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
17package android.media;
18
19import android.util.AndroidRuntimeException;
20import android.util.Log;
21import java.io.File;
22import java.io.FileDescriptor;
23import android.os.ParcelFileDescriptor;
24import java.lang.ref.WeakReference;
25import android.content.Context;
26import android.content.res.AssetFileDescriptor;
27import java.io.IOException;
28
29import android.os.Handler;
30import android.os.Looper;
31import android.os.Message;
32
33/**
34 * The SoundPool class manages and plays audio resources for applications.
35 *
36 * <p>A SoundPool is a collection of samples that can be loaded into memory
37 * from a resource inside the APK or from a file in the file system. The
38 * SoundPool library uses the MediaPlayer service to decode the audio
39 * into a raw 16-bit PCM mono or stereo stream. This allows applications
40 * to ship with compressed streams without having to suffer the CPU load
41 * and latency of decompressing during playback.</p>
42 *
43 * <p>In addition to low-latency playback, SoundPool can also manage the number
44 * of audio streams being rendered at once. When the SoundPool object is
45 * constructed, the maxStreams parameter sets the maximum number of streams
46 * that can be played at a time from this single SoundPool. SoundPool tracks
47 * the number of active streams. If the maximum number of streams is exceeded,
48 * SoundPool will automatically stop a previously playing stream based first
49 * on priority and then by age within that priority. Limiting the maximum
50 * number of streams helps to cap CPU loading and reducing the likelihood that
51 * audio mixing will impact visuals or UI performance.</p>
52 *
53 * <p>Sounds can be looped by setting a non-zero loop value. A value of -1
54 * causes the sound to loop forever. In this case, the application must
55 * explicitly call the stop() function to stop the sound. Any other non-zero
56 * value will cause the sound to repeat the specified number of times, e.g.
57 * a value of 3 causes the sound to play a total of 4 times.</p>
58 *
59 * <p>The playback rate can also be changed. A playback rate of 1.0 causes
60 * the sound to play at its original frequency (resampled, if necessary,
61 * to the hardware output frequency). A playback rate of 2.0 causes the
62 * sound to play at twice its original frequency, and a playback rate of
63 * 0.5 causes it to play at half its original frequency. The playback
64 * rate range is 0.5 to 2.0.</p>
65 *
66 * <p>Priority runs low to high, i.e. higher numbers are higher priority.
67 * Priority is used when a call to play() would cause the number of active
68 * streams to exceed the value established by the maxStreams parameter when
69 * the SoundPool was created. In this case, the stream allocator will stop
70 * the lowest priority stream. If there are multiple streams with the same
71 * low priority, it will choose the oldest stream to stop. In the case
72 * where the priority of the new stream is lower than all the active
73 * streams, the new sound will not play and the play() function will return
74 * a streamID of zero.</p>
75 *
76 * <p>Let's examine a typical use case: A game consists of several levels of
77 * play. For each level, there is a set of unique sounds that are used only
78 * by that level. In this case, the game logic should create a new SoundPool
79 * object when the first level is loaded. The level data itself might contain
80 * the list of sounds to be used by this level. The loading logic iterates
81 * through the list of sounds calling the appropriate SoundPool.load()
82 * function. This should typically be done early in the process to allow time
83 * for decompressing the audio to raw PCM format before they are needed for
84 * playback.</p>
85 *
86 * <p>Once the sounds are loaded and play has started, the application can
87 * trigger sounds by calling SoundPool.play(). Playing streams can be
88 * paused or resumed, and the application can also alter the pitch by
89 * adjusting the playback rate in real-time for doppler or synthesis
90 * effects.</p>
91 *
92 * <p>Note that since streams can be stopped due to resource constraints, the
93 * streamID is a reference to a particular instance of a stream. If the stream
94 * is stopped to allow a higher priority stream to play, the stream is no
95 * longer be valid. However, the application is allowed to call methods on
96 * the streamID without error. This may help simplify program logic since
97 * the application need not concern itself with the stream lifecycle.</p>
98 *
99 * <p>In our example, when the player has completed the level, the game
100 * logic should call SoundPool.release() to release all the native resources
101 * in use and then set the SoundPool reference to null. If the player starts
102 * another level, a new SoundPool is created, sounds are loaded, and play
103 * resumes.</p>
104 */
105public class SoundPool
106{
107    static { System.loadLibrary("soundpool"); }
108
109    private final static String TAG = "SoundPool";
110    private final static boolean DEBUG = false;
111
112    private int mNativeContext; // accessed by native methods
113
114    private EventHandler mEventHandler;
115    private OnLoadCompleteListener mOnLoadCompleteListener;
116
117    private final Object mLock;
118
119    // SoundPool messages
120    //
121    // must match SoundPool.h
122    private static final int SAMPLE_LOADED = 1;
123
124    /**
125     * Constructor. Constructs a SoundPool object with the following
126     * characteristics:
127     *
128     * @param maxStreams the maximum number of simultaneous streams for this
129     *                   SoundPool object
130     * @param streamType the audio stream type as described in AudioManager
131     *                   For example, game applications will normally use
132     *                   {@link AudioManager#STREAM_MUSIC}.
133     * @param srcQuality the sample-rate converter quality. Currently has no
134     *                   effect. Use 0 for the default.
135     * @return a SoundPool object, or null if creation failed
136     */
137    public SoundPool(int maxStreams, int streamType, int srcQuality) {
138
139        // do native setup
140        if (native_setup(new WeakReference(this), maxStreams, streamType, srcQuality) != 0) {
141            throw new RuntimeException("Native setup failed");
142        }
143        mLock = new Object();
144    }
145
146    /**
147     * Load the sound from the specified path.
148     *
149     * @param path the path to the audio file
150     * @param priority the priority of the sound. Currently has no effect. Use
151     *                 a value of 1 for future compatibility.
152     * @return a sound ID. This value can be used to play or unload the sound.
153     */
154    public int load(String path, int priority)
155    {
156        // pass network streams to player
157        if (path.startsWith("http:"))
158            return _load(path, priority);
159
160        // try local path
161        int id = 0;
162        try {
163            File f = new File(path);
164            ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, ParcelFileDescriptor.MODE_READ_ONLY);
165            if (fd != null) {
166                id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
167                fd.close();
168            }
169        } catch (java.io.IOException e) {
170            Log.e(TAG, "error loading " + path);
171        }
172        return id;
173    }
174
175    /**
176     * Load the sound from the specified APK resource.
177     *
178     * Note that the extension is dropped. For example, if you want to load
179     * a sound from the raw resource file "explosion.mp3", you would specify
180     * "R.raw.explosion" as the resource ID. Note that this means you cannot
181     * have both an "explosion.wav" and an "explosion.mp3" in the res/raw
182     * directory.
183     *
184     * @param context the application context
185     * @param resId the resource ID
186     * @param priority the priority of the sound. Currently has no effect. Use
187     *                 a value of 1 for future compatibility.
188     * @return a sound ID. This value can be used to play or unload the sound.
189     */
190    public int load(Context context, int resId, int priority) {
191        AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
192        int id = 0;
193        if (afd != null) {
194            id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
195            try {
196                afd.close();
197            } catch (java.io.IOException ex) {
198                //Log.d(TAG, "close failed:", ex);
199            }
200        }
201        return id;
202    }
203
204    /**
205     * Load the sound from an asset file descriptor.
206     *
207     * @param afd an asset file descriptor
208     * @param priority the priority of the sound. Currently has no effect. Use
209     *                 a value of 1 for future compatibility.
210     * @return a sound ID. This value can be used to play or unload the sound.
211     */
212    public int load(AssetFileDescriptor afd, int priority) {
213        if (afd != null) {
214            long len = afd.getLength();
215            if (len < 0) {
216                throw new AndroidRuntimeException("no length for fd");
217            }
218            return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
219        } else {
220            return 0;
221        }
222    }
223
224    /**
225     * Load the sound from a FileDescriptor.
226     *
227     * This version is useful if you store multiple sounds in a single
228     * binary. The offset specifies the offset from the start of the file
229     * and the length specifies the length of the sound within the file.
230     *
231     * @param fd a FileDescriptor object
232     * @param offset offset to the start of the sound
233     * @param length length of the sound
234     * @param priority the priority of the sound. Currently has no effect. Use
235     *                 a value of 1 for future compatibility.
236     * @return a sound ID. This value can be used to play or unload the sound.
237     */
238    public int load(FileDescriptor fd, long offset, long length, int priority) {
239        return _load(fd, offset, length, priority);
240    }
241
242    private native final int _load(String uri, int priority);
243
244    private native final int _load(FileDescriptor fd, long offset, long length, int priority);
245
246    /**
247     * Unload a sound from a sound ID.
248     *
249     * Unloads the sound specified by the soundID. This is the value
250     * returned by the load() function. Returns true if the sound is
251     * successfully unloaded, false if the sound was already unloaded.
252     *
253     * @param soundID a soundID returned by the load() function
254     * @return true if just unloaded, false if previously unloaded
255     */
256    public native final boolean unload(int soundID);
257
258    /**
259     * Play a sound from a sound ID.
260     *
261     * Play the sound specified by the soundID. This is the value
262     * returned by the load() function. Returns a non-zero streamID
263     * if successful, zero if it fails. The streamID can be used to
264     * further control playback. Note that calling play() may cause
265     * another sound to stop playing if the maximum number of active
266     * streams is exceeded. A loop value of -1 means loop forever,
267     * a value of 0 means don't loop, other values indicate the
268     * number of repeats, e.g. a value of 1 plays the audio twice.
269     * The playback rate allows the application to vary the playback
270     * rate (pitch) of the sound. A value of 1.0 means play back at
271     * the original frequency. A value of 2.0 means play back twice
272     * as fast, and a value of 0.5 means playback at half speed.
273     *
274     * @param soundID a soundID returned by the load() function
275     * @param leftVolume left volume value (range = 0.0 to 1.0)
276     * @param rightVolume right volume value (range = 0.0 to 1.0)
277     * @param priority stream priority (0 = lowest priority)
278     * @param loop loop mode (0 = no loop, -1 = loop forever)
279     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
280     * @return non-zero streamID if successful, zero if failed
281     */
282    public native final int play(int soundID, float leftVolume, float rightVolume,
283            int priority, int loop, float rate);
284
285    /**
286     * Pause a playback stream.
287     *
288     * Pause the stream specified by the streamID. This is the
289     * value returned by the play() function. If the stream is
290     * playing, it will be paused. If the stream is not playing
291     * (e.g. is stopped or was previously paused), calling this
292     * function will have no effect.
293     *
294     * @param streamID a streamID returned by the play() function
295     */
296    public native final void pause(int streamID);
297
298    /**
299     * Resume a playback stream.
300     *
301     * Resume the stream specified by the streamID. This
302     * is the value returned by the play() function. If the stream
303     * is paused, this will resume playback. If the stream was not
304     * previously paused, calling this function will have no effect.
305     *
306     * @param streamID a streamID returned by the play() function
307     */
308    public native final void resume(int streamID);
309
310    /**
311     * Pause all active streams.
312     *
313     * Pause all streams that are currently playing. This function
314     * iterates through all the active streams and pauses any that
315     * are playing. It also sets a flag so that any streams that
316     * are playing can be resumed by calling autoResume().
317     */
318    public native final void autoPause();
319
320    /**
321     * Resume all previously active streams.
322     *
323     * Automatically resumes all streams that were paused in previous
324     * calls to autoPause().
325     */
326    public native final void autoResume();
327
328    /**
329     * Stop a playback stream.
330     *
331     * Stop the stream specified by the streamID. This
332     * is the value returned by the play() function. If the stream
333     * is playing, it will be stopped. It also releases any native
334     * resources associated with this stream. If the stream is not
335     * playing, it will have no effect.
336     *
337     * @param streamID a streamID returned by the play() function
338     */
339    public native final void stop(int streamID);
340
341    /**
342     * Set stream volume.
343     *
344     * Sets the volume on the stream specified by the streamID.
345     * This is the value returned by the play() function. The
346     * value must be in the range of 0.0 to 1.0. If the stream does
347     * not exist, it will have no effect.
348     *
349     * @param streamID a streamID returned by the play() function
350     * @param leftVolume left volume value (range = 0.0 to 1.0)
351     * @param rightVolume right volume value (range = 0.0 to 1.0)
352     */
353    public native final void setVolume(int streamID,
354            float leftVolume, float rightVolume);
355
356    /**
357     * Change stream priority.
358     *
359     * Change the priority of the stream specified by the streamID.
360     * This is the value returned by the play() function. Affects the
361     * order in which streams are re-used to play new sounds. If the
362     * stream does not exist, it will have no effect.
363     *
364     * @param streamID a streamID returned by the play() function
365     */
366    public native final void setPriority(int streamID, int priority);
367
368    /**
369     * Set loop mode.
370     *
371     * Change the loop mode. A loop value of -1 means loop forever,
372     * a value of 0 means don't loop, other values indicate the
373     * number of repeats, e.g. a value of 1 plays the audio twice.
374     * If the stream does not exist, it will have no effect.
375     *
376     * @param streamID a streamID returned by the play() function
377     * @param loop loop mode (0 = no loop, -1 = loop forever)
378     */
379    public native final void setLoop(int streamID, int loop);
380
381    /**
382     * Change playback rate.
383     *
384     * The playback rate allows the application to vary the playback
385     * rate (pitch) of the sound. A value of 1.0 means playback at
386     * the original frequency. A value of 2.0 means playback twice
387     * as fast, and a value of 0.5 means playback at half speed.
388     * If the stream does not exist, it will have no effect.
389     *
390     * @param streamID a streamID returned by the play() function
391     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
392     */
393    public native final void setRate(int streamID, float rate);
394
395    /**
396     * Interface definition for a callback to be invoked when all the
397     * sounds are loaded.
398     */
399    public interface OnLoadCompleteListener
400    {
401        /**
402         * Called when a sound has completed loading.
403         *
404         * @param soundPool SoundPool object from the load() method
405         * @param soundPool the sample ID of the sound loaded.
406         * @param status the status of the load operation (0 = success)
407         */
408        public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
409    }
410
411    /**
412     * Sets the callback hook for the OnLoadCompleteListener.
413     */
414    public void setOnLoadCompleteListener(OnLoadCompleteListener listener)
415    {
416        synchronized(mLock) {
417            if (listener != null) {
418                // setup message handler
419                Looper looper;
420                if ((looper = Looper.myLooper()) != null) {
421                    mEventHandler = new EventHandler(this, looper);
422                } else if ((looper = Looper.getMainLooper()) != null) {
423                    mEventHandler = new EventHandler(this, looper);
424                } else {
425                    mEventHandler = null;
426                }
427            } else {
428                mEventHandler = null;
429            }
430            mOnLoadCompleteListener = listener;
431        }
432    }
433
434    private class EventHandler extends Handler
435    {
436        private SoundPool mSoundPool;
437
438        public EventHandler(SoundPool soundPool, Looper looper) {
439            super(looper);
440            mSoundPool = soundPool;
441        }
442
443        @Override
444        public void handleMessage(Message msg) {
445            switch(msg.what) {
446            case SAMPLE_LOADED:
447                if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
448                synchronized(mLock) {
449                    if (mOnLoadCompleteListener != null) {
450                        mOnLoadCompleteListener.onLoadComplete(mSoundPool, msg.arg1, msg.arg2);
451                    }
452                }
453                break;
454            default:
455                Log.e(TAG, "Unknown message type " + msg.what);
456                return;
457            }
458        }
459    }
460
461    // post event from native code to message handler
462    private static void postEventFromNative(Object weakRef, int msg, int arg1, int arg2, Object obj)
463    {
464        SoundPool soundPool = (SoundPool)((WeakReference)weakRef).get();
465        if (soundPool == null)
466            return;
467
468        if (soundPool.mEventHandler != null) {
469            Message m = soundPool.mEventHandler.obtainMessage(msg, arg1, arg2, obj);
470            soundPool.mEventHandler.sendMessage(m);
471        }
472    }
473
474    /**
475     * Release the SoundPool resources.
476     *
477     * Release all memory and native resources used by the SoundPool
478     * object. The SoundPool can no longer be used and the reference
479     * should be set to null.
480     */
481    public native final void release();
482
483    private native final int native_setup(Object weakRef, int maxStreams, int streamType, int srcQuality);
484
485    protected void finalize() { release(); }
486}
487