1/*
2 * Copyright (C) 2008 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 com.android.systemui.media;
18
19import android.content.Context;
20import android.media.AudioAttributes;
21import android.media.AudioManager;
22import android.media.MediaPlayer;
23import android.media.MediaPlayer.OnCompletionListener;
24import android.media.MediaPlayer.OnErrorListener;
25import android.net.Uri;
26import android.os.Looper;
27import android.os.PowerManager;
28import android.os.SystemClock;
29import android.util.Log;
30
31import java.util.LinkedList;
32
33/**
34 * @hide
35 * This class is provides the same interface and functionality as android.media.AsyncPlayer
36 * with the following differences:
37 * - whenever audio is played, audio focus is requested,
38 * - whenever audio playback is stopped or the playback completed, audio focus is abandoned.
39 */
40public class NotificationPlayer implements OnCompletionListener, OnErrorListener {
41    private static final int PLAY = 1;
42    private static final int STOP = 2;
43    private static final boolean mDebug = false;
44
45    private static final class Command {
46        int code;
47        Context context;
48        Uri uri;
49        boolean looping;
50        AudioAttributes attributes;
51        long requestTime;
52
53        public String toString() {
54            return "{ code=" + code + " looping=" + looping + " attributes=" + attributes
55                    + " uri=" + uri + " }";
56        }
57    }
58
59    private LinkedList<Command> mCmdQueue = new LinkedList();
60
61    private Looper mLooper;
62
63    /*
64     * Besides the use of audio focus, the only implementation difference between AsyncPlayer and
65     * NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback,
66     * OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to
67     * be created with a looper running so its event handler is not null.
68     */
69    private final class CreationAndCompletionThread extends Thread {
70        public Command mCmd;
71        public CreationAndCompletionThread(Command cmd) {
72            super();
73            mCmd = cmd;
74        }
75
76        public void run() {
77            Looper.prepare();
78            mLooper = Looper.myLooper();
79            synchronized(this) {
80                AudioManager audioManager =
81                    (AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE);
82                try {
83                    MediaPlayer player = new MediaPlayer();
84                    player.setAudioAttributes(mCmd.attributes);
85                    player.setDataSource(mCmd.context, mCmd.uri);
86                    player.setLooping(mCmd.looping);
87                    player.prepare();
88                    if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null)
89                            && (mCmd.uri.getEncodedPath().length() > 0)) {
90                        if (!audioManager.isMusicActiveRemotely()) {
91                            synchronized(mQueueAudioFocusLock) {
92                                if (mAudioManagerWithAudioFocus == null) {
93                                    if (mDebug) Log.d(mTag, "requesting AudioFocus");
94                                    if (mCmd.looping) {
95                                        audioManager.requestAudioFocus(null,
96                                                AudioAttributes.toLegacyStreamType(mCmd.attributes),
97                                                AudioManager.AUDIOFOCUS_GAIN);
98                                    } else {
99                                        audioManager.requestAudioFocus(null,
100                                                AudioAttributes.toLegacyStreamType(mCmd.attributes),
101                                                AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
102                                    }
103                                    mAudioManagerWithAudioFocus = audioManager;
104                                } else {
105                                    if (mDebug) Log.d(mTag, "AudioFocus was previously requested");
106                                }
107                            }
108                        }
109                    }
110                    // FIXME Having to start a new thread so we can receive completion callbacks
111                    //  is wrong, as we kill this thread whenever a new sound is to be played. This
112                    //  can lead to AudioFocus being released too early, before the second sound is
113                    //  done playing. This class should be modified to use a single thread, on which
114                    //  command are issued, and on which it receives the completion callbacks.
115                    player.setOnCompletionListener(NotificationPlayer.this);
116                    player.setOnErrorListener(NotificationPlayer.this);
117                    player.start();
118                    if (mPlayer != null) {
119                        mPlayer.release();
120                    }
121                    mPlayer = player;
122                }
123                catch (Exception e) {
124                    Log.w(mTag, "error loading sound for " + mCmd.uri, e);
125                }
126                this.notify();
127            }
128            Looper.loop();
129        }
130    };
131
132    private void startSound(Command cmd) {
133        // Preparing can be slow, so if there is something else
134        // is playing, let it continue until we're done, so there
135        // is less of a glitch.
136        try {
137            if (mDebug) Log.d(mTag, "Starting playback");
138            //-----------------------------------
139            // This is were we deviate from the AsyncPlayer implementation and create the
140            // MediaPlayer in a new thread with which we're synchronized
141            synchronized(mCompletionHandlingLock) {
142                // if another sound was already playing, it doesn't matter we won't get notified
143                // of the completion, since only the completion notification of the last sound
144                // matters
145                if((mLooper != null)
146                        && (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
147                    mLooper.quit();
148                }
149                mCompletionThread = new CreationAndCompletionThread(cmd);
150                synchronized(mCompletionThread) {
151                    mCompletionThread.start();
152                    mCompletionThread.wait();
153                }
154            }
155            //-----------------------------------
156
157            long delay = SystemClock.uptimeMillis() - cmd.requestTime;
158            if (delay > 1000) {
159                Log.w(mTag, "Notification sound delayed by " + delay + "msecs");
160            }
161        }
162        catch (Exception e) {
163            Log.w(mTag, "error loading sound for " + cmd.uri, e);
164        }
165    }
166
167    private final class CmdThread extends java.lang.Thread {
168        CmdThread() {
169            super("NotificationPlayer-" + mTag);
170        }
171
172        public void run() {
173            while (true) {
174                Command cmd = null;
175
176                synchronized (mCmdQueue) {
177                    if (mDebug) Log.d(mTag, "RemoveFirst");
178                    cmd = mCmdQueue.removeFirst();
179                }
180
181                switch (cmd.code) {
182                case PLAY:
183                    if (mDebug) Log.d(mTag, "PLAY");
184                    startSound(cmd);
185                    break;
186                case STOP:
187                    if (mDebug) Log.d(mTag, "STOP");
188                    if (mPlayer != null) {
189                        long delay = SystemClock.uptimeMillis() - cmd.requestTime;
190                        if (delay > 1000) {
191                            Log.w(mTag, "Notification stop delayed by " + delay + "msecs");
192                        }
193                        mPlayer.stop();
194                        mPlayer.release();
195                        mPlayer = null;
196                        synchronized(mQueueAudioFocusLock) {
197                            if (mAudioManagerWithAudioFocus != null) {
198                                mAudioManagerWithAudioFocus.abandonAudioFocus(null);
199                                mAudioManagerWithAudioFocus = null;
200                            }
201                        }
202                        if((mLooper != null)
203                                && (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
204                            mLooper.quit();
205                        }
206                    } else {
207                        Log.w(mTag, "STOP command without a player");
208                    }
209                    break;
210                }
211
212                synchronized (mCmdQueue) {
213                    if (mCmdQueue.size() == 0) {
214                        // nothing left to do, quit
215                        // doing this check after we're done prevents the case where they
216                        // added it during the operation from spawning two threads and
217                        // trying to do them in parallel.
218                        mThread = null;
219                        releaseWakeLock();
220                        return;
221                    }
222                }
223            }
224        }
225    }
226
227    public void onCompletion(MediaPlayer mp) {
228        synchronized(mQueueAudioFocusLock) {
229            if (mAudioManagerWithAudioFocus != null) {
230                if (mDebug) Log.d(mTag, "onCompletion() abandonning AudioFocus");
231                mAudioManagerWithAudioFocus.abandonAudioFocus(null);
232                mAudioManagerWithAudioFocus = null;
233            } else {
234                if (mDebug) Log.d(mTag, "onCompletion() no need to abandon AudioFocus");
235            }
236        }
237        // if there are no more sounds to play, end the Looper to listen for media completion
238        synchronized (mCmdQueue) {
239            if (mCmdQueue.size() == 0) {
240                synchronized(mCompletionHandlingLock) {
241                    if(mLooper != null) {
242                        mLooper.quit();
243                    }
244                    mCompletionThread = null;
245                }
246            }
247        }
248    }
249
250    public boolean onError(MediaPlayer mp, int what, int extra) {
251        Log.e(mTag, "error " + what + " (extra=" + extra + ") playing notification");
252        // error happened, handle it just like a completion
253        onCompletion(mp);
254        return true;
255    }
256
257    private String mTag;
258    private CmdThread mThread;
259    private CreationAndCompletionThread mCompletionThread;
260    private final Object mCompletionHandlingLock = new Object();
261    private MediaPlayer mPlayer;
262    private PowerManager.WakeLock mWakeLock;
263    private final Object mQueueAudioFocusLock = new Object();
264    private AudioManager mAudioManagerWithAudioFocus; // synchronized on mQueueAudioFocusLock
265
266    // The current state according to the caller.  Reality lags behind
267    // because of the asynchronous nature of this class.
268    private int mState = STOP;
269
270    /**
271     * Construct a NotificationPlayer object.
272     *
273     * @param tag a string to use for debugging
274     */
275    public NotificationPlayer(String tag) {
276        if (tag != null) {
277            mTag = tag;
278        } else {
279            mTag = "NotificationPlayer";
280        }
281    }
282
283    /**
284     * Start playing the sound.  It will actually start playing at some
285     * point in the future.  There are no guarantees about latency here.
286     * Calling this before another audio file is done playing will stop
287     * that one and start the new one.
288     *
289     * @param context Your application's context.
290     * @param uri The URI to play.  (see {@link MediaPlayer#setDataSource(Context, Uri)})
291     * @param looping Whether the audio should loop forever.
292     *          (see {@link MediaPlayer#setLooping(boolean)})
293     * @param stream the AudioStream to use.
294     *          (see {@link MediaPlayer#setAudioStreamType(int)})
295     * @deprecated use {@link #play(Context, Uri, boolean, AudioAttributes)} instead.
296     */
297    @Deprecated
298    public void play(Context context, Uri uri, boolean looping, int stream) {
299        Command cmd = new Command();
300        cmd.requestTime = SystemClock.uptimeMillis();
301        cmd.code = PLAY;
302        cmd.context = context;
303        cmd.uri = uri;
304        cmd.looping = looping;
305        cmd.attributes = new AudioAttributes.Builder().setInternalLegacyStreamType(stream).build();
306        synchronized (mCmdQueue) {
307            enqueueLocked(cmd);
308            mState = PLAY;
309        }
310    }
311
312    /**
313     * Start playing the sound.  It will actually start playing at some
314     * point in the future.  There are no guarantees about latency here.
315     * Calling this before another audio file is done playing will stop
316     * that one and start the new one.
317     *
318     * @param context Your application's context.
319     * @param uri The URI to play.  (see {@link MediaPlayer#setDataSource(Context, Uri)})
320     * @param looping Whether the audio should loop forever.
321     *          (see {@link MediaPlayer#setLooping(boolean)})
322     * @param attributes the AudioAttributes to use.
323     *          (see {@link MediaPlayer#setAudioAttributes(AudioAttributes)})
324     */
325    public void play(Context context, Uri uri, boolean looping, AudioAttributes attributes) {
326        Command cmd = new Command();
327        cmd.requestTime = SystemClock.uptimeMillis();
328        cmd.code = PLAY;
329        cmd.context = context;
330        cmd.uri = uri;
331        cmd.looping = looping;
332        cmd.attributes = attributes;
333        synchronized (mCmdQueue) {
334            enqueueLocked(cmd);
335            mState = PLAY;
336        }
337    }
338
339    /**
340     * Stop a previously played sound.  It can't be played again or unpaused
341     * at this point.  Calling this multiple times has no ill effects.
342     */
343    public void stop() {
344        synchronized (mCmdQueue) {
345            // This check allows stop to be called multiple times without starting
346            // a thread that ends up doing nothing.
347            if (mState != STOP) {
348                Command cmd = new Command();
349                cmd.requestTime = SystemClock.uptimeMillis();
350                cmd.code = STOP;
351                enqueueLocked(cmd);
352                mState = STOP;
353            }
354        }
355    }
356
357    private void enqueueLocked(Command cmd) {
358        mCmdQueue.add(cmd);
359        if (mThread == null) {
360            acquireWakeLock();
361            mThread = new CmdThread();
362            mThread.start();
363        }
364    }
365
366    /**
367     * We want to hold a wake lock while we do the prepare and play.  The stop probably is
368     * optional, but it won't hurt to have it too.  The problem is that if you start a sound
369     * while you're holding a wake lock (e.g. an alarm starting a notification), you want the
370     * sound to play, but if the CPU turns off before mThread gets to work, it won't.  The
371     * simplest way to deal with this is to make it so there is a wake lock held while the
372     * thread is starting or running.  You're going to need the WAKE_LOCK permission if you're
373     * going to call this.
374     *
375     * This must be called before the first time play is called.
376     *
377     * @hide
378     */
379    public void setUsesWakeLock(Context context) {
380        if (mWakeLock != null || mThread != null) {
381            // if either of these has happened, we've already played something.
382            // and our releases will be out of sync.
383            throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock
384                    + " mThread=" + mThread);
385        }
386        PowerManager pm = (PowerManager)context.getSystemService(Context.POWER_SERVICE);
387        mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag);
388    }
389
390    private void acquireWakeLock() {
391        if (mWakeLock != null) {
392            mWakeLock.acquire();
393        }
394    }
395
396    private void releaseWakeLock() {
397        if (mWakeLock != null) {
398            mWakeLock.release();
399        }
400    }
401}
402