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Commit 1ebb2860 authored by Dave Sparks's avatar Dave Sparks Committed by The Android Open Source Project
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Merge branch 'readonly-p4-donut' into donut

parents 3385e728 cef302d0
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Original line number Original line Diff line number Diff line
@@ -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
{
{
@@ -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
@@ -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;
@@ -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();
@@ -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);
    }
    }
@@ -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);