/src/com/android/messaging/util/NotificationPlayer.java
Java | 363 lines | 241 code | 31 blank | 91 comment | 51 complexity | c20d7dbe2020b3ff135e7b52ada6ab5b MD5 | raw file
- /*
- * Copyright (C) 2015 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.messaging.util;
- 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 com.android.messaging.Factory;
- import java.util.LinkedList;
- /**
- * 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.
- *
- * 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.
- */
- 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;
- Uri uri;
- boolean looping;
- int stream;
- float volume;
- long requestTime;
- boolean releaseFocus;
- @Override
- public String toString() {
- return "{ code=" + code + " looping=" + looping + " stream=" + stream
- + " uri=" + uri + " }";
- }
- }
- private final 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(final Command cmd) {
- super();
- mCmd = cmd;
- }
- @Override
- public void run() {
- Looper.prepare();
- mLooper = Looper.myLooper();
- synchronized (this) {
- final AudioManager audioManager =
- (AudioManager) Factory.get().getApplicationContext()
- .getSystemService(Context.AUDIO_SERVICE);
- try {
- final MediaPlayer player = new MediaPlayer();
- player.setAudioStreamType(mCmd.stream);
- player.setDataSource(Factory.get().getApplicationContext(), 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)) {
- audioManager.requestAudioFocus(null, mCmd.stream,
- mCmd.looping ? AudioManager.AUDIOFOCUS_GAIN_TRANSIENT
- : AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
- }
- player.setOnCompletionListener(NotificationPlayer.this);
- player.start();
- if (mPlayer != null) {
- mPlayer.release();
- }
- mPlayer = player;
- } catch (final Exception e) {
- LogUtil.w(mTag, "error loading sound for " + mCmd.uri, e);
- }
- mAudioManager = audioManager;
- this.notify();
- }
- Looper.loop();
- }
- }
- private void startSound(final 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) {
- LogUtil.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();
- }
- }
- //-----------------------------------
- final long delay = SystemClock.elapsedRealtime() - cmd.requestTime;
- if (delay > 1000) {
- LogUtil.w(mTag, "Notification sound delayed by " + delay + "msecs");
- }
- } catch (final Exception e) {
- LogUtil.w(mTag, "error loading sound for " + cmd.uri, e);
- }
- }
- private void stopSound(final Command cmd) {
- if (mPlayer == null) {
- return;
- }
- final long delay = SystemClock.elapsedRealtime() - cmd.requestTime;
- if (delay > 1000) {
- LogUtil.w(mTag, "Notification stop delayed by " + delay + "msecs");
- }
- mPlayer.stop();
- mPlayer.release();
- mPlayer = null;
- if (cmd.releaseFocus && mAudioManager != null) {
- mAudioManager.abandonAudioFocus(null);
- }
- mAudioManager = null;
- if ((mLooper != null) && (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
- mLooper.quit();
- }
- }
- 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) {
- LogUtil.d(mTag, "RemoveFirst");
- }
- cmd = mCmdQueue.removeFirst();
- }
- switch (cmd.code) {
- case PLAY:
- if (mDebug) {
- LogUtil.d(mTag, "PLAY");
- }
- startSound(cmd);
- break;
- case STOP:
- if (mDebug) {
- LogUtil.d(mTag, "STOP");
- }
- stopSound(cmd);
- 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(final 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(final 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 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(final Uri uri, final boolean looping, final int stream, final float volume) {
- final Command cmd = new Command();
- cmd.requestTime = SystemClock.elapsedRealtime();
- cmd.code = PLAY;
- cmd.uri = uri;
- cmd.looping = looping;
- cmd.stream = stream;
- cmd.volume = volume;
- synchronized (mCmdQueue) {
- enqueueLocked(cmd);
- mState = PLAY;
- }
- }
- /** Same as calling stop(true) */
- public void stop() {
- stop(true);
- }
- /**
- * Stop a previously played sound. It can't be played again or unpaused
- * at this point. Calling this multiple times has no ill effects.
- * @param releaseAudioFocus whether to release audio focus
- */
- public void stop(final boolean releaseAudioFocus) {
- synchronized (mCmdQueue) {
- // This check allows stop to be called multiple times without starting
- // a thread that ends up doing nothing.
- if (mState != STOP) {
- final Command cmd = new Command();
- cmd.requestTime = SystemClock.elapsedRealtime();
- cmd.code = STOP;
- cmd.releaseFocus = releaseAudioFocus;
- enqueueLocked(cmd);
- mState = STOP;
- }
- }
- }
- private void enqueueLocked(final 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() {
- 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);
- }
- final PowerManager pm = (PowerManager) Factory.get().getApplicationContext()
- .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();
- }
- }
- }