bootanimation: fix glitchy playback
Do not use low latency playback mode to be more
robust against scheduling problems during boot phase.
Also:
- remove unused reverb on output mix
- fix WAV file parser.
Bug: 30277818
Change-Id: I1e15d3003a25c93d4995006885b32a754d17343f
diff --git a/cmds/bootanimation/audioplay.cpp b/cmds/bootanimation/audioplay.cpp
index dbb76dc..4983b9a 100644
--- a/cmds/bootanimation/audioplay.cpp
+++ b/cmds/bootanimation/audioplay.cpp
@@ -20,6 +20,7 @@
#include "audioplay.h"
#define CHATTY ALOGD
+#define LOG_TAG "audioplay"
#include <string.h>
@@ -114,10 +115,8 @@
}
(void)result;
- // create output mix, with environmental reverb specified as a non-required interface
- const SLInterfaceID ids[1] = {SL_IID_ENVIRONMENTALREVERB};
- const SLboolean req[1] = {SL_BOOLEAN_FALSE};
- result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 1, ids, req);
+ // create output mix
+ result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject, 0, NULL, NULL);
if (result != SL_RESULT_SUCCESS) {
ALOGE("sl engine CreateOutputMix failed with result %d", result);
return false;
@@ -183,6 +182,14 @@
ALOGE("SetConfiguration failed with result %d", result);
return false;
}
+ // use normal performance mode as low latency is not needed. This is not mandatory so
+ // do not bail if we fail
+ SLuint32 performanceMode = SL_ANDROID_PERFORMANCE_NONE;
+ result = (*playerConfig)->SetConfiguration(
+ playerConfig, SL_ANDROID_KEY_PERFORMANCE_MODE, &performanceMode, sizeof(SLuint32));
+ ALOGW_IF(result != SL_RESULT_SUCCESS,
+ "could not set performance mode on player, error %d", result);
+ (void)result;
// realize the player
result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE);
@@ -264,6 +271,7 @@
break;
case ID_DATA:
/* Stop looking for chunks */
+ *oSoundBufSize = chunkHeader->sz;
endLoop = true;
break;
default:
@@ -317,7 +325,8 @@
return false;
}
- CHATTY("playClip on player %p: buf=%p size=%d", bqPlayerBufferQueue, buf, size);
+ CHATTY("playClip on player %p: buf=%p size=%d nextSize %d",
+ bqPlayerBufferQueue, buf, size, nextSize);
if (nextSize > 0) {
// here we only enqueue one buffer because it is a long clip,