/frameworks/base/packages/SystemUI/src/com/android/systemui/media/NotificationPlayer.java
Java | 441 lines | 288 code | 28 blank | 125 comment | 69 complexity | 4c12666b4e39fcbe5ec355da9c955f9d MD5 | raw file
- /*
- * 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.
- */
- package com.android.systemui.media;
- import android.content.Context;
- import android.media.AudioAttributes;
- import android.media.AudioManager;
- import android.media.AudioManager.OnAudioFocusChangeListener;
- import android.media.MediaPlayer;
- import android.media.MediaPlayer.OnCompletionListener;
- import android.media.MediaPlayer.OnErrorListener;
- import android.net.Uri;
- import android.os.Looper;
- import android.os.PowerManager;
- import android.os.SystemClock;
- import android.telephony.TelephonyManager;
- import android.util.Log;
- import java.util.LinkedList;
- /**
- * @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, OnErrorListener {
- 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;
- AudioAttributes attributes;
- long requestTime;
- public String toString() {
- return "{ code=" + code + " looping=" + looping + " attributes=" + attributes
- + " uri=" + uri + " }";
- }
- }
- private LinkedList<Command> mCmdQueue = new LinkedList();
- private Looper mLooper;
- /**
- * SPRD:Bug598291 Ringtone rings while notification is ringing.
- * @{
- */
- OnAudioFocusChangeListener mAudioFocuslistener = new OnAudioFocusChangeListener() {
- public void onAudioFocusChange(int focusChange) {
- Log.d(mTag, "onAudioFocusChange focusChange="+focusChange);
- if (focusChange < 0) {
- Log.d(mTag, "audio lose focus, stop");
- stop();
- }
- }
- };
- /**
- * @}
- */
- /*
- * 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;
- }
- 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.setAudioAttributes(mCmd.attributes);
- player.setDataSource(mCmd.context, mCmd.uri);
- player.setLooping(mCmd.looping);
- player.prepare();
- /* SPRD 606596 @{*/
- int requestResult = 0;
- /* @} */
- if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null)
- && (mCmd.uri.getEncodedPath().length() > 0)) {
- if (!audioManager.isMusicActiveRemotely()) {
- synchronized(mQueueAudioFocusLock) {
- //SPRD bug 609235 :Can't play the long ring while received the second SMS.{@
- /*SPRD bug 615659:Rollback this code{@*/
- if (mAudioManagerWithAudioFocus == null) {
- //@}
- if (mDebug) Log.d(mTag, "requesting AudioFocus mCmd.looping="+mCmd.looping);
- if (mCmd.looping) {
- requestResult = audioManager.requestAudioFocus(mAudioFocuslistener,
- AudioAttributes.toLegacyStreamType(mCmd.attributes),
- AudioManager.AUDIOFOCUS_GAIN);
- } else {
- requestResult = audioManager.requestAudioFocus(mAudioFocuslistener,
- AudioAttributes.toLegacyStreamType(mCmd.attributes),
- AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
- }
- /*SPRD bug 615659:Rollback this code{@*/
- /* SPRD 606596 @{*/
- if (requestResult != 0){
- // mAudioManagerWithAudioFocus = audioManager;
- }else{
- //SPRD bug 609235 :Can't play the long ring while received the second SMS.{@
- Log.d(mTag, "AudioFocus was not gain: requestResult"+requestResult);
- }
- /* @} */
- /*SPRD bug 615659:Rollback this code{@*/
- mAudioManagerWithAudioFocus = audioManager;
- } else {
- if (mDebug) Log.d(mTag, "AudioFocus was previously requested");
- }
- }
- }
- }
- if (mDebug) Log.d(mTag, "requesting AudioFocus requestResult="+requestResult);
- // FIXME Having to start a new thread so we can receive completion callbacks
- // is wrong, as we kill this thread whenever a new sound is to be played. This
- // can lead to AudioFocus being released too early, before the second sound is
- // done playing. This class should be modified to use a single thread, on which
- // command are issued, and on which it receives the completion callbacks.
- player.setOnCompletionListener(NotificationPlayer.this);
- player.setOnErrorListener(NotificationPlayer.this);
- /* SPRD 606596 @{*/
- /*SPRD bug 615659:Rollback this code FIXME:Check MODE_RINGTONE for phone ringing{@*/
- if (mDebug) Log.d(mTag, "audioManager.getMode()="+audioManager.getMode());
- if (/*requestResult != 0*/audioManager.getMode() != AudioManager.MODE_RINGTONE){
- player.start();
- }
- /* @} */
- if (mPlayer != null) {
- mPlayer.release();
- }
- mPlayer = player;
- }
- catch (Exception e) {
- Log.w(mTag, "error loading sound for " + mCmd.uri, e);
- }
- 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);
- }
- 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;
- synchronized(mQueueAudioFocusLock) {
- if (mAudioManagerWithAudioFocus != null) {
- mAudioManagerWithAudioFocus.abandonAudioFocus(mAudioFocuslistener);
- mAudioManagerWithAudioFocus = 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;
- }
- }
- }
- }
- }
- public void onCompletion(MediaPlayer mp) {
- synchronized(mQueueAudioFocusLock) {
- if (mAudioManagerWithAudioFocus != null) {
- if (mDebug) Log.d(mTag, "onCompletion() abandonning AudioFocus");
- mAudioManagerWithAudioFocus.abandonAudioFocus(mAudioFocuslistener);
- mAudioManagerWithAudioFocus = null;
- } else {
- if (mDebug) Log.d(mTag, "onCompletion() no need to abandon AudioFocus");
- }
- }
- // 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;
- }
- }
- }
- }
- public boolean onError(MediaPlayer mp, int what, int extra) {
- Log.e(mTag, "error " + what + " (extra=" + extra + ") playing notification");
- // error happened, handle it just like a completion
- onCompletion(mp);
- return true;
- }
- private String mTag;
- private CmdThread mThread;
- private CreationAndCompletionThread mCompletionThread;
- private final Object mCompletionHandlingLock = new Object();
- private MediaPlayer mPlayer;
- private PowerManager.WakeLock mWakeLock;
- private final Object mQueueAudioFocusLock = new Object();
- private AudioManager mAudioManagerWithAudioFocus; // synchronized on mQueueAudioFocusLock
- // 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)})
- * @deprecated use {@link #play(Context, Uri, boolean, AudioAttributes)} instead.
- */
- @Deprecated
- public void play(Context context, Uri uri, boolean looping, int stream) {
- Command cmd = new Command();
- cmd.requestTime = SystemClock.uptimeMillis();
- cmd.code = PLAY;
- cmd.context = context;
- cmd.uri = uri;
- cmd.looping = looping;
- cmd.attributes = new AudioAttributes.Builder().setInternalLegacyStreamType(stream).build();
- synchronized (mCmdQueue) {
- enqueueLocked(cmd);
- mState = PLAY;
- }
- }
- /**
- * 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 attributes the AudioAttributes to use.
- * (see {@link MediaPlayer#setAudioAttributes(AudioAttributes)})
- */
- public void play(Context context, Uri uri, boolean looping, AudioAttributes attributes) {
- Command cmd = new Command();
- cmd.requestTime = SystemClock.uptimeMillis();
- cmd.code = PLAY;
- cmd.context = context;
- cmd.uri = uri;
- cmd.looping = looping;
- cmd.attributes = attributes;
- 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();
- }
- }
- }