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/*
* Copyright (C) 2012 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package android.media;
import android.media.AudioManager;
import android.media.SoundPool;
import android.util.Log;
/**
* <p>A class for producing sounds that match those produced by various actions
* taken by the media and camera APIs. </p>
*
* <p>This class is recommended for use with the {@link android.hardware.camera2} API, since the
* camera2 API does not play any sounds on its own for any capture or video recording actions.</p>
*
* <p>With the older {@link android.hardware.Camera} API, use this class to play an appropriate
* camera operation sound when implementing a custom still or video recording mechanism (through the
* Camera preview callbacks with
* {@link android.hardware.Camera#setPreviewCallback Camera.setPreviewCallback}, or through GPU
* processing with {@link android.hardware.Camera#setPreviewTexture Camera.setPreviewTexture}, for
* example), or when implementing some other camera-like function in your application.</p>
*
* <p>There is no need to play sounds when using
* {@link android.hardware.Camera#takePicture Camera.takePicture} or
* {@link android.media.MediaRecorder} for still images or video, respectively,
* as the Android framework will play the appropriate sounds when needed for
* these calls.</p>
*
*/
public class MediaActionSound {
private static final int NUM_MEDIA_SOUND_STREAMS = 1;
private SoundPool mSoundPool;
private int[] mSoundIds;
private int mSoundIdToPlay;
private static final String[] SOUND_FILES = {
"/system/media/audio/ui/camera_click.ogg",
"/system/media/audio/ui/camera_focus.ogg",
"/system/media/audio/ui/VideoRecord.ogg",
"/system/media/audio/ui/VideoStop.ogg"
};
private static final String TAG = "MediaActionSound";
/**
* The sound used by
* {@link android.hardware.Camera#takePicture Camera.takePicture} to
* indicate still image capture.
* @see #play
*/
public static final int SHUTTER_CLICK = 0;
/**
* A sound to indicate that focusing has completed. Because deciding
* when this occurs is application-dependent, this sound is not used by
* any methods in the media or camera APIs.
* @see #play
*/
public static final int FOCUS_COMPLETE = 1;
/**
* The sound used by
* {@link android.media.MediaRecorder#start MediaRecorder.start()} to
* indicate the start of video recording.
* @see #play
*/
public static final int START_VIDEO_RECORDING = 2;
/**
* The sound used by
* {@link android.media.MediaRecorder#stop MediaRecorder.stop()} to
* indicate the end of video recording.
* @see #play
*/
public static final int STOP_VIDEO_RECORDING = 3;
private static final int SOUND_NOT_LOADED = -1;
/**
* Construct a new MediaActionSound instance. Only a single instance is
* needed for playing any platform media action sound; you do not need a
* separate instance for each sound type.
*/
public MediaActionSound() {
mSoundPool = new SoundPool(NUM_MEDIA_SOUND_STREAMS,
AudioManager.STREAM_SYSTEM_ENFORCED, 0);
mSoundPool.setOnLoadCompleteListener(mLoadCompleteListener);
mSoundIds = new int[SOUND_FILES.length];
for (int i = 0; i < mSoundIds.length; i++) {
mSoundIds[i] = SOUND_NOT_LOADED;
}
mSoundIdToPlay = SOUND_NOT_LOADED;
}
/**
* Preload a predefined platform sound to minimize latency when the sound is
* played later by {@link #play}.
* @param soundName The type of sound to preload, selected from
* SHUTTER_CLICK, FOCUS_COMPLETE, START_VIDEO_RECORDING, or
* STOP_VIDEO_RECORDING.
* @see #play
* @see #SHUTTER_CLICK
* @see #FOCUS_COMPLETE
* @see #START_VIDEO_RECORDING
* @see #STOP_VIDEO_RECORDING
*/
public synchronized void load(int soundName) {
if (soundName < 0 || soundName >= SOUND_FILES.length) {
throw new RuntimeException("Unknown sound requested: " + soundName);
}
if (mSoundIds[soundName] == SOUND_NOT_LOADED) {
mSoundIds[soundName] =
mSoundPool.load(SOUND_FILES[soundName], 1);
}
}
/**
* <p>Play one of the predefined platform sounds for media actions.</p>
*
* <p>Use this method to play a platform-specific sound for various media
* actions. The sound playback is done asynchronously, with the same
* behavior and content as the sounds played by
* {@link android.hardware.Camera#takePicture Camera.takePicture},
* {@link android.media.MediaRecorder#start MediaRecorder.start}, and
* {@link android.media.MediaRecorder#stop MediaRecorder.stop}.</p>
*
* <p>With the {@link android.hardware.camera2 camera2} API, this method can be used to play
* standard camera operation sounds with the appropriate system behavior for such sounds.</p>
* <p>With the older {@link android.hardware.Camera} API, using this method makes it easy to
* match the default device sounds when recording or capturing data through the preview
* callbacks, or when implementing custom camera-like features in your application.</p>
*
* <p>If the sound has not been loaded by {@link #load} before calling play,
* play will load the sound at the cost of some additional latency before
* sound playback begins. </p>
*
* @param soundName The type of sound to play, selected from
* SHUTTER_CLICK, FOCUS_COMPLETE, START_VIDEO_RECORDING, or
* STOP_VIDEO_RECORDING.
* @see android.hardware.Camera#takePicture
* @see android.media.MediaRecorder
* @see #SHUTTER_CLICK
* @see #FOCUS_COMPLETE
* @see #START_VIDEO_RECORDING
* @see #STOP_VIDEO_RECORDING
*/
public synchronized void play(int soundName) {
if (soundName < 0 || soundName >= SOUND_FILES.length) {
throw new RuntimeException("Unknown sound requested: " + soundName);
}
if (mSoundIds[soundName] == SOUND_NOT_LOADED) {
mSoundIdToPlay =
mSoundPool.load(SOUND_FILES[soundName], 1);
mSoundIds[soundName] = mSoundIdToPlay;
} else {
mSoundPool.play(mSoundIds[soundName], 1.0f, 1.0f, 0, 0, 1.0f);
}
}
private SoundPool.OnLoadCompleteListener mLoadCompleteListener =
new SoundPool.OnLoadCompleteListener() {
public void onLoadComplete(SoundPool soundPool,
int sampleId, int status) {
if (status == 0) {
if (mSoundIdToPlay == sampleId) {
soundPool.play(sampleId, 1.0f, 1.0f, 0, 0, 1.0f);
mSoundIdToPlay = SOUND_NOT_LOADED;
}
} else {
Log.e(TAG, "Unable to load sound for playback (status: " +
status + ")");
}
}
};
/**
* Free up all audio resources used by this MediaActionSound instance. Do
* not call any other methods on a MediaActionSound instance after calling
* release().
*/
public void release() {
if (mSoundPool != null) {
mSoundPool.release();
mSoundPool = null;
}
}
}