/* * Copyright (C) 2015 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ package com.android.messaging.util; import android.content.Context; import android.media.AudioManager; import android.media.MediaPlayer; import android.media.MediaPlayer.OnCompletionListener; import android.net.Uri; import android.os.Looper; import android.os.PowerManager; import android.os.SystemClock; import com.android.messaging.Factory; import java.util.LinkedList; /** * This class is provides the same interface and functionality as android.media.AsyncPlayer * with the following differences: * - whenever audio is played, audio focus is requested, * - whenever audio playback is stopped or the playback completed, audio focus is abandoned. * * This file has been copied from com.android.server.NotificationPlayer. The only modification is * the addition of a volume parameter. Hopefully the framework will adapt AsyncPlayer to support * all the functionality in this class, at which point this one can be deleted. */ public class NotificationPlayer implements OnCompletionListener { private static final int PLAY = 1; private static final int STOP = 2; private static final boolean mDebug = false; private static final class Command { int code; Uri uri; boolean looping; int stream; float volume; long requestTime; boolean releaseFocus; @Override public String toString() { return "{ code=" + code + " looping=" + looping + " stream=" + stream + " uri=" + uri + " }"; } } private final LinkedList mCmdQueue = new LinkedList(); private Looper mLooper; /* * Besides the use of audio focus, the only implementation difference between AsyncPlayer and * NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback, * OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to * be created with a looper running so its event handler is not null. */ private final class CreationAndCompletionThread extends Thread { public Command mCmd; public CreationAndCompletionThread(final Command cmd) { super(); mCmd = cmd; } @Override public void run() { Looper.prepare(); mLooper = Looper.myLooper(); synchronized (this) { final AudioManager audioManager = (AudioManager) Factory.get().getApplicationContext() .getSystemService(Context.AUDIO_SERVICE); try { final MediaPlayer player = new MediaPlayer(); player.setAudioStreamType(mCmd.stream); player.setDataSource(Factory.get().getApplicationContext(), mCmd.uri); player.setLooping(mCmd.looping); player.setVolume(mCmd.volume, mCmd.volume); player.prepare(); if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null) && (mCmd.uri.getEncodedPath().length() > 0)) { audioManager.requestAudioFocus(null, mCmd.stream, mCmd.looping ? AudioManager.AUDIOFOCUS_GAIN_TRANSIENT : AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK); } player.setOnCompletionListener(NotificationPlayer.this); player.start(); if (mPlayer != null) { mPlayer.release(); } mPlayer = player; } catch (final Exception e) { LogUtil.w(mTag, "error loading sound for " + mCmd.uri, e); } mAudioManager = audioManager; this.notify(); } Looper.loop(); } } private void startSound(final Command cmd) { // Preparing can be slow, so if there is something else // is playing, let it continue until we're done, so there // is less of a glitch. try { if (mDebug) { LogUtil.d(mTag, "Starting playback"); } //----------------------------------- // This is were we deviate from the AsyncPlayer implementation and create the // MediaPlayer in a new thread with which we're synchronized synchronized (mCompletionHandlingLock) { // if another sound was already playing, it doesn't matter we won't get notified // of the completion, since only the completion notification of the last sound // matters if ((mLooper != null) && (mLooper.getThread().getState() != Thread.State.TERMINATED)) { mLooper.quit(); } mCompletionThread = new CreationAndCompletionThread(cmd); synchronized (mCompletionThread) { mCompletionThread.start(); mCompletionThread.wait(); } } //----------------------------------- final long delay = SystemClock.elapsedRealtime() - cmd.requestTime; if (delay > 1000) { LogUtil.w(mTag, "Notification sound delayed by " + delay + "msecs"); } } catch (final Exception e) { LogUtil.w(mTag, "error loading sound for " + cmd.uri, e); } } private void stopSound(final Command cmd) { if (mPlayer == null) { return; } final long delay = SystemClock.elapsedRealtime() - cmd.requestTime; if (delay > 1000) { LogUtil.w(mTag, "Notification stop delayed by " + delay + "msecs"); } mPlayer.stop(); mPlayer.release(); mPlayer = null; if (cmd.releaseFocus && mAudioManager != null) { mAudioManager.abandonAudioFocus(null); } mAudioManager = null; if ((mLooper != null) && (mLooper.getThread().getState() != Thread.State.TERMINATED)) { mLooper.quit(); } } private final class CmdThread extends java.lang.Thread { CmdThread() { super("NotificationPlayer-" + mTag); } @Override public void run() { while (true) { Command cmd = null; synchronized (mCmdQueue) { if (mDebug) { LogUtil.d(mTag, "RemoveFirst"); } cmd = mCmdQueue.removeFirst(); } switch (cmd.code) { case PLAY: if (mDebug) { LogUtil.d(mTag, "PLAY"); } startSound(cmd); break; case STOP: if (mDebug) { LogUtil.d(mTag, "STOP"); } stopSound(cmd); break; } synchronized (mCmdQueue) { if (mCmdQueue.size() == 0) { // nothing left to do, quit // doing this check after we're done prevents the case where they // added it during the operation from spawning two threads and // trying to do them in parallel. mThread = null; releaseWakeLock(); return; } } } } } @Override public void onCompletion(final MediaPlayer mp) { if (mAudioManager != null) { mAudioManager.abandonAudioFocus(null); } // if there are no more sounds to play, end the Looper to listen for media completion synchronized (mCmdQueue) { if (mCmdQueue.size() == 0) { synchronized (mCompletionHandlingLock) { if (mLooper != null) { mLooper.quit(); } mCompletionThread = null; } } } } private String mTag; private CmdThread mThread; private CreationAndCompletionThread mCompletionThread; private final Object mCompletionHandlingLock = new Object(); private MediaPlayer mPlayer; private PowerManager.WakeLock mWakeLock; private AudioManager mAudioManager; // The current state according to the caller. Reality lags behind // because of the asynchronous nature of this class. private int mState = STOP; /** * Construct a NotificationPlayer object. * * @param tag a string to use for debugging */ public NotificationPlayer(final String tag) { if (tag != null) { mTag = tag; } else { mTag = "NotificationPlayer"; } } /** * Start playing the sound. It will actually start playing at some * point in the future. There are no guarantees about latency here. * Calling this before another audio file is done playing will stop * that one and start the new one. * * @param uri The URI to play. (see {@link MediaPlayer#setDataSource(Context, Uri)}) * @param looping Whether the audio should loop forever. * (see {@link MediaPlayer#setLooping(boolean)}) * @param stream the AudioStream to use. * (see {@link MediaPlayer#setAudioStreamType(int)}) * @param volume The volume at which to play this sound, as a fraction of the system volume for * the relevant stream type. A value of 1 is the maximum and means play at the system * volume with no attenuation. */ public void play(final Uri uri, final boolean looping, final int stream, final float volume) { final Command cmd = new Command(); cmd.requestTime = SystemClock.elapsedRealtime(); cmd.code = PLAY; cmd.uri = uri; cmd.looping = looping; cmd.stream = stream; cmd.volume = volume; synchronized (mCmdQueue) { enqueueLocked(cmd); mState = PLAY; } } /** Same as calling stop(true) */ public void stop() { stop(true); } /** * Stop a previously played sound. It can't be played again or unpaused * at this point. Calling this multiple times has no ill effects. * @param releaseAudioFocus whether to release audio focus */ public void stop(final boolean releaseAudioFocus) { synchronized (mCmdQueue) { // This check allows stop to be called multiple times without starting // a thread that ends up doing nothing. if (mState != STOP) { final Command cmd = new Command(); cmd.requestTime = SystemClock.elapsedRealtime(); cmd.code = STOP; cmd.releaseFocus = releaseAudioFocus; enqueueLocked(cmd); mState = STOP; } } } private void enqueueLocked(final Command cmd) { mCmdQueue.add(cmd); if (mThread == null) { acquireWakeLock(); mThread = new CmdThread(); mThread.start(); } } /** * We want to hold a wake lock while we do the prepare and play. The stop probably is * optional, but it won't hurt to have it too. The problem is that if you start a sound * while you're holding a wake lock (e.g. an alarm starting a notification), you want the * sound to play, but if the CPU turns off before mThread gets to work, it won't. The * simplest way to deal with this is to make it so there is a wake lock held while the * thread is starting or running. You're going to need the WAKE_LOCK permission if you're * going to call this. * * This must be called before the first time play is called. * * @hide */ public void setUsesWakeLock() { if (mWakeLock != null || mThread != null) { // if either of these has happened, we've already played something. // and our releases will be out of sync. throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock + " mThread=" + mThread); } final PowerManager pm = (PowerManager) Factory.get().getApplicationContext() .getSystemService(Context.POWER_SERVICE); mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag); } private void acquireWakeLock() { if (mWakeLock != null) { mWakeLock.acquire(); } } private void releaseWakeLock() { if (mWakeLock != null) { mWakeLock.release(); } } }