int streamID, float leftVolume, float rightVolume); 551 552 // post event from native code to message handler 553 @SuppressWarnings("unchecked") postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj)554 private static void postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj) { 555 SoundPool soundPool = ((WeakReference<SoundPool>) ref).get(); 556 if (soundPool == null) 557 return; 558 559 if (soundPool.mEventHandler != null) { 560 Message m = soundPool.mEventHandler.obtainMessage(msg, arg1, arg2, obj); 561 soundPool.mEventHandler.sendMessage(m); 562 } 563 } 564 565 private final class EventHandler extends Handler { EventHandler(Looper looper)566 public EventHandler(Looper looper) { 567 super(looper); 568 } 569 570 @Override handleMessage(Message msg)571 public void handleMessage(Message msg) { 572 switch(msg.what) { 573 case SAMPLE_LOADED: 574 if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded"); 575 synchronized(mLock) { 576 if (mOnLoadCompleteListener != null) { 577 mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2); 578 } 579 } 580 break; 581 default: 582 Log.e(TAG, "Unknown message type " + msg.what); 583 return; 584 } 585 } 586 } 587 588 /** 589 * Builder class for {@link SoundPool} objects. 590 */ 591 public static class Builder { 592 private int mMaxStreams = 1; 593 private AudioAttributes mAudioAttributes; 594 595 /** 596 * Constructs a new Builder with the defaults format values. 597 * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to 598 * change it), and the audio attributes have a usage value of 599 * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to 600 * change them). 601 */ Builder()602 public Builder() { 603 } 604 605 /** 606 * Sets the maximum of number of simultaneous streams that can be played simultaneously. 607 * @param maxStreams a value equal to 1 or greater. 608 * @return the same Builder instance 609 * @throws IllegalArgumentException 610 */ setMaxStreams(int maxStreams)611 public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException { 612 if (maxStreams <= 0) { 613 throw new IllegalArgumentException( 614 "Strictly positive value required for the maximum number of streams"); 615 } 616 mMaxStreams = maxStreams; 617 return this; 618 } 619 620 /** 621 * Sets the {@link AudioAttributes}. For examples, game applications will use attributes 622 * built with usage information set to {@link AudioAttributes#USAGE_GAME}. 623 * @param attributes a non-null 624 * @return 625 */ setAudioAttributes(AudioAttributes attributes)626 public Builder setAudioAttributes(AudioAttributes attributes) 627 throws IllegalArgumentException { 628 if (attributes == null) { 629 throw new IllegalArgumentException("Invalid null AudioAttributes"); 630 } 631 mAudioAttributes = attributes; 632 return this; 633 } 634 build()635 public SoundPool build() { 636 if (mAudioAttributes == null) { 637 mAudioAttributes = new AudioAttributes.Builder() 638 .setUsage(AudioAttributes.USAGE_MEDIA).build(); 639 } 640 return new SoundPool(mMaxStreams, mAudioAttributes); 641 } 642 } 643 } 644