1f1f4bf91dd66fba527bf4d8765e484e08ddb971 |
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11-Apr-2016 |
Philip Cuadra <philipcuadra@google.com> |
Increase the SoundPoolThread queue size to 128 entries. SoundPoolThread queue is undersized, bump it up to 128 entries. This improves the performance of loading camera by unblocking the thread that asks SoundPool to load sounds. Longer term, an API for setting this number of entries should be added. Bug: 28087906 Change-Id: Ie5cea5d11844cf035ca13979c188f2c57a8e333a
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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372be8970c6ab68c295fb74dbb878ab1d443d90e |
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04-Dec-2014 |
Marco Nelissen <marcone@google.com> |
Make SoundPool use MediaCodec Bug: 18239054 Change-Id: Ia144fc1bbb0d2787638ee972e2224339b4965310
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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f5e18125498b768d4528e4d1c19533c2b16f338b |
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26-Mar-2012 |
Eric Laurent <elaurent@google.com> |
reorganize SoundPool and JetPlayer code. Reorganize SoundPool and JetPlayer code to be ready for the creation of libmedia_native. Split SoundPool between libsoundpool (JNI) and libmedia(sound pool implementation). Remove dependencies on nativehelper/jni.h from JetPlayer. Change-Id: I130c6014173b714329929dd82c5dfb70b757a610
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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a60e212d0dda7d2a748180ce77405f2463c9cf53 |
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29-Dec-2010 |
Eric Laurent <elaurent@google.com> |
Fix issue 3261656. The problem can occur if a sample is started at the same time as the last AudioTrack callback for a playing sample is called. At this time, allocateChannel() can be called concurrently with moveToFront() which can cause an entry in mChannels being used by moveToFront() to be erased temporarily by allocateChannel(). The fix consists in making sure that the SoundPool mutex is held whenever play(), stop() or done() are called. In addition, other potential weaknesses have been removed by making sure that the channel mutex is held while starting, stopping and processing the AudioTrack call back. To that purpose, a mechanism similar to the channel restart method is implemented to avoid stopping channels from the AudioTrack call back but do it from the restart thread instead. The sound effects SounPool management in AudioService has also been improved to make sure that the samples have been loaded when a playback request is received and also to immediately release the SoundPool when the effects are unloaded without waiting for the GC to occur. The SoundPool.java class was modified to allow the use of a looper attached to the thread in which the sample loaded listener is running and not to the thread in which the SoundPool is created. The maximum number of samples that can be loaded in a SoundPool lifetime as been increased from 255 to 65535. Change-Id: I368a3bdfda4239f807f857c3e97b70f6b31b0af3
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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f6e43bf29084760b39257b2273e0f04c2815fdc5 |
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08-Dec-2009 |
Dave Sparks <davidsparks@android.com> |
Add OnLoadCompleteListener to SoundPool.
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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9066cfe9886ac131c34d59ed0e2d287b0e3c0087 |
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04-Mar-2009 |
The Android Open Source Project <initial-contribution@android.com> |
auto import from //depot/cupcake/@135843
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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d83a98f4ce9cfa908f5c54bbd70f03eec07e7553 |
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04-Mar-2009 |
The Android Open Source Project <initial-contribution@android.com> |
auto import from //depot/cupcake/@135843
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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54b6cfa9a9e5b861a9930af873580d6dc20f773c |
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21-Oct-2008 |
The Android Open Source Project <initial-contribution@android.com> |
Initial Contribution
/frameworks/base/media/jni/soundpool/SoundPoolThread.h
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