Loading media/java/android/media/SoundPool.java +189 −1 Original line number Original line Diff line number Diff line Loading @@ -26,8 +26,57 @@ import android.content.Context; import android.content.res.AssetFileDescriptor; import android.content.res.AssetFileDescriptor; import java.io.IOException; import java.io.IOException; /* /** * The SoundPool class manages and plays audio resources for applications. * The SoundPool class manages and plays audio resources for applications. * * <p>A SoundPool is a collection of samples that can be loaded into memory * from a resource inside the APK or from a file in the file system. The * SoundPool library uses the MediaPlayer service to decode the audio * into a raw 16-bit PCM mono or stereo stream. This allows applications * to ship with compressed streams without having to suffer the CPU load * and latency of decompressing during playback.</p> * * <p>In addition to low-latency playback, SoundPool can also manage the number * of audio streams being rendered at once. When the SoundPool object is * constructed, the maxStreams parameter sets the maximum number of streams * that can be played at a time from this single SoundPool. SoundPool tracks * the number of active streams. If the maximum number of streams is exceeded, * SoundPool will automatically stop a previously playing stream based first * on priority and then by age within that priority. Limiting the maximum * number of streams helps to cap CPU loading and reducing the likelihood that * audio mixing will impact visuals or UI performance.</p> * * <p>Priority runs low to high, i.e. higher numbers are higher priority. * Priority is used when a call to play() would cause the number of active * streams to exceed the value established by the maxStreams parameter when * the SoundPool was created. In this case, the stream allocator will stop * the lowest priority stream. If there are multiple streams with the same * low priority, it will choose the oldest stream to stop. In the case * where the priority of the new stream is lower than all the active * streams, the new sound will not play and the play() function will return * a streamID of zero.</p> * * <p>Let's examine a typical use case: A game consists of several levels of * play. For each level, there is a set of unique sounds that are used only * by that level. In this case, the game logic should create a new SoundPool * object when the first level is loaded. The level data itself might contain * the list of sounds to be used by this level. The loading logic iterates * through the list of sounds calling the appropriate SoundPool.load() * function. This should typically be done early in the process to allow time * for decompressing the audio to raw PCM format before they are needed for * playback.</p> * * <p>Once the sounds are loaded and play has started, the application can * trigger sounds by calling SoundPool.play(). Playing streams can be * paused or resumed, and the application can also alter the pitch by * adjusting the playback rate in real-time for doppler or synthesis * effects.</p> * * <p>In our example, when the player has completed the level, the game * logic should call SoundPool.release() to release all the native resources * in use and then set the SoundPool reference to null. If the player starts * another level, a new SoundPool is created, sounds are loaded, and play * resumes.</p> */ */ public class SoundPool public class SoundPool { { Loading @@ -37,10 +86,30 @@ public class SoundPool private int mNativeContext; // accessed by native methods private int mNativeContext; // accessed by native methods /** * Constructor. Constructs a SoundPool object with the following * characteristics: * * @param maxStreams the maximum number of simultaneous streams for this * SoundPool object * @param streamType the audio stream type as described in AudioManager * For example, game applications will normally use * {@link AudioManager#STREAM_MUSIC}. * @param srcQuality the sample-rate converter quality. Currently has no * effect. Use 0 for the default. * @return a SoundPool object, or null if creation failed */ public SoundPool(int maxStreams, int streamType, int srcQuality) { public SoundPool(int maxStreams, int streamType, int srcQuality) { native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality); native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality); } } /** * Load the sound from the specified path * * @param path the path to the audio file * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(String path, int priority) public int load(String path, int priority) { { // pass network streams to player // pass network streams to player Loading @@ -63,6 +132,20 @@ public class SoundPool return id; return id; } } /** * Load the sound from the specified APK resource * * <p>Note that the extension is dropped. For example, if you want to load * a sound from the raw resource file "explosion.mp3", you would specify * "R.raw.explosion" as the resource ID. Note that this means you cannot * have both an "explosion.wav" and an "explosion.mp3" in the res/raw * directory.</p> * * @param context the application context * @param resId the resource ID * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(Context context, int resId, int priority) { public int load(Context context, int resId, int priority) { AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); int id = 0; int id = 0; Loading @@ -78,6 +161,13 @@ public class SoundPool return id; return id; } } /** * Load the sound from an asset file descriptor * * @param afd an asset file descriptor * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(AssetFileDescriptor afd, int priority) { public int load(AssetFileDescriptor afd, int priority) { if (afd != null) { if (afd != null) { long len = afd.getLength(); long len = afd.getLength(); Loading @@ -90,6 +180,19 @@ public class SoundPool } } } } /** * Load the sound from a FileDescriptor * * <p>This version is useful if you store multiple sounds in a single * binary. The offset specifies the offset from the start of the file * and the length specifies the length of the sound within the file.</p> * * @param fd a FileDescriptor object * @param offset offset to the start of the sound * @param length length of the sound * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(FileDescriptor fd, long offset, long length, int priority) { public int load(FileDescriptor fd, long offset, long length, int priority) { return _load(fd, offset, length, priority); return _load(fd, offset, length, priority); } } Loading @@ -98,22 +201,107 @@ public class SoundPool private native final int _load(FileDescriptor fd, long offset, long length, int priority); private native final int _load(FileDescriptor fd, long offset, long length, int priority); /** * Unload a sound from a sound ID * * <p>Unloads the sound specified by the soundID. This is the value * returned by the load() function. Returns true if the sound is * successfully unloaded, false if the sound was already unloaded.</p> * * @param soundID a soundID returned by the load() function * @return true if just unloaded, false if previously unloaded */ public native final boolean unload(int soundID); public native final boolean unload(int soundID); /** * Play a sound from a sound ID * * <p>Play the sound specified by the soundID. This is the value * returned by the load() function. Returns a non-zero streamID * if successful, zero if it fails. The streamID can be used to * further control playback. Note that calling play() may cause * another sound to stop playing if the maximum number of active * streams is exceeded.</p> * * @param soundID a soundID returned by the load() function * @return non-zero streamID if successful, zero if failed */ public native final int play(int soundID, float leftVolume, float rightVolume, public native final int play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate); int priority, int loop, float rate); /** * Pause a playback stream * * <p>Pause the stream specified by the streamID. This is the * value returned by the play() function. If the stream is * playing, it will be paused. If the stream is not playing * (e.g. is stopped or was previously paused), calling this * function will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void pause(int streamID); public native final void pause(int streamID); /** * Resume a playback stream * * <p>Resume the stream specified by the streamID. This * is the value returned by the play() function. If the stream * is paused, this will resume playback. If the stream was not * previously paused, calling this function will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void resume(int streamID); public native final void resume(int streamID); /** * Stop a playback stream * * <p>Stop the stream specified by the streamID. This * is the value returned by the play() function. If the stream * is playing, it will be stopped. It also releases any native * resources associated with this stream. If the stream is not * playing, it will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void stop(int streamID); public native final void stop(int streamID); /** * Set stream volume * * <p>Sets the volume on the stream specified by the streamID. * This is the value returned by the play() function. The * value must be in the range of 0.0 to 1.0. If the stream does * not exist, it will have no effect.</p> * * @param streamID a streamID returned by the play() function * @param leftVolume left volume value (range = 0.0 to 1.0) * @param rightVolume right volume value (range = 0.0 to 1.0) */ public native final void setVolume(int streamID, public native final void setVolume(int streamID, float leftVolume, float rightVolume); float leftVolume, float rightVolume); /** * Change stream priority * * <p>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. * * @param streamID a streamID returned by the play() function */ public native final void setPriority(int streamID, int priority); public native final void setPriority(int streamID, int priority); /** * Change stream priority * * <p>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. * * @param streamID a streamID returned by the play() function */ public native final void setLoop(int streamID, int loop); public native final void setLoop(int streamID, int loop); public native final void setRate(int streamID, float rate); public native final void setRate(int streamID, float rate); Loading Loading
media/java/android/media/SoundPool.java +189 −1 Original line number Original line Diff line number Diff line Loading @@ -26,8 +26,57 @@ import android.content.Context; import android.content.res.AssetFileDescriptor; import android.content.res.AssetFileDescriptor; import java.io.IOException; import java.io.IOException; /* /** * The SoundPool class manages and plays audio resources for applications. * The SoundPool class manages and plays audio resources for applications. * * <p>A SoundPool is a collection of samples that can be loaded into memory * from a resource inside the APK or from a file in the file system. The * SoundPool library uses the MediaPlayer service to decode the audio * into a raw 16-bit PCM mono or stereo stream. This allows applications * to ship with compressed streams without having to suffer the CPU load * and latency of decompressing during playback.</p> * * <p>In addition to low-latency playback, SoundPool can also manage the number * of audio streams being rendered at once. When the SoundPool object is * constructed, the maxStreams parameter sets the maximum number of streams * that can be played at a time from this single SoundPool. SoundPool tracks * the number of active streams. If the maximum number of streams is exceeded, * SoundPool will automatically stop a previously playing stream based first * on priority and then by age within that priority. Limiting the maximum * number of streams helps to cap CPU loading and reducing the likelihood that * audio mixing will impact visuals or UI performance.</p> * * <p>Priority runs low to high, i.e. higher numbers are higher priority. * Priority is used when a call to play() would cause the number of active * streams to exceed the value established by the maxStreams parameter when * the SoundPool was created. In this case, the stream allocator will stop * the lowest priority stream. If there are multiple streams with the same * low priority, it will choose the oldest stream to stop. In the case * where the priority of the new stream is lower than all the active * streams, the new sound will not play and the play() function will return * a streamID of zero.</p> * * <p>Let's examine a typical use case: A game consists of several levels of * play. For each level, there is a set of unique sounds that are used only * by that level. In this case, the game logic should create a new SoundPool * object when the first level is loaded. The level data itself might contain * the list of sounds to be used by this level. The loading logic iterates * through the list of sounds calling the appropriate SoundPool.load() * function. This should typically be done early in the process to allow time * for decompressing the audio to raw PCM format before they are needed for * playback.</p> * * <p>Once the sounds are loaded and play has started, the application can * trigger sounds by calling SoundPool.play(). Playing streams can be * paused or resumed, and the application can also alter the pitch by * adjusting the playback rate in real-time for doppler or synthesis * effects.</p> * * <p>In our example, when the player has completed the level, the game * logic should call SoundPool.release() to release all the native resources * in use and then set the SoundPool reference to null. If the player starts * another level, a new SoundPool is created, sounds are loaded, and play * resumes.</p> */ */ public class SoundPool public class SoundPool { { Loading @@ -37,10 +86,30 @@ public class SoundPool private int mNativeContext; // accessed by native methods private int mNativeContext; // accessed by native methods /** * Constructor. Constructs a SoundPool object with the following * characteristics: * * @param maxStreams the maximum number of simultaneous streams for this * SoundPool object * @param streamType the audio stream type as described in AudioManager * For example, game applications will normally use * {@link AudioManager#STREAM_MUSIC}. * @param srcQuality the sample-rate converter quality. Currently has no * effect. Use 0 for the default. * @return a SoundPool object, or null if creation failed */ public SoundPool(int maxStreams, int streamType, int srcQuality) { public SoundPool(int maxStreams, int streamType, int srcQuality) { native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality); native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality); } } /** * Load the sound from the specified path * * @param path the path to the audio file * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(String path, int priority) public int load(String path, int priority) { { // pass network streams to player // pass network streams to player Loading @@ -63,6 +132,20 @@ public class SoundPool return id; return id; } } /** * Load the sound from the specified APK resource * * <p>Note that the extension is dropped. For example, if you want to load * a sound from the raw resource file "explosion.mp3", you would specify * "R.raw.explosion" as the resource ID. Note that this means you cannot * have both an "explosion.wav" and an "explosion.mp3" in the res/raw * directory.</p> * * @param context the application context * @param resId the resource ID * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(Context context, int resId, int priority) { public int load(Context context, int resId, int priority) { AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); int id = 0; int id = 0; Loading @@ -78,6 +161,13 @@ public class SoundPool return id; return id; } } /** * Load the sound from an asset file descriptor * * @param afd an asset file descriptor * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(AssetFileDescriptor afd, int priority) { public int load(AssetFileDescriptor afd, int priority) { if (afd != null) { if (afd != null) { long len = afd.getLength(); long len = afd.getLength(); Loading @@ -90,6 +180,19 @@ public class SoundPool } } } } /** * Load the sound from a FileDescriptor * * <p>This version is useful if you store multiple sounds in a single * binary. The offset specifies the offset from the start of the file * and the length specifies the length of the sound within the file.</p> * * @param fd a FileDescriptor object * @param offset offset to the start of the sound * @param length length of the sound * @param priority the priority of the sound. Currently has no effect. * @return a sound ID. This value can be used to play or unload the sound. */ public int load(FileDescriptor fd, long offset, long length, int priority) { public int load(FileDescriptor fd, long offset, long length, int priority) { return _load(fd, offset, length, priority); return _load(fd, offset, length, priority); } } Loading @@ -98,22 +201,107 @@ public class SoundPool private native final int _load(FileDescriptor fd, long offset, long length, int priority); private native final int _load(FileDescriptor fd, long offset, long length, int priority); /** * Unload a sound from a sound ID * * <p>Unloads the sound specified by the soundID. This is the value * returned by the load() function. Returns true if the sound is * successfully unloaded, false if the sound was already unloaded.</p> * * @param soundID a soundID returned by the load() function * @return true if just unloaded, false if previously unloaded */ public native final boolean unload(int soundID); public native final boolean unload(int soundID); /** * Play a sound from a sound ID * * <p>Play the sound specified by the soundID. This is the value * returned by the load() function. Returns a non-zero streamID * if successful, zero if it fails. The streamID can be used to * further control playback. Note that calling play() may cause * another sound to stop playing if the maximum number of active * streams is exceeded.</p> * * @param soundID a soundID returned by the load() function * @return non-zero streamID if successful, zero if failed */ public native final int play(int soundID, float leftVolume, float rightVolume, public native final int play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate); int priority, int loop, float rate); /** * Pause a playback stream * * <p>Pause the stream specified by the streamID. This is the * value returned by the play() function. If the stream is * playing, it will be paused. If the stream is not playing * (e.g. is stopped or was previously paused), calling this * function will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void pause(int streamID); public native final void pause(int streamID); /** * Resume a playback stream * * <p>Resume the stream specified by the streamID. This * is the value returned by the play() function. If the stream * is paused, this will resume playback. If the stream was not * previously paused, calling this function will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void resume(int streamID); public native final void resume(int streamID); /** * Stop a playback stream * * <p>Stop the stream specified by the streamID. This * is the value returned by the play() function. If the stream * is playing, it will be stopped. It also releases any native * resources associated with this stream. If the stream is not * playing, it will have no effect.</p> * * @param streamID a streamID returned by the play() function */ public native final void stop(int streamID); public native final void stop(int streamID); /** * Set stream volume * * <p>Sets the volume on the stream specified by the streamID. * This is the value returned by the play() function. The * value must be in the range of 0.0 to 1.0. If the stream does * not exist, it will have no effect.</p> * * @param streamID a streamID returned by the play() function * @param leftVolume left volume value (range = 0.0 to 1.0) * @param rightVolume right volume value (range = 0.0 to 1.0) */ public native final void setVolume(int streamID, public native final void setVolume(int streamID, float leftVolume, float rightVolume); float leftVolume, float rightVolume); /** * Change stream priority * * <p>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. * * @param streamID a streamID returned by the play() function */ public native final void setPriority(int streamID, int priority); public native final void setPriority(int streamID, int priority); /** * Change stream priority * * <p>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. * * @param streamID a streamID returned by the play() function */ public native final void setLoop(int streamID, int loop); public native final void setLoop(int streamID, int loop); public native final void setRate(int streamID, float rate); public native final void setRate(int streamID, float rate); Loading