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/*
* Copyright (C) 2019 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.
*/
#pragma once
#include <android-base/unique_fd.h>
#include <binder/MemoryBase.h>
#include <binder/MemoryHeapBase.h>
#include <system/audio.h>
namespace android::soundpool {
class SoundDecoder;
/**
* Sound is a resource used by SoundPool, referenced by soundID.
*
* After loading, it is effectively const so no locking required.
* However, in order to guarantee that all the values have been
* written properly and read properly, we use the mState as an atomic synchronization
* point. So if getState() shows READY, then all the other getters may
* be safely read.
*
* Technical details:
* We access the mState atomic value through memory_order_seq_cst
*
* https://en.cppreference.com/w/cpp/atomic/memory_order
*
* which provides memory barriers. So if the last value written by the SoundDecoder
* is mState, then the compiler ensures no other prior writes by SoundDecoder will be
* reordered afterwards, and memory barrier is placed (as necessary) to ensure the
* cache is visible to other processors.
*
* Likewise, if the first value read by SoundPool is mState,
* the compiler ensures no reads for that thread will be reordered before mState is read,
* and a memory barrier is placed (as necessary) to ensure that the cache is properly
* updated with other processor's writes before reading.
*
* See https://developer.android.com/training/articles/smp for discussions about
* the variant load-acquire, store-release semantics.
*/
class Sound {
friend SoundDecoder; // calls doLoad().
public:
enum sound_state : int32_t { LOADING, READY, DECODE_ERROR };
// A sound starts in the LOADING state and transitions only once
// to either READY or DECODE_ERROR when doLoad() is called.
Sound(int soundID, int fd, int64_t offset, int64_t length);
~Sound();
int32_t getSoundID() const { return mSoundID; }
int32_t getChannelCount() const { return mChannelCount; }
uint32_t getSampleRate() const { return mSampleRate; }
audio_format_t getFormat() const { return mFormat; }
audio_channel_mask_t getChannelMask() const { return mChannelMask; }
size_t getSizeInBytes() const { return mSizeInBytes; }
sound_state getState() const { return mState; }
uint8_t* getData() const { return static_cast<uint8_t*>(mData->unsecurePointer()); }
sp<IMemory> getIMemory() const { return mData; }
private:
status_t doLoad(); // only SoundDecoder accesses this.
size_t mSizeInBytes = 0;
const int32_t mSoundID;
uint32_t mSampleRate = 0;
std::atomic<sound_state> mState = LOADING; // used as synchronization point
int32_t mChannelCount = 0;
audio_format_t mFormat = AUDIO_FORMAT_INVALID;
audio_channel_mask_t mChannelMask = AUDIO_CHANNEL_NONE;
base::unique_fd mFd; // initialized in constructor, reset to -1 after loading
const int64_t mOffset; // int64_t to match java long, see off64_t
const int64_t mLength; // int64_t to match java long, see off64_t
sp<IMemory> mData;
sp<MemoryHeapBase> mHeap;
};
} // namespace android::soundpool