/* * 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; /** *
A class for producing sounds that match those produced by various actions * taken by the media and camera APIs.
* *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.
* *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.
* *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.
* */ 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/VideoRecord.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); } } /** *Play one of the predefined platform sounds for media actions.
* *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}.
* *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.
*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.
* *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.
* * @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; } } }