bootanimation: fix glitchy playback
Do not use low latency playback mode to be more robust against scheduling problems during boot phase. Also: - remove unused reverb on output mix - fix WAV file parser. Bug: 30277818 Change-Id: I1e15d3003a25c93d4995006885b32a754d17343f
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@@ -20,6 +20,7 @@
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#include "audioplay.h"
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#define CHATTY ALOGD
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#define LOG_TAG "audioplay"
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#include <string.h>
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@@ -114,10 +115,8 @@ bool createEngine() {
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}
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(void)result;
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// create output mix, with environmental reverb specified as a non-required interface
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const SLInterfaceID ids[1] = {SL_IID_ENVIRONMENTALREVERB};
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const SLboolean req[1] = {SL_BOOLEAN_FALSE};
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result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, ids, req);
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// create output mix
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result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, NULL, NULL);
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if (result != SL_RESULT_SUCCESS) {
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ALOGE("sl engine CreateOutputMix failed with result %d", result);
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return false;
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@@ -183,6 +182,14 @@ bool createBufferQueueAudioPlayer(const ChunkFormat* chunkFormat) {
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ALOGE("SetConfiguration failed with result %d", result);
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return false;
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}
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// use normal performance mode as low latency is not needed. This is not mandatory so
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// do not bail if we fail
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SLuint32 performanceMode = SL_ANDROID_PERFORMANCE_NONE;
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result = (*playerConfig)->SetConfiguration(
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playerConfig, SL_ANDROID_KEY_PERFORMANCE_MODE, &performanceMode, sizeof(SLuint32));
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ALOGW_IF(result != SL_RESULT_SUCCESS,
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"could not set performance mode on player, error %d", result);
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(void)result;
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// realize the player
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result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
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@@ -264,6 +271,7 @@ bool parseClipBuf(const uint8_t* clipBuf, int clipBufSize, const ChunkFormat** o
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break;
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case ID_DATA:
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/* Stop looking for chunks */
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*oSoundBufSize = chunkHeader->sz;
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endLoop = true;
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break;
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default:
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@@ -317,7 +325,8 @@ bool playClip(const uint8_t* buf, int size) {
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return false;
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}
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CHATTY("playClip on player %p: buf=%p size=%d", bqPlayerBufferQueue, buf, size);
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CHATTY("playClip on player %p: buf=%p size=%d nextSize %d",
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bqPlayerBufferQueue, buf, size, nextSize);
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if (nextSize > 0) {
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// here we only enqueue one buffer because it is a long clip,
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