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 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