651 lines
26 KiB
Java
651 lines
26 KiB
Java
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/*
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* Copyright (C) 2007 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.media;
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import static android.media.AudioManager.AUDIO_SESSION_ID_GENERATE;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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import android.content.Context;
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import android.content.res.AssetFileDescriptor;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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import android.os.ParcelFileDescriptor;
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import android.util.AndroidRuntimeException;
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import android.util.Log;
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import java.io.File;
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import java.io.FileDescriptor;
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import java.util.Objects;
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import java.util.concurrent.atomic.AtomicReference;
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/**
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* The SoundPool class manages and plays audio resources for applications.
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*
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* <p>A SoundPool is a collection of sound samples that can be loaded into memory
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* from a resource inside the APK or from a file in the file system. The
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* SoundPool library uses the MediaCodec service to decode the audio
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* into raw 16-bit PCM. This allows applications
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* to ship with compressed streams without having to suffer the CPU load
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* and latency of decompressing during playback.</p>
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*
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* <p>Soundpool sounds are expected to be short as they are
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* predecoded into memory. Each decoded sound is internally limited to one
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* megabyte storage, which represents approximately 5.6 seconds at 44.1kHz stereo
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* (the duration is proportionally longer at lower sample rates or
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* a channel mask of mono). A decoded audio sound will be truncated if it would
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* exceed the per-sound one megabyte storage space.</p>
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*
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* <p>In addition to low-latency playback, SoundPool can also manage the number
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* of audio streams being rendered at once. When the SoundPool object is
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* constructed, the maxStreams parameter sets the maximum number of streams
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* that can be played at a time from this single SoundPool. SoundPool tracks
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* the number of active streams. If the maximum number of streams is exceeded,
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* SoundPool will automatically stop a previously playing stream based first
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* on priority and then by age within that priority. Limiting the maximum
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* number of streams helps to cap CPU loading and reducing the likelihood that
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* audio mixing will impact visuals or UI performance.</p>
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*
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* <p>Sounds can be looped by setting a non-zero loop value. A value of -1
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* causes the sound to loop forever. In this case, the application must
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* explicitly call the stop() function to stop the sound. Any other non-zero
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* value will cause the sound to repeat the specified number of times, e.g.
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* a value of 3 causes the sound to play a total of 4 times.</p>
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*
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* <p>The playback rate can also be changed. A playback rate of 1.0 causes
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* the sound to play at its original frequency (resampled, if necessary,
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* to the hardware output frequency). A playback rate of 2.0 causes the
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* sound to play at twice its original frequency, and a playback rate of
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* 0.5 causes it to play at half its original frequency. The playback
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* rate range is 0.5 to 2.0.</p>
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*
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* <p>Priority runs low to high, i.e. higher numbers are higher priority.
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* Priority is used when a call to play() would cause the number of active
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* streams to exceed the value established by the maxStreams parameter when
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* the SoundPool was created. In this case, the stream allocator will stop
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* the lowest priority stream. If there are multiple streams with the same
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* low priority, it will choose the oldest stream to stop. In the case
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* where the priority of the new stream is lower than all the active
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* streams, the new sound will not play and the play() function will return
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* a streamID of zero.</p>
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*
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* <p>Let's examine a typical use case: A game consists of several levels of
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* play. For each level, there is a set of unique sounds that are used only
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* by that level. In this case, the game logic should create a new SoundPool
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* object when the first level is loaded. The level data itself might contain
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* the list of sounds to be used by this level. The loading logic iterates
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* through the list of sounds calling the appropriate SoundPool.load()
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* function. This should typically be done early in the process to allow time
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* for decompressing the audio to raw PCM format before they are needed for
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* playback.</p>
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*
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* <p>Once the sounds are loaded and play has started, the application can
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* trigger sounds by calling SoundPool.play(). Playing streams can be
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* paused or resumed, and the application can also alter the pitch by
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* adjusting the playback rate in real-time for doppler or synthesis
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* effects.</p>
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*
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* <p>Note that since streams can be stopped due to resource constraints, the
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* streamID is a reference to a particular instance of a stream. If the stream
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* is stopped to allow a higher priority stream to play, the stream is no
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* longer valid. However, the application is allowed to call methods on
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* the streamID without error. This may help simplify program logic since
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* the application need not concern itself with the stream lifecycle.</p>
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*
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* <p>In our example, when the player has completed the level, the game
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* logic should call SoundPool.release() to release all the native resources
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* in use and then set the SoundPool reference to null. If the player starts
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* another level, a new SoundPool is created, sounds are loaded, and play
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* resumes.</p>
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*/
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public class SoundPool extends PlayerBase {
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static { System.loadLibrary("soundpool"); }
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// SoundPool messages
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//
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// must match SoundPool.h
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private static final int SAMPLE_LOADED = 1;
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private final static String TAG = "SoundPool";
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private final static boolean DEBUG = Log.isLoggable(TAG, Log.DEBUG);
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private final AtomicReference<EventHandler> mEventHandler = new AtomicReference<>(null);
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private long mNativeContext; // accessed by native methods
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private boolean mHasAppOpsPlayAudio;
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private final AudioAttributes mAttributes;
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/**
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* Constructor. Constructs a SoundPool object with the following
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* characteristics:
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*
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* @param maxStreams the maximum number of simultaneous streams for this
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* SoundPool object
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* @param streamType the audio stream type as described in AudioManager
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* For example, game applications will normally use
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* {@link AudioManager#STREAM_MUSIC}.
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* @param srcQuality the sample-rate converter quality. Currently has no
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* effect. Use 0 for the default.
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* @return a SoundPool object, or null if creation failed
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* @deprecated use {@link SoundPool.Builder} instead to create and configure a
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* SoundPool instance
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*/
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public SoundPool(int maxStreams, int streamType, int srcQuality) {
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this(/*context=*/null, maxStreams,
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new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build(),
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AUDIO_SESSION_ID_GENERATE);
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PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()");
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}
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private SoundPool(@Nullable Context context, int maxStreams,
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@NonNull AudioAttributes attributes, int sessionId) {
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super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL);
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// do native setup
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if (native_setup(maxStreams, attributes, getCurrentOpPackageName()) != 0) {
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throw new RuntimeException("Native setup failed");
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}
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mAttributes = attributes;
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baseRegisterPlayer(resolvePlaybackSessionId(context, sessionId));
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}
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/**
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* Release the SoundPool resources.
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*
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* Release all memory and native resources used by the SoundPool
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* object. The SoundPool can no longer be used and the reference
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* should be set to null.
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*/
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public final void release() {
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baseRelease();
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native_release();
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}
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private native final void native_release();
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protected void finalize() { release(); }
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/**
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* Load the sound from the specified path.
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*
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* @param path the path to the audio file
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(String path, int priority) {
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int id = 0;
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try {
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File f = new File(path);
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ParcelFileDescriptor fd = ParcelFileDescriptor.open(f,
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ParcelFileDescriptor.MODE_READ_ONLY);
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if (fd != null) {
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id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
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fd.close();
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}
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} catch (java.io.IOException e) {
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Log.e(TAG, "error loading " + path);
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}
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return id;
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}
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/**
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* Load the sound from the specified APK resource.
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*
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* Note that the extension is dropped. For example, if you want to load
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* a sound from the raw resource file "explosion.mp3", you would specify
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* "R.raw.explosion" as the resource ID. Note that this means you cannot
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* have both an "explosion.wav" and an "explosion.mp3" in the res/raw
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* directory.
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*
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* @param context the application context
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* @param resId the resource ID
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(Context context, int resId, int priority) {
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AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
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int id = 0;
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if (afd != null) {
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id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
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try {
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afd.close();
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} catch (java.io.IOException ex) {
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//Log.d(TAG, "close failed:", ex);
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}
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}
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return id;
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}
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/**
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* Load the sound from an asset file descriptor.
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*
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* @param afd an asset file descriptor
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(AssetFileDescriptor afd, int priority) {
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if (afd != null) {
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long len = afd.getLength();
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if (len < 0) {
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throw new AndroidRuntimeException("no length for fd");
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}
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return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
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} else {
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return 0;
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}
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}
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/**
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* Load the sound from a FileDescriptor.
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*
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* This version is useful if you store multiple sounds in a single
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* binary. The offset specifies the offset from the start of the file
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* and the length specifies the length of the sound within the file.
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*
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* @param fd a FileDescriptor object
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* @param offset offset to the start of the sound
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* @param length length of the sound
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* @param priority the priority of the sound. Currently has no effect. Use
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* a value of 1 for future compatibility.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(FileDescriptor fd, long offset, long length, int priority) {
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return _load(fd, offset, length, priority);
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}
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/**
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* Unload a sound from a sound ID.
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*
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* Unloads the sound specified by the soundID. This is the value
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* returned by the load() function. Returns true if the sound is
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* successfully unloaded, false if the sound was already unloaded.
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*
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* @param soundID a soundID returned by the load() function
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* @return true if just unloaded, false if previously unloaded
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*/
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public native final boolean unload(int soundID);
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/**
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* Play a sound from a sound ID.
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*
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* Play the sound specified by the soundID. This is the value
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* returned by the load() function. Returns a non-zero streamID
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* if successful, zero if it fails. The streamID can be used to
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* further control playback. Note that calling play() may cause
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* another sound to stop playing if the maximum number of active
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* streams is exceeded. A loop value of -1 means loop forever,
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* a value of 0 means don't loop, other values indicate the
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* number of repeats, e.g. a value of 1 plays the audio twice.
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* The playback rate allows the application to vary the playback
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* rate (pitch) of the sound. A value of 1.0 means play back at
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* the original frequency. A value of 2.0 means play back twice
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* as fast, and a value of 0.5 means playback at half speed.
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*
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* @param soundID a soundID returned by the load() function
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* @param leftVolume left volume value (range = 0.0 to 1.0)
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* @param rightVolume right volume value (range = 0.0 to 1.0)
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* @param priority stream priority (0 = lowest priority)
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* @param loop loop mode (0 = no loop, -1 = loop forever)
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* @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
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* @return non-zero streamID if successful, zero if failed
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*/
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public final int play(int soundID, float leftVolume, float rightVolume,
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int priority, int loop, float rate) {
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// FIXME: b/174876164 implement device id for soundpool
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baseStart(0);
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return _play(soundID, leftVolume, rightVolume, priority, loop, rate, getPlayerIId());
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}
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/**
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* Pause a playback stream.
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*
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* Pause the stream specified by the streamID. This is the
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* value returned by the play() function. If the stream is
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* playing, it will be paused. If the stream is not playing
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* (e.g. is stopped or was previously paused), calling this
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* function will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void pause(int streamID);
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/**
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* Resume a playback stream.
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*
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* Resume the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is paused, this will resume playback. If the stream was not
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* previously paused, calling this function will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void resume(int streamID);
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/**
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* Pause all active streams.
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*
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* Pause all streams that are currently playing. This function
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* iterates through all the active streams and pauses any that
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* are playing. It also sets a flag so that any streams that
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* are playing can be resumed by calling autoResume().
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*/
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public native final void autoPause();
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/**
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* Resume all previously active streams.
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*
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* Automatically resumes all streams that were paused in previous
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* calls to autoPause().
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*/
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public native final void autoResume();
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/**
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* Stop a playback stream.
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*
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* Stop the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is playing, it will be stopped. It also releases any native
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* resources associated with this stream. If the stream is not
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* playing, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void stop(int streamID);
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/**
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* Set stream volume.
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*
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* Sets the volume on the stream specified by the streamID.
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* This is the value returned by the play() function. The
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* value must be in the range of 0.0 to 1.0. If the stream does
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* not exist, it will have no effect.
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*
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* @param streamID a streamID returned by the play() function
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* @param leftVolume left volume value (range = 0.0 to 1.0)
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* @param rightVolume right volume value (range = 0.0 to 1.0)
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*/
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public final void setVolume(int streamID, float leftVolume, float rightVolume) {
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// unlike other subclasses of PlayerBase, we are not calling
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// baseSetVolume(leftVolume, rightVolume) as we need to keep track of each
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// volume separately for each player, so we still send the command, but
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// handle mute/unmute separately through playerSetVolume()
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_setVolume(streamID, leftVolume, rightVolume);
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}
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@Override
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/* package */ int playerApplyVolumeShaper(
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@NonNull VolumeShaper.Configuration configuration,
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@Nullable VolumeShaper.Operation operation) {
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return -1;
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}
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@Override
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/* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) {
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return null;
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}
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@Override
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|
void playerSetVolume(boolean muting, float leftVolume, float rightVolume) {
|
||
|
// not used here to control the player volume directly, but used to mute/unmute
|
||
|
_mute(muting);
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
int playerSetAuxEffectSendLevel(boolean muting, float level) {
|
||
|
// no aux send functionality so no-op
|
||
|
return AudioSystem.SUCCESS;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
void playerStart() {
|
||
|
// FIXME implement resuming any paused sound
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
void playerPause() {
|
||
|
// FIXME implement pausing any playing sound
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
void playerStop() {
|
||
|
// FIXME implement pausing any playing sound
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Similar, except set volume of all channels to same value.
|
||
|
* @hide
|
||
|
*/
|
||
|
public void setVolume(int streamID, float volume) {
|
||
|
setVolume(streamID, volume, volume);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Change stream priority.
|
||
|
*
|
||
|
* Change the priority of the stream specified by the streamID.
|
||
|
* This is the value returned by the play() function. Affects the
|
||
|
* order in which streams are re-used to play new sounds. If the
|
||
|
* stream does not exist, it will have no effect.
|
||
|
*
|
||
|
* @param streamID a streamID returned by the play() function
|
||
|
*/
|
||
|
public native final void setPriority(int streamID, int priority);
|
||
|
|
||
|
/**
|
||
|
* Set loop mode.
|
||
|
*
|
||
|
* Change the loop mode. A loop value of -1 means loop forever,
|
||
|
* a value of 0 means don't loop, other values indicate the
|
||
|
* number of repeats, e.g. a value of 1 plays the audio twice.
|
||
|
* If the stream does not exist, it will have no effect.
|
||
|
*
|
||
|
* @param streamID a streamID returned by the play() function
|
||
|
* @param loop loop mode (0 = no loop, -1 = loop forever)
|
||
|
*/
|
||
|
public native final void setLoop(int streamID, int loop);
|
||
|
|
||
|
/**
|
||
|
* Change playback rate.
|
||
|
*
|
||
|
* The playback rate allows the application to vary the playback
|
||
|
* rate (pitch) of the sound. A value of 1.0 means playback at
|
||
|
* the original frequency. A value of 2.0 means playback twice
|
||
|
* as fast, and a value of 0.5 means playback at half speed.
|
||
|
* If the stream does not exist, it will have no effect.
|
||
|
*
|
||
|
* @param streamID a streamID returned by the play() function
|
||
|
* @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
|
||
|
*/
|
||
|
public native final void setRate(int streamID, float rate);
|
||
|
|
||
|
public interface OnLoadCompleteListener {
|
||
|
/**
|
||
|
* Called when a sound has completed loading.
|
||
|
*
|
||
|
* @param soundPool SoundPool object from the load() method
|
||
|
* @param sampleId the sample ID of the sound loaded.
|
||
|
* @param status the status of the load operation (0 = success)
|
||
|
*/
|
||
|
public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets the callback hook for the OnLoadCompleteListener.
|
||
|
*/
|
||
|
public void setOnLoadCompleteListener(OnLoadCompleteListener listener) {
|
||
|
if (listener == null) {
|
||
|
mEventHandler.set(null);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Looper looper;
|
||
|
if ((looper = Looper.myLooper()) != null) {
|
||
|
mEventHandler.set(new EventHandler(looper, listener));
|
||
|
} else if ((looper = Looper.getMainLooper()) != null) {
|
||
|
mEventHandler.set(new EventHandler(looper, listener));
|
||
|
} else {
|
||
|
mEventHandler.set(null);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private native final int _load(FileDescriptor fd, long offset, long length, int priority);
|
||
|
|
||
|
private native int native_setup(int maxStreams,
|
||
|
@NonNull Object/*AudioAttributes*/ attributes, @NonNull String opPackageName);
|
||
|
|
||
|
private native final int _play(int soundID, float leftVolume, float rightVolume,
|
||
|
int priority, int loop, float rate, int playerIId);
|
||
|
|
||
|
private native final void _setVolume(int streamID, float leftVolume, float rightVolume);
|
||
|
|
||
|
private native final void _mute(boolean muting);
|
||
|
|
||
|
// post event from native code to message handler
|
||
|
@SuppressWarnings("unchecked")
|
||
|
private void postEventFromNative(int msg, int arg1, int arg2, Object obj) {
|
||
|
Handler eventHandler = mEventHandler.get();
|
||
|
if (eventHandler == null) {
|
||
|
return;
|
||
|
}
|
||
|
Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj);
|
||
|
eventHandler.sendMessage(message);
|
||
|
}
|
||
|
|
||
|
private final class EventHandler extends Handler {
|
||
|
private final OnLoadCompleteListener mOnLoadCompleteListener;
|
||
|
|
||
|
EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) {
|
||
|
super(looper);
|
||
|
mOnLoadCompleteListener = onLoadCompleteListener;
|
||
|
}
|
||
|
|
||
|
@Override
|
||
|
public void handleMessage(Message msg) {
|
||
|
if (msg.what != SAMPLE_LOADED) {
|
||
|
Log.e(TAG, "Unknown message type " + msg.what);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
|
||
|
mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Builder class for {@link SoundPool} objects.
|
||
|
*/
|
||
|
public static class Builder {
|
||
|
private int mMaxStreams = 1;
|
||
|
private AudioAttributes mAudioAttributes;
|
||
|
private Context mContext;
|
||
|
private int mSessionId = AUDIO_SESSION_ID_GENERATE;
|
||
|
|
||
|
/**
|
||
|
* Constructs a new Builder with the defaults format values.
|
||
|
* If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to
|
||
|
* change it), and the audio attributes have a usage value of
|
||
|
* {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to
|
||
|
* change them).
|
||
|
*/
|
||
|
public Builder() {
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets the maximum of number of simultaneous streams that can be played simultaneously.
|
||
|
* @param maxStreams a value equal to 1 or greater.
|
||
|
* @return the same Builder instance
|
||
|
* @throws IllegalArgumentException
|
||
|
*/
|
||
|
public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException {
|
||
|
if (maxStreams <= 0) {
|
||
|
throw new IllegalArgumentException(
|
||
|
"Strictly positive value required for the maximum number of streams");
|
||
|
}
|
||
|
mMaxStreams = maxStreams;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets the {@link AudioAttributes}. For examples, game applications will use attributes
|
||
|
* built with usage information set to {@link AudioAttributes#USAGE_GAME}.
|
||
|
* @param attributes a non-null
|
||
|
* @return
|
||
|
*/
|
||
|
public Builder setAudioAttributes(AudioAttributes attributes)
|
||
|
throws IllegalArgumentException {
|
||
|
if (attributes == null) {
|
||
|
throw new IllegalArgumentException("Invalid null AudioAttributes");
|
||
|
}
|
||
|
mAudioAttributes = attributes;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets the session ID the {@link SoundPool} will be attached to.
|
||
|
*
|
||
|
* Note, that if there's a device specific session id associated with the context
|
||
|
* (see {@link Builder#setContext(Context)}), explicitly setting a session id using this
|
||
|
* method will override it.
|
||
|
*
|
||
|
* @param sessionId a strictly positive ID number retrieved from another player or
|
||
|
* allocated by {@link AudioManager} via {@link AudioManager#generateAudioSessionId()},
|
||
|
* or {@link AudioManager#AUDIO_SESSION_ID_GENERATE}.
|
||
|
* @return the same {@link Builder} instance
|
||
|
* @throws IllegalArgumentException when sessionId is invalid.
|
||
|
*/
|
||
|
public @NonNull Builder setAudioSessionId(int sessionId) {
|
||
|
if ((sessionId != AUDIO_SESSION_ID_GENERATE) && (sessionId < 1)) {
|
||
|
throw new IllegalArgumentException("Invalid audio session ID " + sessionId);
|
||
|
}
|
||
|
mSessionId = sessionId;
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Sets the context the SoundPool belongs to.
|
||
|
*
|
||
|
* The context will be used to pull information, such as
|
||
|
* {@link android.content.AttributionSource} and device specific audio session ids,
|
||
|
* which will be associated with the {@link SoundPool}. However, the context itself will
|
||
|
* not be retained by the {@link SoundPool} instance after initialization.
|
||
|
*
|
||
|
* @param context a non-null {@link Context} instance
|
||
|
* @return the same {@link Builder} instance.
|
||
|
*/
|
||
|
public @NonNull Builder setContext(@NonNull Context context) {
|
||
|
mContext = Objects.requireNonNull(context);
|
||
|
return this;
|
||
|
}
|
||
|
|
||
|
public SoundPool build() {
|
||
|
if (mAudioAttributes == null) {
|
||
|
mAudioAttributes = new AudioAttributes.Builder()
|
||
|
.setUsage(AudioAttributes.USAGE_MEDIA).build();
|
||
|
}
|
||
|
return new SoundPool(mContext, mMaxStreams, mAudioAttributes, mSessionId);
|
||
|
}
|
||
|
}
|
||
|
}
|