Merge "SoundPool: Do not sleep on stop for USAGE_GAME or on BUFFER_END"

am: 763cb4638a

Change-Id: I533d9ac132547aa284a92a5a40dd74d69d080889
This commit is contained in:
Andy Hung
2019-09-13 14:29:40 -07:00
committed by android-build-merger

View File

@@ -951,6 +951,8 @@ void SoundChannel::process(int event, void *info, unsigned long toggle)
ALOGV("process %p channel %d event %s",
this, mChannelID, (event == AudioTrack::EVENT_UNDERRUN) ? "UNDERRUN" :
"BUFFER_END");
// Only BUFFER_END should happen as we use static tracks.
setVolume_l(0.f, 0.f); // set volume to 0 to indicate no need to ramp volume down.
mSoundPool->addToStopList(this);
} else if (event == AudioTrack::EVENT_LOOP_END) {
ALOGV("End loop %p channel %d", this, mChannelID);
@@ -966,14 +968,18 @@ void SoundChannel::process(int event, void *info, unsigned long toggle)
bool SoundChannel::doStop_l()
{
if (mState != IDLE) {
setVolume_l(0, 0);
ALOGV("stop");
// Since we're forcibly halting the previously playing content,
// we sleep here to ensure the volume is ramped down before we stop the track.
// Ideally the sleep time is the mixer period, or an approximation thereof
// (Fast vs Normal tracks are different).
// TODO: consider pausing instead of stop here.
std::this_thread::sleep_for(std::chrono::milliseconds(20));
if (mLeftVolume != 0.f || mRightVolume != 0.f) {
setVolume_l(0.f, 0.f);
if (mSoundPool->attributes()->usage != AUDIO_USAGE_GAME) {
// Since we're forcibly halting the previously playing content,
// we sleep here to ensure the volume is ramped down before we stop the track.
// Ideally the sleep time is the mixer period, or an approximation thereof
// (Fast vs Normal tracks are different).
ALOGV("sleeping: ChannelID:%d SampleID:%d", mChannelID, mSample->sampleID());
std::this_thread::sleep_for(std::chrono::milliseconds(20));
}
}
mAudioTrack->stop();
mPrevSampleID = mSample->sampleID();
mSample.clear();