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/*
* Copyright (C) 2008 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*
* This file has been copied from com.android.server.NotificationPlayer. The only modification is
* the addition of a volume parameter. Hopefully the framework will adapt AsyncPlayer to support
* all the functionality in this class, at which point this one can be deleted.
*/
package com.android.mms.transaction;
import java.util.LinkedList;
import android.content.Context;
import android.media.AudioManager;
import android.media.MediaPlayer;
import android.media.MediaPlayer.OnCompletionListener;
import android.net.Uri;
import android.os.Looper;
import android.os.PowerManager;
import android.os.SystemClock;
import android.util.Log;
/**
* @hide
* This class is provides the same interface and functionality as android.media.AsyncPlayer
* with the following differences:
* - whenever audio is played, audio focus is requested,
* - whenever audio playback is stopped or the playback completed, audio focus is abandoned.
*/
public class NotificationPlayer implements OnCompletionListener {
private static final int PLAY = 1;
private static final int STOP = 2;
private static final boolean mDebug = false;
private static final class Command {
int code;
Context context;
Uri uri;
boolean looping;
int stream;
float volume;
long requestTime;
@Override
public String toString() {
return "{ code=" + code + " looping=" + looping + " stream=" + stream
+ " uri=" + uri + " }";
}
}
private LinkedList<Command> mCmdQueue = new LinkedList<Command>();
private Looper mLooper;
/*
* Besides the use of audio focus, the only implementation difference between AsyncPlayer and
* NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback,
* OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to
* be created with a looper running so its event handler is not null.
*/
private final class CreationAndCompletionThread extends Thread {
public Command mCmd;
public CreationAndCompletionThread(Command cmd) {
super();
mCmd = cmd;
}
@Override
public void run() {
Looper.prepare();
mLooper = Looper.myLooper();
synchronized(this) {
AudioManager audioManager =
(AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE);
try {
MediaPlayer player = new MediaPlayer();
player.setAudioStreamType(mCmd.stream);
player.setDataSource(mCmd.context, mCmd.uri);
player.setLooping(mCmd.looping);
player.setVolume(mCmd.volume, mCmd.volume);
player.prepare();
if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null)
&& (mCmd.uri.getEncodedPath().length() > 0)) {
if (mCmd.looping) {
audioManager.requestAudioFocus(null, mCmd.stream,
AudioManager.AUDIOFOCUS_GAIN);
} else {
audioManager.requestAudioFocus(null, mCmd.stream,
AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
}
}
player.setOnCompletionListener(NotificationPlayer.this);
player.start();
if (mPlayer != null) {
mPlayer.release();
}
mPlayer = player;
}
catch (Exception e) {
Log.w(mTag, "error loading sound for " + mCmd.uri, e);
}
mAudioManager = audioManager;
this.notify();
}
Looper.loop();
}
}
private void startSound(Command cmd) {
// Preparing can be slow, so if there is something else
// is playing, let it continue until we're done, so there
// is less of a glitch.
try {
if (mDebug) Log.d(mTag, "Starting playback");
//-----------------------------------
// This is were we deviate from the AsyncPlayer implementation and create the
// MediaPlayer in a new thread with which we're synchronized
synchronized(mCompletionHandlingLock) {
// if another sound was already playing, it doesn't matter we won't get notified
// of the completion, since only the completion notification of the last sound
// matters
if((mLooper != null)
&& (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
mLooper.quit();
}
mCompletionThread = new CreationAndCompletionThread(cmd);
synchronized(mCompletionThread) {
mCompletionThread.start();
mCompletionThread.wait();
}
}
//-----------------------------------
long delay = SystemClock.uptimeMillis() - cmd.requestTime;
if (delay > 1000) {
Log.w(mTag, "Notification sound delayed by " + delay + "msecs");
}
}
catch (Exception e) {
Log.w(mTag, "error loading sound for " + cmd.uri, e);
}
}
private final class CmdThread extends java.lang.Thread {
CmdThread() {
super("NotificationPlayer-" + mTag);
}
@Override
public void run() {
while (true) {
Command cmd = null;
synchronized (mCmdQueue) {
if (mDebug) Log.d(mTag, "RemoveFirst");
cmd = mCmdQueue.removeFirst();
}
switch (cmd.code) {
case PLAY:
if (mDebug) Log.d(mTag, "PLAY");
startSound(cmd);
break;
case STOP:
if (mDebug) Log.d(mTag, "STOP");
if (mPlayer != null) {
long delay = SystemClock.uptimeMillis() - cmd.requestTime;
if (delay > 1000) {
Log.w(mTag, "Notification stop delayed by " + delay + "msecs");
}
mPlayer.stop();
mPlayer.release();
mPlayer = null;
mAudioManager.abandonAudioFocus(null);
mAudioManager = null;
if((mLooper != null)
&& (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
mLooper.quit();
}
} else {
Log.w(mTag, "STOP command without a player");
}
break;
}
synchronized (mCmdQueue) {
if (mCmdQueue.size() == 0) {
// nothing left to do, quit
// doing this check after we're done prevents the case where they
// added it during the operation from spawning two threads and
// trying to do them in parallel.
mThread = null;
releaseWakeLock();
return;
}
}
}
}
}
@Override
public void onCompletion(MediaPlayer mp) {
if (mAudioManager != null) {
mAudioManager.abandonAudioFocus(null);
}
// if there are no more sounds to play, end the Looper to listen for media completion
synchronized (mCmdQueue) {
if (mCmdQueue.size() == 0) {
synchronized(mCompletionHandlingLock) {
if(mLooper != null) {
mLooper.quit();
}
mCompletionThread = null;
}
}
}
}
private String mTag;
private CmdThread mThread;
private CreationAndCompletionThread mCompletionThread;
private final Object mCompletionHandlingLock = new Object();
private MediaPlayer mPlayer;
private PowerManager.WakeLock mWakeLock;
private AudioManager mAudioManager;
// The current state according to the caller. Reality lags behind
// because of the asynchronous nature of this class.
private int mState = STOP;
/**
* Construct a NotificationPlayer object.
*
* @param tag a string to use for debugging
*/
public NotificationPlayer(String tag) {
if (tag != null) {
mTag = tag;
} else {
mTag = "NotificationPlayer";
}
}
/**
* Start playing the sound. It will actually start playing at some
* point in the future. There are no guarantees about latency here.
* Calling this before another audio file is done playing will stop
* that one and start the new one.
*
* @param context Your application's context.
* @param uri The URI to play. (see {@link MediaPlayer#setDataSource(Context, Uri)})
* @param looping Whether the audio should loop forever.
* (see {@link MediaPlayer#setLooping(boolean)})
* @param stream the AudioStream to use.
* (see {@link MediaPlayer#setAudioStreamType(int)})
* @param volume The volume at which to play this sound, as a fraction of the system volume for
* the relevant stream type. A value of 1 is the maximum and means play at the system
* volume with no attenuation.
*/
public void play(Context context, Uri uri, boolean looping, int stream, float volume) {
Command cmd = new Command();
cmd.requestTime = SystemClock.uptimeMillis();
cmd.code = PLAY;
cmd.context = context;
cmd.uri = uri;
cmd.looping = looping;
cmd.stream = stream;
cmd.volume = volume;
synchronized (mCmdQueue) {
enqueueLocked(cmd);
mState = PLAY;
}
}
/**
* Stop a previously played sound. It can't be played again or unpaused
* at this point. Calling this multiple times has no ill effects.
*/
public void stop() {
synchronized (mCmdQueue) {
// This check allows stop to be called multiple times without starting
// a thread that ends up doing nothing.
if (mState != STOP) {
Command cmd = new Command();
cmd.requestTime = SystemClock.uptimeMillis();
cmd.code = STOP;
enqueueLocked(cmd);
mState = STOP;
}
}
}
private void enqueueLocked(Command cmd) {
mCmdQueue.add(cmd);
if (mThread == null) {
acquireWakeLock();
mThread = new CmdThread();
mThread.start();
}
}
/**
* We want to hold a wake lock while we do the prepare and play. The stop probably is
* optional, but it won't hurt to have it too. The problem is that if you start a sound
* while you're holding a wake lock (e.g. an alarm starting a notification), you want the
* sound to play, but if the CPU turns off before mThread gets to work, it won't. The
* simplest way to deal with this is to make it so there is a wake lock held while the
* thread is starting or running. You're going to need the WAKE_LOCK permission if you're
* going to call this.
*
* This must be called before the first time play is called.
*
* @hide
*/
public void setUsesWakeLock(Context context) {
if (mWakeLock != null || mThread != null) {
// if either of these has happened, we've already played something.
// and our releases will be out of sync.
throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock
+ " mThread=" + mThread);
}
PowerManager pm = (PowerManager)context.getSystemService(Context.POWER_SERVICE);
mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag);
}
private void acquireWakeLock() {
if (mWakeLock != null) {
mWakeLock.acquire();
}
}
private void releaseWakeLock() {
if (mWakeLock != null) {
mWakeLock.release();
}
}
}