/frameworks/base/media/java/android/media/AsyncPlayer.java
Java | 242 lines | 152 code | 23 blank | 67 comment | 30 complexity | f9721c634232582714ed59d2ae7011eb 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 android.media;
- import android.content.Context;
- import android.net.Uri;
- import android.os.PowerManager;
- import android.os.SystemClock;
- import android.util.Log;
- import java.io.IOException;
- import java.lang.IllegalStateException;
- import java.util.LinkedList;
- /**
- * Plays a series of audio URIs, but does all the hard work on another thread
- * so that any slowness with preparing or loading doesn't block the calling thread.
- */
- public class AsyncPlayer {
- 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;
- long requestTime;
- public String toString() {
- return "{ code=" + code + " looping=" + looping + " stream=" + stream
- + " uri=" + uri + " }";
- }
- }
- private final LinkedList<Command> mCmdQueue = new LinkedList();
- 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");
- MediaPlayer player = new MediaPlayer();
- player.setAudioStreamType(cmd.stream);
- player.setDataSource(cmd.context, cmd.uri);
- player.setLooping(cmd.looping);
- player.prepare();
- player.start();
- if (mPlayer != null) {
- mPlayer.release();
- }
- mPlayer = player;
- 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 Thread extends java.lang.Thread {
- Thread() {
- super("AsyncPlayer-" + 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;
- } 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;
- }
- }
- }
- }
- }
- private String mTag;
- private Thread mThread;
- private MediaPlayer mPlayer;
- private PowerManager.WakeLock mWakeLock;
- // The current state according to the caller. Reality lags behind
- // because of the asynchronous nature of this class.
- private int mState = STOP;
- /**
- * Construct an AsyncPlayer object.
- *
- * @param tag a string to use for debugging
- */
- public AsyncPlayer(String tag) {
- if (tag != null) {
- mTag = tag;
- } else {
- mTag = "AsyncPlayer";
- }
- }
- /**
- * 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)})
- */
- 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.stream = stream;
- 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 Thread();
- 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();
- }
- }
- }