SoundPool.java revision 05513119803845c11d845cbc376759cddcfe13bb
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        // setup message handler
146        Looper looper;
147        if ((looper = Looper.myLooper()) != null) {
148            mEventHandler = new EventHandler(this, looper);
149        } else if ((looper = Looper.getMainLooper()) != null) {
150            mEventHandler = new EventHandler(this, looper);
151        } else {
152            mEventHandler = null;
153        }
154
155    }
156
157    /**
158     * Load the sound from the specified path.
159     *
160     * @param path the path to the audio file
161     * @param priority the priority of the sound. Currently has no effect. Use
162     *                 a value of 1 for future compatibility.
163     * @return a sound ID. This value can be used to play or unload the sound.
164     */
165    public int load(String path, int priority)
166    {
167        // pass network streams to player
168        if (path.startsWith("http:"))
169            return _load(path, priority);
170
171        // try local path
172        int id = 0;
173        try {
174            File f = new File(path);
175            if (f != null) {
176                ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, ParcelFileDescriptor.MODE_READ_ONLY);
177                if (fd != null) {
178                    id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
179                    fd.close();
180                }
181            }
182        } catch (java.io.IOException e) {
183            Log.e(TAG, "error loading " + path);
184        }
185        return id;
186    }
187
188    /**
189     * Load the sound from the specified APK resource.
190     *
191     * Note that the extension is dropped. For example, if you want to load
192     * a sound from the raw resource file "explosion.mp3", you would specify
193     * "R.raw.explosion" as the resource ID. Note that this means you cannot
194     * have both an "explosion.wav" and an "explosion.mp3" in the res/raw
195     * directory.
196     *
197     * @param context the application context
198     * @param resId the resource ID
199     * @param priority the priority of the sound. Currently has no effect. Use
200     *                 a value of 1 for future compatibility.
201     * @return a sound ID. This value can be used to play or unload the sound.
202     */
203    public int load(Context context, int resId, int priority) {
204        AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
205        int id = 0;
206        if (afd != null) {
207            id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
208            try {
209                afd.close();
210            } catch (java.io.IOException ex) {
211                //Log.d(TAG, "close failed:", ex);
212            }
213        }
214        return id;
215    }
216
217    /**
218     * Load the sound from an asset file descriptor.
219     *
220     * @param afd an asset file descriptor
221     * @param priority the priority of the sound. Currently has no effect. Use
222     *                 a value of 1 for future compatibility.
223     * @return a sound ID. This value can be used to play or unload the sound.
224     */
225    public int load(AssetFileDescriptor afd, int priority) {
226        if (afd != null) {
227            long len = afd.getLength();
228            if (len < 0) {
229                throw new AndroidRuntimeException("no length for fd");
230            }
231            return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
232        } else {
233            return 0;
234        }
235    }
236
237    /**
238     * Load the sound from a FileDescriptor.
239     *
240     * This version is useful if you store multiple sounds in a single
241     * binary. The offset specifies the offset from the start of the file
242     * and the length specifies the length of the sound within the file.
243     *
244     * @param fd a FileDescriptor object
245     * @param offset offset to the start of the sound
246     * @param length length of the sound
247     * @param priority the priority of the sound. Currently has no effect. Use
248     *                 a value of 1 for future compatibility.
249     * @return a sound ID. This value can be used to play or unload the sound.
250     */
251    public int load(FileDescriptor fd, long offset, long length, int priority) {
252        return _load(fd, offset, length, priority);
253    }
254
255    private native final int _load(String uri, int priority);
256
257    private native final int _load(FileDescriptor fd, long offset, long length, int priority);
258
259    /**
260     * Unload a sound from a sound ID.
261     *
262     * Unloads the sound specified by the soundID. This is the value
263     * returned by the load() function. Returns true if the sound is
264     * successfully unloaded, false if the sound was already unloaded.
265     *
266     * @param soundID a soundID returned by the load() function
267     * @return true if just unloaded, false if previously unloaded
268     */
269    public native final boolean unload(int soundID);
270
271    /**
272     * Play a sound from a sound ID.
273     *
274     * Play the sound specified by the soundID. This is the value
275     * returned by the load() function. Returns a non-zero streamID
276     * if successful, zero if it fails. The streamID can be used to
277     * further control playback. Note that calling play() may cause
278     * another sound to stop playing if the maximum number of active
279     * streams is exceeded. A loop value of -1 means loop forever,
280     * a value of 0 means don't loop, other values indicate the
281     * number of repeats, e.g. a value of 1 plays the audio twice.
282     * The playback rate allows the application to vary the playback
283     * rate (pitch) of the sound. A value of 1.0 means play back at
284     * the original frequency. A value of 2.0 means play back twice
285     * as fast, and a value of 0.5 means playback at half speed.
286     *
287     * @param soundID a soundID returned by the load() function
288     * @param leftVolume left volume value (range = 0.0 to 1.0)
289     * @param rightVolume right volume value (range = 0.0 to 1.0)
290     * @param priority stream priority (0 = lowest priority)
291     * @param loop loop mode (0 = no loop, -1 = loop forever)
292     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
293     * @return non-zero streamID if successful, zero if failed
294     */
295    public native final int play(int soundID, float leftVolume, float rightVolume,
296            int priority, int loop, float rate);
297
298    /**
299     * Pause a playback stream.
300     *
301     * Pause the stream specified by the streamID. This is the
302     * value returned by the play() function. If the stream is
303     * playing, it will be paused. If the stream is not playing
304     * (e.g. is stopped or was previously paused), calling this
305     * function will have no effect.
306     *
307     * @param streamID a streamID returned by the play() function
308     */
309    public native final void pause(int streamID);
310
311    /**
312     * Resume a playback stream.
313     *
314     * Resume the stream specified by the streamID. This
315     * is the value returned by the play() function. If the stream
316     * is paused, this will resume playback. If the stream was not
317     * previously paused, calling this function will have no effect.
318     *
319     * @param streamID a streamID returned by the play() function
320     */
321    public native final void resume(int streamID);
322
323    /**
324     * Pause all active streams.
325     *
326     * Pause all streams that are currently playing. This function
327     * iterates through all the active streams and pauses any that
328     * are playing. It also sets a flag so that any streams that
329     * are playing can be resumed by calling autoResume().
330     */
331    public native final void autoPause();
332
333    /**
334     * Resume all previously active streams.
335     *
336     * Automatically resumes all streams that were paused in previous
337     * calls to autoPause().
338     */
339    public native final void autoResume();
340
341    /**
342     * Stop a playback stream.
343     *
344     * Stop the stream specified by the streamID. This
345     * is the value returned by the play() function. If the stream
346     * is playing, it will be stopped. It also releases any native
347     * resources associated with this stream. If the stream is not
348     * playing, it will have no effect.
349     *
350     * @param streamID a streamID returned by the play() function
351     */
352    public native final void stop(int streamID);
353
354    /**
355     * Set stream volume.
356     *
357     * Sets the volume on the stream specified by the streamID.
358     * This is the value returned by the play() function. The
359     * value must be in the range of 0.0 to 1.0. If the stream does
360     * not exist, it will have no effect.
361     *
362     * @param streamID a streamID returned by the play() function
363     * @param leftVolume left volume value (range = 0.0 to 1.0)
364     * @param rightVolume right volume value (range = 0.0 to 1.0)
365     */
366    public native final void setVolume(int streamID,
367            float leftVolume, float rightVolume);
368
369    /**
370     * Change stream priority.
371     *
372     * Change the priority of the stream specified by the streamID.
373     * This is the value returned by the play() function. Affects the
374     * order in which streams are re-used to play new sounds. If the
375     * stream does not exist, it will have no effect.
376     *
377     * @param streamID a streamID returned by the play() function
378     */
379    public native final void setPriority(int streamID, int priority);
380
381    /**
382     * Set loop mode.
383     *
384     * Change the loop mode. A loop value of -1 means loop forever,
385     * a value of 0 means don't loop, other values indicate the
386     * number of repeats, e.g. a value of 1 plays the audio twice.
387     * If the stream does not exist, it will have no effect.
388     *
389     * @param streamID a streamID returned by the play() function
390     * @param loop loop mode (0 = no loop, -1 = loop forever)
391     */
392    public native final void setLoop(int streamID, int loop);
393
394    /**
395     * Change playback rate.
396     *
397     * The playback rate allows the application to vary the playback
398     * rate (pitch) of the sound. A value of 1.0 means playback at
399     * the original frequency. A value of 2.0 means playback twice
400     * as fast, and a value of 0.5 means playback at half speed.
401     * If the stream does not exist, it will have no effect.
402     *
403     * @param streamID a streamID returned by the play() function
404     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
405     */
406    public native final void setRate(int streamID, float rate);
407
408    /**
409     * Interface definition for a callback to be invoked when all the
410     * sounds are loaded.
411     */
412    public interface OnLoadCompleteListener
413    {
414        /**
415         * Called when a sound has completed loading.
416         *
417         * @param soundPool SoundPool object from the load() method
418         * @param soundPool the sample ID of the sound loaded.
419         * @param status the status of the load operation (0 = success)
420         */
421        public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
422    }
423
424    /**
425     * Sets the callback hook for the OnLoadCompleteListener.
426     */
427    public void setOnLoadCompleteListener(OnLoadCompleteListener listener)
428    {
429        synchronized(mLock) {
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