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 
17 package android.media;
18 
19 import java.io.File;
20 import java.io.FileDescriptor;
21 import java.lang.ref.WeakReference;
22 
23 import android.annotation.NonNull;
24 import android.annotation.Nullable;
25 import android.app.ActivityThread;
26 import android.app.AppOpsManager;
27 import android.content.Context;
28 import android.content.res.AssetFileDescriptor;
29 import android.media.PlayerBase;
30 import android.os.Handler;
31 import android.os.IBinder;
32 import android.os.Looper;
33 import android.os.Message;
34 import android.os.ParcelFileDescriptor;
35 import android.os.Process;
36 import android.os.RemoteException;
37 import android.os.ServiceManager;
38 import android.util.AndroidRuntimeException;
39 import 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  */
114 public 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      */
SoundPool(int maxStreams, int streamType, int srcQuality)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 
SoundPool(int maxStreams, AudioAttributes attributes)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      */
release()175     public final void release() {
176         baseRelease();
177         native_release();
178     }
179 
native_release()180     private native final void native_release();
181 
finalize()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      */
load(String path, int priority)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      */
load(Context context, int resId, int priority)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      */
load(AssetFileDescriptor afd, int priority)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      */
load(FileDescriptor fd, long offset, long length, int priority)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      */
unload(int soundID)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      */
play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)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      */
pause(int streamID)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      */
resume(int streamID)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      */
autoPause()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      */
autoResume()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      */
stop(int streamID)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      */
setVolume(int streamID, float leftVolume, float rightVolume)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
playerApplyVolumeShaper( @onNull VolumeShaper.Configuration configuration, @Nullable VolumeShaper.Operation operation)394     /* package */ int playerApplyVolumeShaper(
395             @NonNull VolumeShaper.Configuration configuration,
396             @Nullable VolumeShaper.Operation operation) {
397         return -1;
398     }
399 
400     @Override
playerGetVolumeShaperState(int id)401     /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) {
402         return null;
403     }
404 
405     @Override
playerSetVolume(boolean muting, float leftVolume, float rightVolume)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
playerSetAuxEffectSendLevel(boolean muting, float level)412     int playerSetAuxEffectSendLevel(boolean muting, float level) {
413         // no aux send functionality so no-op
414         return AudioSystem.SUCCESS;
415     }
416 
417     @Override
playerStart()418     void playerStart() {
419         // FIXME implement resuming any paused sound
420     }
421 
422     @Override
playerPause()423     void playerPause() {
424         // FIXME implement pausing any playing sound
425     }
426 
427     @Override
playerStop()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      */
setVolume(int streamID, float volume)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      */
setPriority(int streamID, int priority)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      */
setLoop(int streamID, int loop)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      */
setRate(int streamID, float rate)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          */
onLoadComplete(SoundPool soundPool, int sampleId, int status)487         public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
488     }
489 
490     /**
491      * Sets the callback hook for the OnLoadCompleteListener.
492      */
setOnLoadCompleteListener(OnLoadCompleteListener listener)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 
_load(FileDescriptor fd, long offset, long length, int priority)512     private native final int _load(FileDescriptor fd, long offset, long length, int priority);
513 
native_setup(Object weakRef, int maxStreams, Object attributes)514     private native final int native_setup(Object weakRef, int maxStreams,
515             Object/*AudioAttributes*/ attributes);
516 
_play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)517     private native final int _play(int soundID, float leftVolume, float rightVolume,
518             int priority, int loop, float rate);
519 
_setVolume(int streamID, float leftVolume, float rightVolume)520     private native final void _setVolume(int streamID, float leftVolume, float rightVolume);
521 
_mute(boolean muting)522     private native final void _mute(boolean muting);
523 
524     // post event from native code to message handler
525     @SuppressWarnings("unchecked")
postEventFromNative(Object ref, int msg, int arg1, int arg2, Object obj)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 {
EventHandler(Looper looper)538         public EventHandler(Looper looper) {
539             super(looper);
540         }
541 
542         @Override
handleMessage(Message msg)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          */
Builder()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          */
setMaxStreams(int maxStreams)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          */
setAudioAttributes(AudioAttributes attributes)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 
build()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