Merge branch 'readonly-p4-donut' into donut
This commit is contained in:
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The Android Open Source Project
commit
1ebb286054
@@ -26,8 +26,57 @@ import android.content.Context;
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import android.content.res.AssetFileDescriptor;
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import java.io.IOException;
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/*
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/**
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* The SoundPool class manages and plays audio resources for applications.
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*
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* <p>A SoundPool is a collection of samples that can be loaded into memory
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* from a resource inside the APK or from a file in the file system. The
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* SoundPool library uses the MediaPlayer service to decode the audio
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* into a raw 16-bit PCM mono or stereo stream. This allows applications
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* to ship with compressed streams without having to suffer the CPU load
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* and latency of decompressing during playback.</p>
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*
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* <p>In addition to low-latency playback, SoundPool can also manage the number
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* of audio streams being rendered at once. When the SoundPool object is
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* constructed, the maxStreams parameter sets the maximum number of streams
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* that can be played at a time from this single SoundPool. SoundPool tracks
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* the number of active streams. If the maximum number of streams is exceeded,
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* SoundPool will automatically stop a previously playing stream based first
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* on priority and then by age within that priority. Limiting the maximum
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* number of streams helps to cap CPU loading and reducing the likelihood that
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* audio mixing will impact visuals or UI performance.</p>
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*
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* <p>Priority runs low to high, i.e. higher numbers are higher priority.
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* Priority is used when a call to play() would cause the number of active
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* streams to exceed the value established by the maxStreams parameter when
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* the SoundPool was created. In this case, the stream allocator will stop
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* the lowest priority stream. If there are multiple streams with the same
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* low priority, it will choose the oldest stream to stop. In the case
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* where the priority of the new stream is lower than all the active
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* streams, the new sound will not play and the play() function will return
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* a streamID of zero.</p>
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*
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* <p>Let's examine a typical use case: A game consists of several levels of
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* play. For each level, there is a set of unique sounds that are used only
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* by that level. In this case, the game logic should create a new SoundPool
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* object when the first level is loaded. The level data itself might contain
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* the list of sounds to be used by this level. The loading logic iterates
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* through the list of sounds calling the appropriate SoundPool.load()
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* function. This should typically be done early in the process to allow time
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* for decompressing the audio to raw PCM format before they are needed for
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* playback.</p>
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*
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* <p>Once the sounds are loaded and play has started, the application can
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* trigger sounds by calling SoundPool.play(). Playing streams can be
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* paused or resumed, and the application can also alter the pitch by
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* adjusting the playback rate in real-time for doppler or synthesis
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* effects.</p>
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*
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* <p>In our example, when the player has completed the level, the game
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* logic should call SoundPool.release() to release all the native resources
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* in use and then set the SoundPool reference to null. If the player starts
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* another level, a new SoundPool is created, sounds are loaded, and play
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* resumes.</p>
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*/
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public class SoundPool
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{
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@@ -37,10 +86,30 @@ public class SoundPool
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private int mNativeContext; // accessed by native methods
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/**
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* Constructor. Constructs a SoundPool object with the following
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* characteristics:
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*
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* @param maxStreams the maximum number of simultaneous streams for this
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* SoundPool object
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* @param streamType the audio stream type as described in AudioManager
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* For example, game applications will normally use
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* {@link AudioManager#STREAM_MUSIC}.
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* @param srcQuality the sample-rate converter quality. Currently has no
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* effect. Use 0 for the default.
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* @return a SoundPool object, or null if creation failed
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*/
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public SoundPool(int maxStreams, int streamType, int srcQuality) {
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native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality);
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}
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/**
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* Load the sound from the specified path
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*
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* @param path the path to the audio file
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* @param priority the priority of the sound. Currently has no effect.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(String path, int priority)
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{
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// pass network streams to player
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@@ -63,6 +132,20 @@ public class SoundPool
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return id;
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}
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/**
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* Load the sound from the specified APK resource
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*
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* <p>Note that the extension is dropped. For example, if you want to load
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* a sound from the raw resource file "explosion.mp3", you would specify
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* "R.raw.explosion" as the resource ID. Note that this means you cannot
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* have both an "explosion.wav" and an "explosion.mp3" in the res/raw
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* directory.</p>
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*
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* @param context the application context
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* @param resId the resource ID
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* @param priority the priority of the sound. Currently has no effect.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(Context context, int resId, int priority) {
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AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
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int id = 0;
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@@ -78,6 +161,13 @@ public class SoundPool
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return id;
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}
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/**
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* Load the sound from an asset file descriptor
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*
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* @param afd an asset file descriptor
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* @param priority the priority of the sound. Currently has no effect.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(AssetFileDescriptor afd, int priority) {
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if (afd != null) {
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long len = afd.getLength();
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@@ -90,6 +180,19 @@ public class SoundPool
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}
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}
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/**
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* Load the sound from a FileDescriptor
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*
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* <p>This version is useful if you store multiple sounds in a single
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* binary. The offset specifies the offset from the start of the file
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* and the length specifies the length of the sound within the file.</p>
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*
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* @param fd a FileDescriptor object
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* @param offset offset to the start of the sound
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* @param length length of the sound
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* @param priority the priority of the sound. Currently has no effect.
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* @return a sound ID. This value can be used to play or unload the sound.
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*/
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public int load(FileDescriptor fd, long offset, long length, int priority) {
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return _load(fd, offset, length, priority);
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}
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@@ -98,22 +201,107 @@ public class SoundPool
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private native final int _load(FileDescriptor fd, long offset, long length, int priority);
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/**
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* Unload a sound from a sound ID
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*
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* <p>Unloads the sound specified by the soundID. This is the value
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* returned by the load() function. Returns true if the sound is
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* successfully unloaded, false if the sound was already unloaded.</p>
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*
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* @param soundID a soundID returned by the load() function
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* @return true if just unloaded, false if previously unloaded
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*/
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public native final boolean unload(int soundID);
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/**
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* Play a sound from a sound ID
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*
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* <p>Play the sound specified by the soundID. This is the value
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* returned by the load() function. Returns a non-zero streamID
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* if successful, zero if it fails. The streamID can be used to
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* further control playback. Note that calling play() may cause
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* another sound to stop playing if the maximum number of active
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* streams is exceeded.</p>
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*
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* @param soundID a soundID returned by the load() function
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* @return non-zero streamID if successful, zero if failed
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*/
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public native final int play(int soundID, float leftVolume, float rightVolume,
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int priority, int loop, float rate);
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/**
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* Pause a playback stream
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*
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* <p>Pause the stream specified by the streamID. This is the
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* value returned by the play() function. If the stream is
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* playing, it will be paused. If the stream is not playing
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* (e.g. is stopped or was previously paused), calling this
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* function will have no effect.</p>
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void pause(int streamID);
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/**
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* Resume a playback stream
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*
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* <p>Resume the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is paused, this will resume playback. If the stream was not
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* previously paused, calling this function will have no effect.</p>
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void resume(int streamID);
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/**
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* Stop a playback stream
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*
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* <p>Stop the stream specified by the streamID. This
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* is the value returned by the play() function. If the stream
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* is playing, it will be stopped. It also releases any native
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* resources associated with this stream. If the stream is not
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* playing, it will have no effect.</p>
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void stop(int streamID);
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/**
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* Set stream volume
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*
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* <p>Sets the volume on the stream specified by the streamID.
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* This is the value returned by the play() function. The
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* value must be in the range of 0.0 to 1.0. If the stream does
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* not exist, it will have no effect.</p>
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*
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* @param streamID a streamID returned by the play() function
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* @param leftVolume left volume value (range = 0.0 to 1.0)
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* @param rightVolume right volume value (range = 0.0 to 1.0)
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*/
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public native final void setVolume(int streamID,
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float leftVolume, float rightVolume);
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/**
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* Change stream priority
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*
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* <p>Change the priority of the stream specified by the streamID.
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* This is the value returned by the play() function. Affects the
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* order in which streams are re-used to play new sounds.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void setPriority(int streamID, int priority);
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/**
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* Change stream priority
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*
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* <p>Change the priority of the stream specified by the streamID.
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* This is the value returned by the play() function. Affects the
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* order in which streams are re-used to play new sounds.
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*
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* @param streamID a streamID returned by the play() function
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*/
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public native final void setLoop(int streamID, int loop);
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public native final void setRate(int streamID, float rate);
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