342 lines
12 KiB
Java
342 lines
12 KiB
Java
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/*
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* Copyright (C) 2008 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package com.android.server;
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import android.content.Context;
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import android.media.AudioManager;
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import android.media.MediaPlayer;
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import android.media.MediaPlayer.OnCompletionListener;
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import android.net.Uri;
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import android.os.Handler;
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import android.os.Looper;
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import android.os.Message;
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import android.os.PowerManager;
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import android.os.SystemClock;
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import android.util.Log;
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import java.io.IOException;
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import java.lang.IllegalStateException;
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import java.lang.Thread;
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import java.util.LinkedList;
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/**
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* @hide
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* This class is provides the same interface and functionality as android.media.AsyncPlayer
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* with the following differences:
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* - whenever audio is played, audio focus is requested,
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* - whenever audio playback is stopped or the playback completed, audio focus is abandoned.
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*/
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public class NotificationPlayer implements OnCompletionListener {
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private static final int PLAY = 1;
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private static final int STOP = 2;
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private static final boolean mDebug = false;
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private static final class Command {
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int code;
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Context context;
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Uri uri;
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boolean looping;
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int stream;
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long requestTime;
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public String toString() {
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return "{ code=" + code + " looping=" + looping + " stream=" + stream
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+ " uri=" + uri + " }";
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}
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}
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private LinkedList<Command> mCmdQueue = new LinkedList();
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private Looper mLooper;
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/*
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* Besides the use of audio focus, the only implementation difference between AsyncPlayer and
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* NotificationPlayer resides in the creation of the MediaPlayer. For the completion callback,
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* OnCompletionListener, to be called at the end of the playback, the MediaPlayer needs to
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* be created with a looper running so its event handler is not null.
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*/
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private final class CreationAndCompletionThread extends Thread {
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public Command mCmd;
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public CreationAndCompletionThread(Command cmd) {
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super();
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mCmd = cmd;
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}
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public void run() {
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Looper.prepare();
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mLooper = Looper.myLooper();
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synchronized(this) {
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AudioManager audioManager =
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(AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE);
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try {
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MediaPlayer player = new MediaPlayer();
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player.setAudioStreamType(mCmd.stream);
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player.setDataSource(mCmd.context, mCmd.uri);
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player.setLooping(mCmd.looping);
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player.prepare();
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if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null)
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&& (mCmd.uri.getEncodedPath().length() > 0)) {
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if (mCmd.looping) {
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audioManager.requestAudioFocus(null, mCmd.stream,
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AudioManager.AUDIOFOCUS_GAIN);
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} else {
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audioManager.requestAudioFocus(null, mCmd.stream,
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AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK);
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}
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}
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player.setOnCompletionListener(NotificationPlayer.this);
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player.start();
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if (mPlayer != null) {
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mPlayer.release();
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}
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mPlayer = player;
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}
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catch (Exception e) {
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Log.w(mTag, "error loading sound for " + mCmd.uri, e);
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}
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mAudioManager = audioManager;
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this.notify();
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}
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Looper.loop();
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}
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};
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private void startSound(Command cmd) {
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// Preparing can be slow, so if there is something else
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// is playing, let it continue until we're done, so there
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// is less of a glitch.
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try {
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if (mDebug) Log.d(mTag, "Starting playback");
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//-----------------------------------
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// This is were we deviate from the AsyncPlayer implementation and create the
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// MediaPlayer in a new thread with which we're synchronized
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synchronized(mCompletionHandlingLock) {
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// if another sound was already playing, it doesn't matter we won't get notified
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// of the completion, since only the completion notification of the last sound
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// matters
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if((mLooper != null)
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&& (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
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mLooper.quit();
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}
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mCompletionThread = new CreationAndCompletionThread(cmd);
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synchronized(mCompletionThread) {
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mCompletionThread.start();
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mCompletionThread.wait();
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}
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}
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//-----------------------------------
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long delay = SystemClock.uptimeMillis() - cmd.requestTime;
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if (delay > 1000) {
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Log.w(mTag, "Notification sound delayed by " + delay + "msecs");
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}
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}
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catch (Exception e) {
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Log.w(mTag, "error loading sound for " + cmd.uri, e);
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}
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}
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private final class CmdThread extends java.lang.Thread {
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CmdThread() {
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super("NotificationPlayer-" + mTag);
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}
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public void run() {
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while (true) {
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Command cmd = null;
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synchronized (mCmdQueue) {
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if (mDebug) Log.d(mTag, "RemoveFirst");
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cmd = mCmdQueue.removeFirst();
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}
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switch (cmd.code) {
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case PLAY:
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if (mDebug) Log.d(mTag, "PLAY");
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startSound(cmd);
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break;
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case STOP:
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if (mDebug) Log.d(mTag, "STOP");
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if (mPlayer != null) {
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long delay = SystemClock.uptimeMillis() - cmd.requestTime;
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if (delay > 1000) {
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Log.w(mTag, "Notification stop delayed by " + delay + "msecs");
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}
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mPlayer.stop();
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mPlayer.release();
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mPlayer = null;
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mAudioManager.abandonAudioFocus(null);
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mAudioManager = null;
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if((mLooper != null)
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&& (mLooper.getThread().getState() != Thread.State.TERMINATED)) {
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mLooper.quit();
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}
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} else {
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Log.w(mTag, "STOP command without a player");
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}
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break;
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}
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synchronized (mCmdQueue) {
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if (mCmdQueue.size() == 0) {
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// nothing left to do, quit
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// doing this check after we're done prevents the case where they
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// added it during the operation from spawning two threads and
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// trying to do them in parallel.
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mThread = null;
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releaseWakeLock();
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return;
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}
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}
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}
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}
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}
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public void onCompletion(MediaPlayer mp) {
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if (mAudioManager != null) {
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mAudioManager.abandonAudioFocus(null);
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}
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// if there are no more sounds to play, end the Looper to listen for media completion
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synchronized (mCmdQueue) {
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if (mCmdQueue.size() == 0) {
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synchronized(mCompletionHandlingLock) {
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if(mLooper != null) {
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mLooper.quit();
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}
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mCompletionThread = null;
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}
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}
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}
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}
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private String mTag;
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private CmdThread mThread;
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private CreationAndCompletionThread mCompletionThread;
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private final Object mCompletionHandlingLock = new Object();
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private MediaPlayer mPlayer;
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private PowerManager.WakeLock mWakeLock;
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private AudioManager mAudioManager;
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// The current state according to the caller. Reality lags behind
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// because of the asynchronous nature of this class.
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private int mState = STOP;
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/**
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* Construct a NotificationPlayer object.
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*
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* @param tag a string to use for debugging
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*/
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public NotificationPlayer(String tag) {
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if (tag != null) {
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mTag = tag;
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} else {
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mTag = "NotificationPlayer";
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}
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}
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/**
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* Start playing the sound. It will actually start playing at some
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* point in the future. There are no guarantees about latency here.
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* Calling this before another audio file is done playing will stop
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* that one and start the new one.
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*
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* @param context Your application's context.
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* @param uri The URI to play. (see {@link MediaPlayer#setDataSource(Context, Uri)})
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* @param looping Whether the audio should loop forever.
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* (see {@link MediaPlayer#setLooping(boolean)})
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* @param stream the AudioStream to use.
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* (see {@link MediaPlayer#setAudioStreamType(int)})
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*/
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public void play(Context context, Uri uri, boolean looping, int stream) {
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Command cmd = new Command();
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cmd.requestTime = SystemClock.uptimeMillis();
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cmd.code = PLAY;
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cmd.context = context;
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cmd.uri = uri;
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cmd.looping = looping;
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cmd.stream = stream;
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synchronized (mCmdQueue) {
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enqueueLocked(cmd);
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mState = PLAY;
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}
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}
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/**
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* Stop a previously played sound. It can't be played again or unpaused
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* at this point. Calling this multiple times has no ill effects.
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*/
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public void stop() {
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synchronized (mCmdQueue) {
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// This check allows stop to be called multiple times without starting
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// a thread that ends up doing nothing.
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if (mState != STOP) {
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Command cmd = new Command();
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cmd.requestTime = SystemClock.uptimeMillis();
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cmd.code = STOP;
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enqueueLocked(cmd);
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mState = STOP;
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}
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}
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}
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private void enqueueLocked(Command cmd) {
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mCmdQueue.add(cmd);
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if (mThread == null) {
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acquireWakeLock();
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mThread = new CmdThread();
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mThread.start();
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}
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}
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/**
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* We want to hold a wake lock while we do the prepare and play. The stop probably is
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* optional, but it won't hurt to have it too. The problem is that if you start a sound
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* while you're holding a wake lock (e.g. an alarm starting a notification), you want the
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* sound to play, but if the CPU turns off before mThread gets to work, it won't. The
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* simplest way to deal with this is to make it so there is a wake lock held while the
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* thread is starting or running. You're going to need the WAKE_LOCK permission if you're
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* going to call this.
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*
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* This must be called before the first time play is called.
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*
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* @hide
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*/
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public void setUsesWakeLock(Context context) {
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if (mWakeLock != null || mThread != null) {
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// if either of these has happened, we've already played something.
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// and our releases will be out of sync.
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throw new RuntimeException("assertion failed mWakeLock=" + mWakeLock
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+ " mThread=" + mThread);
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}
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PowerManager pm = (PowerManager)context.getSystemService(Context.POWER_SERVICE);
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mWakeLock = pm.newWakeLock(PowerManager.PARTIAL_WAKE_LOCK, mTag);
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}
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private void acquireWakeLock() {
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if (mWakeLock != null) {
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mWakeLock.acquire();
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}
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}
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private void releaseWakeLock() {
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if (mWakeLock != null) {
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mWakeLock.release();
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}
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}
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}
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