| /* | |
| * Copyright (C) 2007 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 static android.media.AudioManager.AUDIO_SESSION_ID_GENERATE; | |
| import android.annotation.NonNull; | |
| import android.annotation.Nullable; | |
| import android.content.Context; | |
| import android.content.res.AssetFileDescriptor; | |
| import android.os.Handler; | |
| import android.os.Looper; | |
| import android.os.Message; | |
| import android.os.ParcelFileDescriptor; | |
| import android.util.AndroidRuntimeException; | |
| import android.util.Log; | |
| import java.io.File; | |
| import java.io.FileDescriptor; | |
| import java.util.Objects; | |
| import java.util.concurrent.atomic.AtomicReference; | |
| /** | |
| * The SoundPool class manages and plays audio resources for applications. | |
| * | |
| * <p>A SoundPool is a collection of sound samples that can be loaded into memory | |
| * from a resource inside the APK or from a file in the file system. The | |
| * SoundPool library uses the MediaCodec service to decode the audio | |
| * into raw 16-bit PCM. This allows applications | |
| * to ship with compressed streams without having to suffer the CPU load | |
| * and latency of decompressing during playback.</p> | |
| * | |
| * <p>Soundpool sounds are expected to be short as they are | |
| * predecoded into memory. Each decoded sound is internally limited to one | |
| * megabyte storage, which represents approximately 5.6 seconds at 44.1kHz stereo | |
| * (the duration is proportionally longer at lower sample rates or | |
| * a channel mask of mono). A decoded audio sound will be truncated if it would | |
| * exceed the per-sound one megabyte storage space.</p> | |
| * | |
| * <p>In addition to low-latency playback, SoundPool can also manage the number | |
| * of audio streams being rendered at once. When the SoundPool object is | |
| * constructed, the maxStreams parameter sets the maximum number of streams | |
| * that can be played at a time from this single SoundPool. SoundPool tracks | |
| * the number of active streams. If the maximum number of streams is exceeded, | |
| * SoundPool will automatically stop a previously playing stream based first | |
| * on priority and then by age within that priority. Limiting the maximum | |
| * number of streams helps to cap CPU loading and reducing the likelihood that | |
| * audio mixing will impact visuals or UI performance.</p> | |
| * | |
| * <p>Sounds can be looped by setting a non-zero loop value. A value of -1 | |
| * causes the sound to loop forever. In this case, the application must | |
| * explicitly call the stop() function to stop the sound. Any other non-zero | |
| * value will cause the sound to repeat the specified number of times, e.g. | |
| * a value of 3 causes the sound to play a total of 4 times.</p> | |
| * | |
| * <p>The playback rate can also be changed. A playback rate of 1.0 causes | |
| * the sound to play at its original frequency (resampled, if necessary, | |
| * to the hardware output frequency). A playback rate of 2.0 causes the | |
| * sound to play at twice its original frequency, and a playback rate of | |
| * 0.5 causes it to play at half its original frequency. The playback | |
| * rate range is 0.5 to 2.0.</p> | |
| * | |
| * <p>Priority runs low to high, i.e. higher numbers are higher priority. | |
| * Priority is used when a call to play() would cause the number of active | |
| * streams to exceed the value established by the maxStreams parameter when | |
| * the SoundPool was created. In this case, the stream allocator will stop | |
| * the lowest priority stream. If there are multiple streams with the same | |
| * low priority, it will choose the oldest stream to stop. In the case | |
| * where the priority of the new stream is lower than all the active | |
| * streams, the new sound will not play and the play() function will return | |
| * a streamID of zero.</p> | |
| * | |
| * <p>Let's examine a typical use case: A game consists of several levels of | |
| * play. For each level, there is a set of unique sounds that are used only | |
| * by that level. In this case, the game logic should create a new SoundPool | |
| * object when the first level is loaded. The level data itself might contain | |
| * the list of sounds to be used by this level. The loading logic iterates | |
| * through the list of sounds calling the appropriate SoundPool.load() | |
| * function. This should typically be done early in the process to allow time | |
| * for decompressing the audio to raw PCM format before they are needed for | |
| * playback.</p> | |
| * | |
| * <p>Once the sounds are loaded and play has started, the application can | |
| * trigger sounds by calling SoundPool.play(). Playing streams can be | |
| * paused or resumed, and the application can also alter the pitch by | |
| * adjusting the playback rate in real-time for doppler or synthesis | |
| * effects.</p> | |
| * | |
| * <p>Note that since streams can be stopped due to resource constraints, the | |
| * streamID is a reference to a particular instance of a stream. If the stream | |
| * is stopped to allow a higher priority stream to play, the stream is no | |
| * longer valid. However, the application is allowed to call methods on | |
| * the streamID without error. This may help simplify program logic since | |
| * the application need not concern itself with the stream lifecycle.</p> | |
| * | |
| * <p>In our example, when the player has completed the level, the game | |
| * logic should call SoundPool.release() to release all the native resources | |
| * in use and then set the SoundPool reference to null. If the player starts | |
| * another level, a new SoundPool is created, sounds are loaded, and play | |
| * resumes.</p> | |
| */ | |
| public class SoundPool extends PlayerBase { | |
| static { System.loadLibrary("soundpool"); } | |
| // SoundPool messages | |
| // | |
| // must match SoundPool.h | |
| private static final int SAMPLE_LOADED = 1; | |
| private final static String TAG = "SoundPool"; | |
| private final static boolean DEBUG = Log.isLoggable(TAG, Log.DEBUG); | |
| private final AtomicReference<EventHandler> mEventHandler = new AtomicReference<>(null); | |
| private long mNativeContext; // accessed by native methods | |
| private boolean mHasAppOpsPlayAudio; | |
| private final AudioAttributes mAttributes; | |
| /** | |
| * Constructor. Constructs a SoundPool object with the following | |
| * characteristics: | |
| * | |
| * @param maxStreams the maximum number of simultaneous streams for this | |
| * SoundPool object | |
| * @param streamType the audio stream type as described in AudioManager | |
| * For example, game applications will normally use | |
| * {@link AudioManager#STREAM_MUSIC}. | |
| * @param srcQuality the sample-rate converter quality. Currently has no | |
| * effect. Use 0 for the default. | |
| * @return a SoundPool object, or null if creation failed | |
| * @deprecated use {@link SoundPool.Builder} instead to create and configure a | |
| * SoundPool instance | |
| */ | |
| public SoundPool(int maxStreams, int streamType, int srcQuality) { | |
| this(/*context=*/null, maxStreams, | |
| new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build(), | |
| AUDIO_SESSION_ID_GENERATE); | |
| PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()"); | |
| } | |
| private SoundPool(@Nullable Context context, int maxStreams, | |
| @NonNull AudioAttributes attributes, int sessionId) { | |
| super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL); | |
| // do native setup | |
| if (native_setup(maxStreams, attributes, getCurrentOpPackageName()) != 0) { | |
| throw new RuntimeException("Native setup failed"); | |
| } | |
| mAttributes = attributes; | |
| baseRegisterPlayer(resolvePlaybackSessionId(context, sessionId)); | |
| } | |
| /** | |
| * Release the SoundPool resources. | |
| * | |
| * Release all memory and native resources used by the SoundPool | |
| * object. The SoundPool can no longer be used and the reference | |
| * should be set to null. | |
| */ | |
| public final void release() { | |
| baseRelease(); | |
| native_release(); | |
| } | |
| private native final void native_release(); | |
| protected void finalize() { release(); } | |
| /** | |
| * Load the sound from the specified path. | |
| * | |
| * @param path the path to the audio file | |
| * @param priority the priority of the sound. Currently has no effect. Use | |
| * a value of 1 for future compatibility. | |
| * @return a sound ID. This value can be used to play or unload the sound. | |
| */ | |
| public int load(String path, int priority) { | |
| int id = 0; | |
| try { | |
| File f = new File(path); | |
| ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, | |
| ParcelFileDescriptor.MODE_READ_ONLY); | |
| if (fd != null) { | |
| id = _load(fd.getFileDescriptor(), 0, f.length(), priority); | |
| fd.close(); | |
| } | |
| } catch (java.io.IOException e) { | |
| Log.e(TAG, "error loading " + path); | |
| } | |
| return id; | |
| } | |
| /** | |
| * Load the sound from the specified APK resource. | |
| * | |
| * Note that the extension is dropped. For example, if you want to load | |
| * a sound from the raw resource file "explosion.mp3", you would specify | |
| * "R.raw.explosion" as the resource ID. Note that this means you cannot | |
| * have both an "explosion.wav" and an "explosion.mp3" in the res/raw | |
| * directory. | |
| * | |
| * @param context the application context | |
| * @param resId the resource ID | |
| * @param priority the priority of the sound. Currently has no effect. Use | |
| * a value of 1 for future compatibility. | |
| * @return a sound ID. This value can be used to play or unload the sound. | |
| */ | |
| public int load(Context context, int resId, int priority) { | |
| AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId); | |
| int id = 0; | |
| if (afd != null) { | |
| id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority); | |
| try { | |
| afd.close(); | |
| } catch (java.io.IOException ex) { | |
| //Log.d(TAG, "close failed:", ex); | |
| } | |
| } | |
| return id; | |
| } | |
| /** | |
| * Load the sound from an asset file descriptor. | |
| * | |
| * @param afd an asset file descriptor | |
| * @param priority the priority of the sound. Currently has no effect. Use | |
| * a value of 1 for future compatibility. | |
| * @return a sound ID. This value can be used to play or unload the sound. | |
| */ | |
| public int load(AssetFileDescriptor afd, int priority) { | |
| if (afd != null) { | |
| long len = afd.getLength(); | |
| if (len < 0) { | |
| throw new AndroidRuntimeException("no length for fd"); | |
| } | |
| return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority); | |
| } else { | |
| return 0; | |
| } | |
| } | |
| /** | |
| * Load the sound from a FileDescriptor. | |
| * | |
| * This version is useful if you store multiple sounds in a single | |
| * binary. The offset specifies the offset from the start of the file | |
| * and the length specifies the length of the sound within the file. | |
| * | |
| * @param fd a FileDescriptor object | |
| * @param offset offset to the start of the sound | |
| * @param length length of the sound | |
| * @param priority the priority of the sound. Currently has no effect. Use | |
| * a value of 1 for future compatibility. | |
| * @return a sound ID. This value can be used to play or unload the sound. | |
| */ | |
| public int load(FileDescriptor fd, long offset, long length, int priority) { | |
| return _load(fd, offset, length, priority); | |
| } | |
| /** | |
| * Unload a sound from a sound ID. | |
| * | |
| * Unloads the sound specified by the soundID. This is the value | |
| * returned by the load() function. Returns true if the sound is | |
| * successfully unloaded, false if the sound was already unloaded. | |
| * | |
| * @param soundID a soundID returned by the load() function | |
| * @return true if just unloaded, false if previously unloaded | |
| */ | |
| public native final boolean unload(int soundID); | |
| /** | |
| * Play a sound from a sound ID. | |
| * | |
| * Play the sound specified by the soundID. This is the value | |
| * returned by the load() function. Returns a non-zero streamID | |
| * if successful, zero if it fails. The streamID can be used to | |
| * further control playback. Note that calling play() may cause | |
| * another sound to stop playing if the maximum number of active | |
| * streams is exceeded. A loop value of -1 means loop forever, | |
| * a value of 0 means don't loop, other values indicate the | |
| * number of repeats, e.g. a value of 1 plays the audio twice. | |
| * The playback rate allows the application to vary the playback | |
| * rate (pitch) of the sound. A value of 1.0 means play back at | |
| * the original frequency. A value of 2.0 means play back twice | |
| * as fast, and a value of 0.5 means playback at half speed. | |
| * | |
| * @param soundID a soundID returned by the load() function | |
| * @param leftVolume left volume value (range = 0.0 to 1.0) | |
| * @param rightVolume right volume value (range = 0.0 to 1.0) | |
| * @param priority stream priority (0 = lowest priority) | |
| * @param loop loop mode (0 = no loop, -1 = loop forever) | |
| * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) | |
| * @return non-zero streamID if successful, zero if failed | |
| */ | |
| public final int play(int soundID, float leftVolume, float rightVolume, | |
| int priority, int loop, float rate) { | |
| // FIXME: b/174876164 implement device id for soundpool | |
| baseStart(0); | |
| return _play(soundID, leftVolume, rightVolume, priority, loop, rate, getPlayerIId()); | |
| } | |
| /** | |
| * Pause a playback stream. | |
| * | |
| * Pause the stream specified by the streamID. This is the | |
| * value returned by the play() function. If the stream is | |
| * playing, it will be paused. If the stream is not playing | |
| * (e.g. is stopped or was previously paused), calling this | |
| * function will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| */ | |
| public native final void pause(int streamID); | |
| /** | |
| * Resume a playback stream. | |
| * | |
| * Resume the stream specified by the streamID. This | |
| * is the value returned by the play() function. If the stream | |
| * is paused, this will resume playback. If the stream was not | |
| * previously paused, calling this function will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| */ | |
| public native final void resume(int streamID); | |
| /** | |
| * Pause all active streams. | |
| * | |
| * Pause all streams that are currently playing. This function | |
| * iterates through all the active streams and pauses any that | |
| * are playing. It also sets a flag so that any streams that | |
| * are playing can be resumed by calling autoResume(). | |
| */ | |
| public native final void autoPause(); | |
| /** | |
| * Resume all previously active streams. | |
| * | |
| * Automatically resumes all streams that were paused in previous | |
| * calls to autoPause(). | |
| */ | |
| public native final void autoResume(); | |
| /** | |
| * Stop a playback stream. | |
| * | |
| * Stop the stream specified by the streamID. This | |
| * is the value returned by the play() function. If the stream | |
| * is playing, it will be stopped. It also releases any native | |
| * resources associated with this stream. If the stream is not | |
| * playing, it will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| */ | |
| public native final void stop(int streamID); | |
| /** | |
| * Set stream volume. | |
| * | |
| * Sets the volume on the stream specified by the streamID. | |
| * This is the value returned by the play() function. The | |
| * value must be in the range of 0.0 to 1.0. If the stream does | |
| * not exist, it will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| * @param leftVolume left volume value (range = 0.0 to 1.0) | |
| * @param rightVolume right volume value (range = 0.0 to 1.0) | |
| */ | |
| public final void setVolume(int streamID, float leftVolume, float rightVolume) { | |
| // unlike other subclasses of PlayerBase, we are not calling | |
| // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each | |
| // volume separately for each player, so we still send the command, but | |
| // handle mute/unmute separately through playerSetVolume() | |
| _setVolume(streamID, leftVolume, rightVolume); | |
| } | |
| @Override | |
| /* package */ int playerApplyVolumeShaper( | |
| @NonNull VolumeShaper.Configuration configuration, | |
| @Nullable VolumeShaper.Operation operation) { | |
| return -1; | |
| } | |
| @Override | |
| /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) { | |
| return null; | |
| } | |
| @Override | |
| void playerSetVolume(boolean muting, float leftVolume, float rightVolume) { | |
| // not used here to control the player volume directly, but used to mute/unmute | |
| _mute(muting); | |
| } | |
| @Override | |
| int playerSetAuxEffectSendLevel(boolean muting, float level) { | |
| // no aux send functionality so no-op | |
| return AudioSystem.SUCCESS; | |
| } | |
| @Override | |
| void playerStart() { | |
| // FIXME implement resuming any paused sound | |
| } | |
| @Override | |
| void playerPause() { | |
| // FIXME implement pausing any playing sound | |
| } | |
| @Override | |
| void playerStop() { | |
| // FIXME implement pausing any playing sound | |
| } | |
| /** | |
| * Similar, except set volume of all channels to same value. | |
| * @hide | |
| */ | |
| public void setVolume(int streamID, float volume) { | |
| setVolume(streamID, volume, volume); | |
| } | |
| /** | |
| * Change stream priority. | |
| * | |
| * Change the priority of the stream specified by the streamID. | |
| * This is the value returned by the play() function. Affects the | |
| * order in which streams are re-used to play new sounds. If the | |
| * stream does not exist, it will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| */ | |
| public native final void setPriority(int streamID, int priority); | |
| /** | |
| * Set loop mode. | |
| * | |
| * Change the loop mode. A loop value of -1 means loop forever, | |
| * a value of 0 means don't loop, other values indicate the | |
| * number of repeats, e.g. a value of 1 plays the audio twice. | |
| * If the stream does not exist, it will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| * @param loop loop mode (0 = no loop, -1 = loop forever) | |
| */ | |
| public native final void setLoop(int streamID, int loop); | |
| /** | |
| * Change playback rate. | |
| * | |
| * The playback rate allows the application to vary the playback | |
| * rate (pitch) of the sound. A value of 1.0 means playback at | |
| * the original frequency. A value of 2.0 means playback twice | |
| * as fast, and a value of 0.5 means playback at half speed. | |
| * If the stream does not exist, it will have no effect. | |
| * | |
| * @param streamID a streamID returned by the play() function | |
| * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0) | |
| */ | |
| public native final void setRate(int streamID, float rate); | |
| public interface OnLoadCompleteListener { | |
| /** | |
| * Called when a sound has completed loading. | |
| * | |
| * @param soundPool SoundPool object from the load() method | |
| * @param sampleId the sample ID of the sound loaded. | |
| * @param status the status of the load operation (0 = success) | |
| */ | |
| public void onLoadComplete(SoundPool soundPool, int sampleId, int status); | |
| } | |
| /** | |
| * Sets the callback hook for the OnLoadCompleteListener. | |
| */ | |
| public void setOnLoadCompleteListener(OnLoadCompleteListener listener) { | |
| if (listener == null) { | |
| mEventHandler.set(null); | |
| return; | |
| } | |
| Looper looper; | |
| if ((looper = Looper.myLooper()) != null) { | |
| mEventHandler.set(new EventHandler(looper, listener)); | |
| } else if ((looper = Looper.getMainLooper()) != null) { | |
| mEventHandler.set(new EventHandler(looper, listener)); | |
| } else { | |
| mEventHandler.set(null); | |
| } | |
| } | |
| private native final int _load(FileDescriptor fd, long offset, long length, int priority); | |
| private native int native_setup(int maxStreams, | |
| @NonNull Object/*AudioAttributes*/ attributes, @NonNull String opPackageName); | |
| private native final int _play(int soundID, float leftVolume, float rightVolume, | |
| int priority, int loop, float rate, int playerIId); | |
| private native final void _setVolume(int streamID, float leftVolume, float rightVolume); | |
| private native final void _mute(boolean muting); | |
| // post event from native code to message handler | |
| @SuppressWarnings("unchecked") | |
| private void postEventFromNative(int msg, int arg1, int arg2, Object obj) { | |
| Handler eventHandler = mEventHandler.get(); | |
| if (eventHandler == null) { | |
| return; | |
| } | |
| Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj); | |
| eventHandler.sendMessage(message); | |
| } | |
| private final class EventHandler extends Handler { | |
| private final OnLoadCompleteListener mOnLoadCompleteListener; | |
| EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) { | |
| super(looper); | |
| mOnLoadCompleteListener = onLoadCompleteListener; | |
| } | |
| @Override | |
| public void handleMessage(Message msg) { | |
| if (msg.what != SAMPLE_LOADED) { | |
| Log.e(TAG, "Unknown message type " + msg.what); | |
| return; | |
| } | |
| if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded"); | |
| mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2); | |
| } | |
| } | |
| /** | |
| * Builder class for {@link SoundPool} objects. | |
| */ | |
| public static class Builder { | |
| private int mMaxStreams = 1; | |
| private AudioAttributes mAudioAttributes; | |
| private Context mContext; | |
| private int mSessionId = AUDIO_SESSION_ID_GENERATE; | |
| /** | |
| * Constructs a new Builder with the defaults format values. | |
| * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to | |
| * change it), and the audio attributes have a usage value of | |
| * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to | |
| * change them). | |
| */ | |
| public Builder() { | |
| } | |
| /** | |
| * Sets the maximum of number of simultaneous streams that can be played simultaneously. | |
| * @param maxStreams a value equal to 1 or greater. | |
| * @return the same Builder instance | |
| * @throws IllegalArgumentException | |
| */ | |
| public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException { | |
| if (maxStreams <= 0) { | |
| throw new IllegalArgumentException( | |
| "Strictly positive value required for the maximum number of streams"); | |
| } | |
| mMaxStreams = maxStreams; | |
| return this; | |
| } | |
| /** | |
| * Sets the {@link AudioAttributes}. For examples, game applications will use attributes | |
| * built with usage information set to {@link AudioAttributes#USAGE_GAME}. | |
| * @param attributes a non-null | |
| * @return | |
| */ | |
| public Builder setAudioAttributes(AudioAttributes attributes) | |
| throws IllegalArgumentException { | |
| if (attributes == null) { | |
| throw new IllegalArgumentException("Invalid null AudioAttributes"); | |
| } | |
| mAudioAttributes = attributes; | |
| return this; | |
| } | |
| /** | |
| * Sets the session ID the {@link SoundPool} will be attached to. | |
| * | |
| * Note, that if there's a device specific session id associated with the context | |
| * (see {@link Builder#setContext(Context)}), explicitly setting a session id using this | |
| * method will override it. | |
| * | |
| * @param sessionId a strictly positive ID number retrieved from another player or | |
| * allocated by {@link AudioManager} via {@link AudioManager#generateAudioSessionId()}, | |
| * or {@link AudioManager#AUDIO_SESSION_ID_GENERATE}. | |
| * @return the same {@link Builder} instance | |
| * @throws IllegalArgumentException when sessionId is invalid. | |
| */ | |
| public @NonNull Builder setAudioSessionId(int sessionId) { | |
| if ((sessionId != AUDIO_SESSION_ID_GENERATE) && (sessionId < 1)) { | |
| throw new IllegalArgumentException("Invalid audio session ID " + sessionId); | |
| } | |
| mSessionId = sessionId; | |
| return this; | |
| } | |
| /** | |
| * Sets the context the SoundPool belongs to. | |
| * | |
| * The context will be used to pull information, such as | |
| * {@link android.content.AttributionSource} and device specific audio session ids, | |
| * which will be associated with the {@link SoundPool}. However, the context itself will | |
| * not be retained by the {@link SoundPool} instance after initialization. | |
| * | |
| * @param context a non-null {@link Context} instance | |
| * @return the same {@link Builder} instance. | |
| */ | |
| public @NonNull Builder setContext(@NonNull Context context) { | |
| mContext = Objects.requireNonNull(context); | |
| return this; | |
| } | |
| public SoundPool build() { | |
| if (mAudioAttributes == null) { | |
| mAudioAttributes = new AudioAttributes.Builder() | |
| .setUsage(AudioAttributes.USAGE_MEDIA).build(); | |
| } | |
| return new SoundPool(mContext, mMaxStreams, mAudioAttributes, mSessionId); | |
| } | |
| } | |
| } |