Merge "SoundPool: Do not sleep on stop for USAGE_GAME or on BUFFER_END"
am: 763cb4638a
Change-Id: I533d9ac132547aa284a92a5a40dd74d69d080889
This commit is contained in:
@@ -951,6 +951,8 @@ void SoundChannel::process(int event, void *info, unsigned long toggle)
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ALOGV("process %p channel %d event %s",
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this, mChannelID, (event == AudioTrack::EVENT_UNDERRUN) ? "UNDERRUN" :
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"BUFFER_END");
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// Only BUFFER_END should happen as we use static tracks.
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setVolume_l(0.f, 0.f); // set volume to 0 to indicate no need to ramp volume down.
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mSoundPool->addToStopList(this);
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} else if (event == AudioTrack::EVENT_LOOP_END) {
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ALOGV("End loop %p channel %d", this, mChannelID);
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@@ -966,14 +968,18 @@ void SoundChannel::process(int event, void *info, unsigned long toggle)
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bool SoundChannel::doStop_l()
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{
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if (mState != IDLE) {
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setVolume_l(0, 0);
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ALOGV("stop");
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// Since we're forcibly halting the previously playing content,
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// we sleep here to ensure the volume is ramped down before we stop the track.
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// Ideally the sleep time is the mixer period, or an approximation thereof
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// (Fast vs Normal tracks are different).
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// TODO: consider pausing instead of stop here.
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std::this_thread::sleep_for(std::chrono::milliseconds(20));
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if (mLeftVolume != 0.f || mRightVolume != 0.f) {
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setVolume_l(0.f, 0.f);
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if (mSoundPool->attributes()->usage != AUDIO_USAGE_GAME) {
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// Since we're forcibly halting the previously playing content,
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// we sleep here to ensure the volume is ramped down before we stop the track.
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// Ideally the sleep time is the mixer period, or an approximation thereof
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// (Fast vs Normal tracks are different).
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ALOGV("sleeping: ChannelID:%d SampleID:%d", mChannelID, mSample->sampleID());
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std::this_thread::sleep_for(std::chrono::milliseconds(20));
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}
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}
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mAudioTrack->stop();
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mPrevSampleID = mSample->sampleID();
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mSample.clear();
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