AudioPolicyService InputDesc minor cleanup
Add a non-default constructor to set the mSessionId, and make mSessionId const. Remove explicit clear on mEffects - it is automatically cleared by the destructor. AudioPolicyService::setPreProcessorEnabled: - parameter is const * - use an alias instead of making a Vector copy Destructor doesn't need to be virtual since there are no subclasses. Change-Id: Ibc3c3bea8259839430b1cf5356186c7d96f1082f
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@@ -298,8 +298,7 @@ audio_io_handle_t AudioPolicyService::getInput(audio_source_t inputSource,
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ssize_t idx = mInputs.indexOfKey(input);
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InputDesc *inputDesc;
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if (idx < 0) {
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inputDesc = new InputDesc();
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inputDesc->mSessionId = audioSession;
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inputDesc = new InputDesc(audioSession);
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mInputs.add(input, inputDesc);
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} else {
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inputDesc = mInputs.valueAt(idx);
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@@ -358,7 +357,6 @@ void AudioPolicyService::releaseInput(audio_io_handle_t input)
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}
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InputDesc *inputDesc = mInputs.valueAt(index);
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setPreProcessorEnabled(inputDesc, false);
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inputDesc->mEffects.clear();
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delete inputDesc;
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mInputs.removeItemsAt(index);
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}
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@@ -600,9 +598,9 @@ status_t AudioPolicyService::dumpPermissionDenial(int fd)
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return NO_ERROR;
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}
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void AudioPolicyService::setPreProcessorEnabled(InputDesc *inputDesc, bool enabled)
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void AudioPolicyService::setPreProcessorEnabled(const InputDesc *inputDesc, bool enabled)
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{
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Vector<sp<AudioEffect> > fxVector = inputDesc->mEffects;
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const Vector<sp<AudioEffect> > &fxVector = inputDesc->mEffects;
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for (size_t i = 0; i < fxVector.size(); i++) {
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fxVector.itemAt(i)->setEnabled(enabled);
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}
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@@ -279,15 +279,15 @@ private:
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class InputDesc {
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public:
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InputDesc() {}
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virtual ~InputDesc() {}
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int mSessionId;
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InputDesc(int session) : mSessionId(session) {}
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/*virtual*/ ~InputDesc() {}
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const int mSessionId;
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Vector< sp<AudioEffect> >mEffects;
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};
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static const char * const kInputSourceNames[AUDIO_SOURCE_CNT -1];
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void setPreProcessorEnabled(InputDesc *inputDesc, bool enabled);
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void setPreProcessorEnabled(const InputDesc *inputDesc, bool enabled);
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status_t loadPreProcessorConfig(const char *path);
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status_t loadEffects(cnode *root, Vector <EffectDesc *>& effects);
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EffectDesc *loadEffect(cnode *root);
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