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 java.io.File;
20import java.io.FileDescriptor;
21import java.lang.ref.WeakReference;
22
23import android.annotation.NonNull;
24import android.annotation.Nullable;
25import android.app.ActivityThread;
26import android.app.AppOpsManager;
27import android.content.Context;
28import android.content.res.AssetFileDescriptor;
29import android.media.PlayerBase;
30import android.os.Handler;
31import android.os.IBinder;
32import android.os.Looper;
33import android.os.Message;
34import android.os.ParcelFileDescriptor;
35import android.os.Process;
36import android.os.RemoteException;
37import android.os.ServiceManager;
38import android.util.AndroidRuntimeException;
39import android.util.Log;
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 */
114public class SoundPool extends PlayerBase {
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
134    /**
135     * Constructor. Constructs a SoundPool object with the following
136     * characteristics:
137     *
138     * @param maxStreams the maximum number of simultaneous streams for this
139     *                   SoundPool object
140     * @param streamType the audio stream type as described in AudioManager
141     *                   For example, game applications will normally use
142     *                   {@link AudioManager#STREAM_MUSIC}.
143     * @param srcQuality the sample-rate converter quality. Currently has no
144     *                   effect. Use 0 for the default.
145     * @return a SoundPool object, or null if creation failed
146     * @deprecated use {@link SoundPool.Builder} instead to create and configure a
147     *     SoundPool instance
148     */
149    public SoundPool(int maxStreams, int streamType, int srcQuality) {
150        this(maxStreams,
151                new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build());
152        PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()");
153    }
154
155    private SoundPool(int maxStreams, AudioAttributes attributes) {
156        super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL);
157
158        // do native setup
159        if (native_setup(new WeakReference<SoundPool>(this), maxStreams, attributes) != 0) {
160            throw new RuntimeException("Native setup failed");
161        }
162        mLock = new Object();
163        mAttributes = attributes;
164
165        baseRegisterPlayer();
166    }
167
168    /**
169     * Release the SoundPool resources.
170     *
171     * Release all memory and native resources used by the SoundPool
172     * object. The SoundPool can no longer be used and the reference
173     * should be set to null.
174     */
175    public final void release() {
176        baseRelease();
177        native_release();
178    }
179
180    private native final void native_release();
181
182    protected void finalize() { release(); }
183
184    /**
185     * Load the sound from the specified path.
186     *
187     * @param path the path to the audio file
188     * @param priority the priority of the sound. Currently has no effect. Use
189     *                 a value of 1 for future compatibility.
190     * @return a sound ID. This value can be used to play or unload the sound.
191     */
192    public int load(String path, int priority) {
193        int id = 0;
194        try {
195            File f = new File(path);
196            ParcelFileDescriptor fd = ParcelFileDescriptor.open(f,
197                    ParcelFileDescriptor.MODE_READ_ONLY);
198            if (fd != null) {
199                id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
200                fd.close();
201            }
202        } catch (java.io.IOException e) {
203            Log.e(TAG, "error loading " + path);
204        }
205        return id;
206    }
207
208    /**
209     * Load the sound from the specified APK resource.
210     *
211     * Note that the extension is dropped. For example, if you want to load
212     * a sound from the raw resource file "explosion.mp3", you would specify
213     * "R.raw.explosion" as the resource ID. Note that this means you cannot
214     * have both an "explosion.wav" and an "explosion.mp3" in the res/raw
215     * directory.
216     *
217     * @param context the application context
218     * @param resId the resource ID
219     * @param priority the priority of the sound. Currently has no effect. Use
220     *                 a value of 1 for future compatibility.
221     * @return a sound ID. This value can be used to play or unload the sound.
222     */
223    public int load(Context context, int resId, int priority) {
224        AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
225        int id = 0;
226        if (afd != null) {
227            id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
228            try {
229                afd.close();
230            } catch (java.io.IOException ex) {
231                //Log.d(TAG, "close failed:", ex);
232            }
233        }
234        return id;
235    }
236
237    /**
238     * Load the sound from an asset file descriptor.
239     *
240     * @param afd an asset file descriptor
241     * @param priority the priority of the sound. Currently has no effect. Use
242     *                 a value of 1 for future compatibility.
243     * @return a sound ID. This value can be used to play or unload the sound.
244     */
245    public int load(AssetFileDescriptor afd, int priority) {
246        if (afd != null) {
247            long len = afd.getLength();
248            if (len < 0) {
249                throw new AndroidRuntimeException("no length for fd");
250            }
251            return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
252        } else {
253            return 0;
254        }
255    }
256
257    /**
258     * Load the sound from a FileDescriptor.
259     *
260     * This version is useful if you store multiple sounds in a single
261     * binary. The offset specifies the offset from the start of the file
262     * and the length specifies the length of the sound within the file.
263     *
264     * @param fd a FileDescriptor object
265     * @param offset offset to the start of the sound
266     * @param length length of the sound
267     * @param priority the priority of the sound. Currently has no effect. Use
268     *                 a value of 1 for future compatibility.
269     * @return a sound ID. This value can be used to play or unload the sound.
270     */
271    public int load(FileDescriptor fd, long offset, long length, int priority) {
272        return _load(fd, offset, length, priority);
273    }
274
275    /**
276     * Unload a sound from a sound ID.
277     *
278     * Unloads the sound specified by the soundID. This is the value
279     * returned by the load() function. Returns true if the sound is
280     * successfully unloaded, false if the sound was already unloaded.
281     *
282     * @param soundID a soundID returned by the load() function
283     * @return true if just unloaded, false if previously unloaded
284     */
285    public native final boolean unload(int soundID);
286
287    /**
288     * Play a sound from a sound ID.
289     *
290     * Play the sound specified by the soundID. This is the value
291     * returned by the load() function. Returns a non-zero streamID
292     * if successful, zero if it fails. The streamID can be used to
293     * further control playback. Note that calling play() may cause
294     * another sound to stop playing if the maximum number of active
295     * streams is exceeded. A loop value of -1 means loop forever,
296     * a value of 0 means don't loop, other values indicate the
297     * number of repeats, e.g. a value of 1 plays the audio twice.
298     * The playback rate allows the application to vary the playback
299     * rate (pitch) of the sound. A value of 1.0 means play back at
300     * the original frequency. A value of 2.0 means play back twice
301     * as fast, and a value of 0.5 means playback at half speed.
302     *
303     * @param soundID a soundID returned by the load() function
304     * @param leftVolume left volume value (range = 0.0 to 1.0)
305     * @param rightVolume right volume value (range = 0.0 to 1.0)
306     * @param priority stream priority (0 = lowest priority)
307     * @param loop loop mode (0 = no loop, -1 = loop forever)
308     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
309     * @return non-zero streamID if successful, zero if failed
310     */
311    public final int play(int soundID, float leftVolume, float rightVolume,
312            int priority, int loop, float rate) {
313        baseStart();
314        return _play(soundID, leftVolume, rightVolume, priority, loop, rate);
315    }
316
317    /**
318     * Pause a playback stream.
319     *
320     * Pause the stream specified by the streamID. This is the
321     * value returned by the play() function. If the stream is
322     * playing, it will be paused. If the stream is not playing
323     * (e.g. is stopped or was previously paused), calling this
324     * function will have no effect.
325     *
326     * @param streamID a streamID returned by the play() function
327     */
328    public native final void pause(int streamID);
329
330    /**
331     * Resume a playback stream.
332     *
333     * Resume the stream specified by the streamID. This
334     * is the value returned by the play() function. If the stream
335     * is paused, this will resume playback. If the stream was not
336     * previously paused, calling this function will have no effect.
337     *
338     * @param streamID a streamID returned by the play() function
339     */
340    public native final void resume(int streamID);
341
342    /**
343     * Pause all active streams.
344     *
345     * Pause all streams that are currently playing. This function
346     * iterates through all the active streams and pauses any that
347     * are playing. It also sets a flag so that any streams that
348     * are playing can be resumed by calling autoResume().
349     */
350    public native final void autoPause();
351
352    /**
353     * Resume all previously active streams.
354     *
355     * Automatically resumes all streams that were paused in previous
356     * calls to autoPause().
357     */
358    public native final void autoResume();
359
360    /**
361     * Stop a playback stream.
362     *
363     * Stop the stream specified by the streamID. This
364     * is the value returned by the play() function. If the stream
365     * is playing, it will be stopped. It also releases any native
366     * resources associated with this stream. If the stream is not
367     * playing, it will have no effect.
368     *
369     * @param streamID a streamID returned by the play() function
370     */
371    public native final void stop(int streamID);
372
373    /**
374     * Set stream volume.
375     *
376     * Sets the volume on the stream specified by the streamID.
377     * This is the value returned by the play() function. The
378     * value must be in the range of 0.0 to 1.0. If the stream does
379     * not exist, it will have no effect.
380     *
381     * @param streamID a streamID returned by the play() function
382     * @param leftVolume left volume value (range = 0.0 to 1.0)
383     * @param rightVolume right volume value (range = 0.0 to 1.0)
384     */
385    public final void setVolume(int streamID, float leftVolume, float rightVolume) {
386        // unlike other subclasses of PlayerBase, we are not calling
387        // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each
388        // volume separately for each player, so we still send the command, but
389        // handle mute/unmute separately through playerSetVolume()
390        _setVolume(streamID, leftVolume, rightVolume);
391    }
392
393    @Override
394    /* package */ int playerApplyVolumeShaper(
395            @NonNull VolumeShaper.Configuration configuration,
396            @Nullable VolumeShaper.Operation operation) {
397        return -1;
398    }
399
400    @Override
401    /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) {
402        return null;
403    }
404
405    @Override
406    void playerSetVolume(boolean muting, float leftVolume, float rightVolume) {
407        // not used here to control the player volume directly, but used to mute/unmute
408        _mute(muting);
409    }
410
411    @Override
412    int playerSetAuxEffectSendLevel(boolean muting, float level) {
413        // no aux send functionality so no-op
414        return AudioSystem.SUCCESS;
415    }
416
417    @Override
418    void playerStart() {
419        // FIXME implement resuming any paused sound
420    }
421
422    @Override
423    void playerPause() {
424        // FIXME implement pausing any playing sound
425    }
426
427    @Override
428    void playerStop() {
429        // FIXME implement pausing any playing sound
430    }
431
432    /**
433     * Similar, except set volume of all channels to same value.
434     * @hide
435     */
436    public void setVolume(int streamID, float volume) {
437        setVolume(streamID, volume, volume);
438    }
439
440    /**
441     * Change stream priority.
442     *
443     * Change the priority of the stream specified by the streamID.
444     * This is the value returned by the play() function. Affects the
445     * order in which streams are re-used to play new sounds. If the
446     * stream does not exist, it will have no effect.
447     *
448     * @param streamID a streamID returned by the play() function
449     */
450    public native final void setPriority(int streamID, int priority);
451
452    /**
453     * Set loop mode.
454     *
455     * Change the loop mode. A loop value of -1 means loop forever,
456     * a value of 0 means don't loop, other values indicate the
457     * number of repeats, e.g. a value of 1 plays the audio twice.
458     * If the stream does not exist, it will have no effect.
459     *
460     * @param streamID a streamID returned by the play() function
461     * @param loop loop mode (0 = no loop, -1 = loop forever)
462     */
463    public native final void setLoop(int streamID, int loop);
464
465    /**
466     * Change playback rate.
467     *
468     * The playback rate allows the application to vary the playback
469     * rate (pitch) of the sound. A value of 1.0 means playback at
470     * the original frequency. A value of 2.0 means playback twice
471     * as fast, and a value of 0.5 means playback at half speed.
472     * If the stream does not exist, it will have no effect.
473     *
474     * @param streamID a streamID returned by the play() function
475     * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
476     */
477    public native final void setRate(int streamID, float rate);
478
479    public interface OnLoadCompleteListener {
480        /**
481         * Called when a sound has completed loading.
482         *
483         * @param soundPool SoundPool object from the load() method
484         * @param sampleId the sample ID of the sound loaded.
485         * @param status the status of the load operation (0 = success)
486         */
487        public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
488    }
489
490    /**
491     * Sets the callback hook for the OnLoadCompleteListener.
492     */
493    public void setOnLoadCompleteListener(OnLoadCompleteListener listener) {
494        synchronized(mLock) {
495            if (listener != null) {
496                // setup message handler
497                Looper looper;
498                if ((looper = Looper.myLooper()) != null) {
499                    mEventHandler = new EventHandler(looper);
500                } else if ((looper = Looper.getMainLooper()) != null) {
501                    mEventHandler = new EventHandler(looper);
502                } else {
503                    mEventHandler = null;
504                }
505            } else {
506                mEventHandler = null;
507            }
508            mOnLoadCompleteListener = listener;
509        }
510    }
511
512    private native final int _load(FileDescriptor fd, long offset, long length, int priority);
513
514    private native final int native_setup(Object weakRef, int maxStreams,
515            Object/*AudioAttributes*/ attributes);
516
517    private native final int _play(int soundID, float leftVolume, float rightVolume,
518            int priority, int loop, float rate);
519
520    private native final void _setVolume(int streamID, float leftVolume, float rightVolume);
521
522    private native final void _mute(boolean muting);
523
524    // post event from native code to message handler
525    @SuppressWarnings("unchecked")
526    private static void postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj) {
527        SoundPool soundPool = ((WeakReference<SoundPool>) ref).get();
528        if (soundPool == null)
529            return;
530
531        if (soundPool.mEventHandler != null) {
532            Message m = soundPool.mEventHandler.obtainMessage(msg, arg1, arg2, obj);
533            soundPool.mEventHandler.sendMessage(m);
534        }
535    }
536
537    private final class EventHandler extends Handler {
538        public EventHandler(Looper looper) {
539            super(looper);
540        }
541
542        @Override
543        public void handleMessage(Message msg) {
544            switch(msg.what) {
545            case SAMPLE_LOADED:
546                if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
547                synchronized(mLock) {
548                    if (mOnLoadCompleteListener != null) {
549                        mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2);
550                    }
551                }
552                break;
553            default:
554                Log.e(TAG, "Unknown message type " + msg.what);
555                return;
556            }
557        }
558    }
559
560    /**
561     * Builder class for {@link SoundPool} objects.
562     */
563    public static class Builder {
564        private int mMaxStreams = 1;
565        private AudioAttributes mAudioAttributes;
566
567        /**
568         * Constructs a new Builder with the defaults format values.
569         * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to
570         * change it), and the audio attributes have a usage value of
571         * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to
572         * change them).
573         */
574        public Builder() {
575        }
576
577        /**
578         * Sets the maximum of number of simultaneous streams that can be played simultaneously.
579         * @param maxStreams a value equal to 1 or greater.
580         * @return the same Builder instance
581         * @throws IllegalArgumentException
582         */
583        public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException {
584            if (maxStreams <= 0) {
585                throw new IllegalArgumentException(
586                        "Strictly positive value required for the maximum number of streams");
587            }
588            mMaxStreams = maxStreams;
589            return this;
590        }
591
592        /**
593         * Sets the {@link AudioAttributes}. For examples, game applications will use attributes
594         * built with usage information set to {@link AudioAttributes#USAGE_GAME}.
595         * @param attributes a non-null
596         * @return
597         */
598        public Builder setAudioAttributes(AudioAttributes attributes)
599                throws IllegalArgumentException {
600            if (attributes == null) {
601                throw new IllegalArgumentException("Invalid null AudioAttributes");
602            }
603            mAudioAttributes = attributes;
604            return this;
605        }
606
607        public SoundPool build() {
608            if (mAudioAttributes == null) {
609                mAudioAttributes = new AudioAttributes.Builder()
610                        .setUsage(AudioAttributes.USAGE_MEDIA).build();
611            }
612            return new SoundPool(mMaxStreams, mAudioAttributes);
613        }
614    }
615}
616