diff options
author | Geoffrey Pitsch <gpitsch@google.com> | 2016-06-08 00:38:58 -0700 |
---|---|---|
committer | Geoffrey Pitsch <gpitsch@google.com> | 2016-07-06 11:13:48 -0400 |
commit | d6d9a1d0b9cf6fa740d9fe410015b094475c5a4c (patch) | |
tree | 1acd21e2daca47872bca249e76f18110886b8fd1 /cmds/bootanimation/audioplay.cpp | |
parent | 58ef88927d5e28318920a135bba8edf5409115fe (diff) |
OpenSL-based audio support for BootAnimation
Respects dnd settings for sound playback.
Basic implementation uses in-memory wavs as buffers.
audioplay::playClip should not be called before previous clip ends.
Updated FORMAT.md to reflect no more audio_conf.txt
Bug: 29055299
Change-Id: Ifc358d7c85f11b8b54ae6446c40643b87bc567f2
Diffstat (limited to 'cmds/bootanimation/audioplay.cpp')
-rw-r--r-- | cmds/bootanimation/audioplay.cpp | 321 |
1 files changed, 321 insertions, 0 deletions
diff --git a/cmds/bootanimation/audioplay.cpp b/cmds/bootanimation/audioplay.cpp new file mode 100644 index 000000000000..e20ef0c7c6cc --- /dev/null +++ b/cmds/bootanimation/audioplay.cpp @@ -0,0 +1,321 @@ +/* + * Copyright (C) 2016 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. + * + */ + +// cribbed from samples/native-audio + +#include "audioplay.h" + +#define CHATTY ALOGD + +#include <assert.h> +#include <string.h> + +#include <utils/Log.h> + +// for native audio +#include <SLES/OpenSLES.h> +#include <SLES/OpenSLES_Android.h> + +namespace audioplay { +namespace { + +// engine interfaces +static SLObjectItf engineObject = NULL; +static SLEngineItf engineEngine; + +// output mix interfaces +static SLObjectItf outputMixObject = NULL; + +// buffer queue player interfaces +static SLObjectItf bqPlayerObject = NULL; +static SLPlayItf bqPlayerPlay; +static SLAndroidSimpleBufferQueueItf bqPlayerBufferQueue; +static SLMuteSoloItf bqPlayerMuteSolo; +static SLVolumeItf bqPlayerVolume; + +// pointer and size of the next player buffer to enqueue, and number of remaining buffers +static const uint8_t* nextBuffer; +static unsigned nextSize; + +static const uint32_t ID_RIFF = 0x46464952; +static const uint32_t ID_WAVE = 0x45564157; +static const uint32_t ID_FMT = 0x20746d66; +static const uint32_t ID_DATA = 0x61746164; + +struct RiffWaveHeader { + uint32_t riff_id; + uint32_t riff_sz; + uint32_t wave_id; +}; + +struct ChunkHeader { + uint32_t id; + uint32_t sz; +}; + +struct ChunkFormat { + uint16_t audio_format; + uint16_t num_channels; + uint32_t sample_rate; + uint32_t byte_rate; + uint16_t block_align; + uint16_t bits_per_sample; +}; + +// this callback handler is called every time a buffer finishes playing +void bqPlayerCallback(SLAndroidSimpleBufferQueueItf bq, void *context) { + (void)bq; + (void)context; + assert(bq == bqPlayerBufferQueue); + assert(NULL == context); + audioplay::setPlaying(false); +} + +bool hasPlayer() { + return (engineObject != NULL && bqPlayerObject != NULL); +} + +// create the engine and output mix objects +void createEngine() { + SLresult result; + + // create engine + result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // realize the engine + result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // get the engine interface, which is needed in order to create other objects + result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE, &engineEngine); + assert(SL_RESULT_SUCCESS == result); + (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); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // realize the output mix + result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE); + assert(SL_RESULT_SUCCESS == result); + (void)result; +} + +// create buffer queue audio player +void createBufferQueueAudioPlayer(const ChunkFormat* chunkFormat) { + SLresult result; + + // configure audio source + SLDataLocator_AndroidSimpleBufferQueue loc_bufq = {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 1}; + + SLDataFormat_PCM format_pcm = { + SL_DATAFORMAT_PCM, + chunkFormat->num_channels, + chunkFormat->sample_rate * 1000, // convert to milliHz + chunkFormat->bits_per_sample, + 16, + SL_SPEAKER_FRONT_CENTER, + SL_BYTEORDER_LITTLEENDIAN + }; + SLDataSource audioSrc = {&loc_bufq, &format_pcm}; + + // configure audio sink + SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX, outputMixObject}; + SLDataSink audioSnk = {&loc_outmix, NULL}; + + // create audio player + const SLInterfaceID ids[2] = {SL_IID_BUFFERQUEUE, SL_IID_VOLUME}; + const SLboolean req[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE}; + result = (*engineEngine)->CreateAudioPlayer(engineEngine, &bqPlayerObject, &audioSrc, &audioSnk, + 2, ids, req); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // realize the player + result = (*bqPlayerObject)->Realize(bqPlayerObject, SL_BOOLEAN_FALSE); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // get the play interface + result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_PLAY, &bqPlayerPlay); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // get the buffer queue interface + result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_BUFFERQUEUE, + &bqPlayerBufferQueue); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // register callback on the buffer queue + result = (*bqPlayerBufferQueue)->RegisterCallback(bqPlayerBufferQueue, bqPlayerCallback, NULL); + assert(SL_RESULT_SUCCESS == result); + (void)result; + +#if 0 // mute/solo is not supported for sources that are known to be mono, as this is + // get the mute/solo interface + result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_MUTESOLO, &bqPlayerMuteSolo); + assert(SL_RESULT_SUCCESS == result); + (void)result; +#endif + + // get the volume interface + result = (*bqPlayerObject)->GetInterface(bqPlayerObject, SL_IID_VOLUME, &bqPlayerVolume); + assert(SL_RESULT_SUCCESS == result); + (void)result; + + // set the player's state to playing + audioplay::setPlaying(true); + CHATTY("Created buffer queue player: %p", bqPlayerBufferQueue); +} + +} // namespace + +void create() { + createEngine(); +} + +bool playClip(const uint8_t* buf, int size) { + // Parse the WAV header + nextBuffer = buf; + nextSize = size; + const RiffWaveHeader* wavHeader = (const RiffWaveHeader*)buf; + if (nextSize < sizeof(*wavHeader) || (wavHeader->riff_id != ID_RIFF) || + (wavHeader->wave_id != ID_WAVE)) { + ALOGE("Error: audio file is not a riff/wave file\n"); + return false; + } + nextBuffer += sizeof(*wavHeader); + nextSize -= sizeof(*wavHeader); + + const ChunkFormat* chunkFormat = nullptr; + while (true) { + const ChunkHeader* chunkHeader = (const ChunkHeader*)nextBuffer; + if (nextSize < sizeof(*chunkHeader)) { + ALOGE("EOF reading chunk headers"); + return false; + } + + nextBuffer += sizeof(*chunkHeader); + nextSize -= sizeof(*chunkHeader); + + bool endLoop = false; + switch (chunkHeader->id) { + case ID_FMT: + chunkFormat = (const ChunkFormat*)nextBuffer; + nextBuffer += chunkHeader->sz; + nextSize -= chunkHeader->sz; + break; + case ID_DATA: + /* Stop looking for chunks */ + endLoop = true; + break; + default: + /* Unknown chunk, skip bytes */ + nextBuffer += chunkHeader->sz; + nextSize -= chunkHeader->sz; + } + if (endLoop) { + break; + } + } + + if (!chunkFormat) { + ALOGE("format not found in WAV file"); + return false; + } + + // If this is the first clip, create the buffer based on this WAV's header. + // We assume all future clips with be in the same format. + if (bqPlayerBufferQueue == nullptr) { + createBufferQueueAudioPlayer(chunkFormat); + } + + assert(bqPlayerBufferQueue != nullptr); + assert(buf != nullptr); + + if (!hasPlayer()) { + ALOGD("cannot play clip %p without a player", buf); + return false; + } + + CHATTY("playClip on player %p: buf=%p size=%d", bqPlayerBufferQueue, buf, size); + + if (nextSize > 0) { + // here we only enqueue one buffer because it is a long clip, + // but for streaming playback we would typically enqueue at least 2 buffers to start + SLresult result; + result = (*bqPlayerBufferQueue)->Enqueue(bqPlayerBufferQueue, nextBuffer, nextSize); + if (SL_RESULT_SUCCESS != result) { + return false; + } + audioplay::setPlaying(true); + } + + return true; +} + +// set the playing state for the buffer queue audio player +void setPlaying(bool isPlaying) { + if (!hasPlayer()) return; + + SLresult result; + + if (NULL != bqPlayerPlay) { + // set the player's state + result = (*bqPlayerPlay)->SetPlayState(bqPlayerPlay, + isPlaying ? SL_PLAYSTATE_PLAYING : SL_PLAYSTATE_STOPPED); + assert(SL_RESULT_SUCCESS == result); + (void)result; + } + +} + +void destroy() { + // destroy buffer queue audio player object, and invalidate all associated interfaces + if (bqPlayerObject != NULL) { + CHATTY("destroying audio player"); + (*bqPlayerObject)->Destroy(bqPlayerObject); + bqPlayerObject = NULL; + bqPlayerPlay = NULL; + bqPlayerBufferQueue = NULL; + bqPlayerMuteSolo = NULL; + bqPlayerVolume = NULL; + } + + // destroy output mix object, and invalidate all associated interfaces + if (outputMixObject != NULL) { + (*outputMixObject)->Destroy(outputMixObject); + outputMixObject = NULL; + } + + // destroy engine object, and invalidate all associated interfaces + if (engineObject != NULL) { + CHATTY("destroying audio engine"); + (*engineObject)->Destroy(engineObject); + engineObject = NULL; + engineEngine = NULL; + } +} + +} // namespace audioplay |