| /* |
| * 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(); |
| } |
| } |
| } |
| |