xref: /aosp_15_r20/frameworks/base/media/jni/soundpool/Sound.h (revision d57664e9bc4670b3ecf6748a746a57c557b6bc9e)
1*d57664e9SAndroid Build Coastguard Worker /*
2*d57664e9SAndroid Build Coastguard Worker  * Copyright (C) 2019 The Android Open Source Project
3*d57664e9SAndroid Build Coastguard Worker  *
4*d57664e9SAndroid Build Coastguard Worker  * Licensed under the Apache License, Version 2.0 (the "License");
5*d57664e9SAndroid Build Coastguard Worker  * you may not use this file except in compliance with the License.
6*d57664e9SAndroid Build Coastguard Worker  * You may obtain a copy of the License at
7*d57664e9SAndroid Build Coastguard Worker  *
8*d57664e9SAndroid Build Coastguard Worker  *      http://www.apache.org/licenses/LICENSE-2.0
9*d57664e9SAndroid Build Coastguard Worker  *
10*d57664e9SAndroid Build Coastguard Worker  * Unless required by applicable law or agreed to in writing, software
11*d57664e9SAndroid Build Coastguard Worker  * distributed under the License is distributed on an "AS IS" BASIS,
12*d57664e9SAndroid Build Coastguard Worker  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13*d57664e9SAndroid Build Coastguard Worker  * See the License for the specific language governing permissions and
14*d57664e9SAndroid Build Coastguard Worker  * limitations under the License.
15*d57664e9SAndroid Build Coastguard Worker  */
16*d57664e9SAndroid Build Coastguard Worker 
17*d57664e9SAndroid Build Coastguard Worker #pragma once
18*d57664e9SAndroid Build Coastguard Worker 
19*d57664e9SAndroid Build Coastguard Worker #include <android-base/unique_fd.h>
20*d57664e9SAndroid Build Coastguard Worker #include <binder/MemoryBase.h>
21*d57664e9SAndroid Build Coastguard Worker #include <binder/MemoryHeapBase.h>
22*d57664e9SAndroid Build Coastguard Worker #include <system/audio.h>
23*d57664e9SAndroid Build Coastguard Worker 
24*d57664e9SAndroid Build Coastguard Worker namespace android::soundpool {
25*d57664e9SAndroid Build Coastguard Worker 
26*d57664e9SAndroid Build Coastguard Worker class SoundDecoder;
27*d57664e9SAndroid Build Coastguard Worker 
28*d57664e9SAndroid Build Coastguard Worker /**
29*d57664e9SAndroid Build Coastguard Worker  * Sound is a resource used by SoundPool, referenced by soundID.
30*d57664e9SAndroid Build Coastguard Worker  *
31*d57664e9SAndroid Build Coastguard Worker  * After loading, it is effectively const so no locking required.
32*d57664e9SAndroid Build Coastguard Worker  * However, in order to guarantee that all the values have been
33*d57664e9SAndroid Build Coastguard Worker  * written properly and read properly, we use the mState as an atomic synchronization
34*d57664e9SAndroid Build Coastguard Worker  * point.  So if getState() shows READY, then all the other getters may
35*d57664e9SAndroid Build Coastguard Worker  * be safely read.
36*d57664e9SAndroid Build Coastguard Worker  *
37*d57664e9SAndroid Build Coastguard Worker  * Technical details:
38*d57664e9SAndroid Build Coastguard Worker  * We access the mState atomic value through memory_order_seq_cst
39*d57664e9SAndroid Build Coastguard Worker  *
40*d57664e9SAndroid Build Coastguard Worker  * https://en.cppreference.com/w/cpp/atomic/memory_order
41*d57664e9SAndroid Build Coastguard Worker  *
42*d57664e9SAndroid Build Coastguard Worker  * which provides memory barriers.  So if the last value written by the SoundDecoder
43*d57664e9SAndroid Build Coastguard Worker  * is mState, then the compiler ensures no other prior writes by SoundDecoder will be
44*d57664e9SAndroid Build Coastguard Worker  * reordered afterwards, and memory barrier is placed (as necessary) to ensure the
45*d57664e9SAndroid Build Coastguard Worker  * cache is visible to other processors.
46*d57664e9SAndroid Build Coastguard Worker  *
47*d57664e9SAndroid Build Coastguard Worker  * Likewise, if the first value read by SoundPool is mState,
48*d57664e9SAndroid Build Coastguard Worker  * the compiler ensures no reads for that thread will be reordered before mState is read,
49*d57664e9SAndroid Build Coastguard Worker  * and a memory barrier is placed (as necessary) to ensure that the cache is properly
50*d57664e9SAndroid Build Coastguard Worker  * updated with other processor's writes before reading.
51*d57664e9SAndroid Build Coastguard Worker  *
52*d57664e9SAndroid Build Coastguard Worker  * See https://developer.android.com/training/articles/smp for discussions about
53*d57664e9SAndroid Build Coastguard Worker  * the variant load-acquire, store-release semantics.
54*d57664e9SAndroid Build Coastguard Worker  */
55*d57664e9SAndroid Build Coastguard Worker class Sound {
56*d57664e9SAndroid Build Coastguard Worker     friend SoundDecoder;  // calls doLoad().
57*d57664e9SAndroid Build Coastguard Worker 
58*d57664e9SAndroid Build Coastguard Worker public:
59*d57664e9SAndroid Build Coastguard Worker     enum sound_state : int32_t { LOADING, READY, DECODE_ERROR };
60*d57664e9SAndroid Build Coastguard Worker     // A sound starts in the LOADING state and transitions only once
61*d57664e9SAndroid Build Coastguard Worker     // to either READY or DECODE_ERROR when doLoad() is called.
62*d57664e9SAndroid Build Coastguard Worker 
63*d57664e9SAndroid Build Coastguard Worker     Sound(int soundID, int fd, int64_t offset, int64_t length);
64*d57664e9SAndroid Build Coastguard Worker     ~Sound();
65*d57664e9SAndroid Build Coastguard Worker 
getSoundID()66*d57664e9SAndroid Build Coastguard Worker     int32_t getSoundID() const { return mSoundID; }
getChannelCount()67*d57664e9SAndroid Build Coastguard Worker     int32_t getChannelCount() const { return mChannelCount; }
getSampleRate()68*d57664e9SAndroid Build Coastguard Worker     uint32_t getSampleRate() const { return mSampleRate; }
getFormat()69*d57664e9SAndroid Build Coastguard Worker     audio_format_t getFormat() const { return mFormat; }
getChannelMask()70*d57664e9SAndroid Build Coastguard Worker     audio_channel_mask_t getChannelMask() const { return mChannelMask; }
getSizeInBytes()71*d57664e9SAndroid Build Coastguard Worker     size_t getSizeInBytes() const { return mSizeInBytes; }
getState()72*d57664e9SAndroid Build Coastguard Worker     sound_state getState() const { return mState; }
getData()73*d57664e9SAndroid Build Coastguard Worker     uint8_t* getData() const { return static_cast<uint8_t*>(mData->unsecurePointer()); }
getIMemory()74*d57664e9SAndroid Build Coastguard Worker     sp<IMemory> getIMemory() const { return mData; }
75*d57664e9SAndroid Build Coastguard Worker 
76*d57664e9SAndroid Build Coastguard Worker private:
77*d57664e9SAndroid Build Coastguard Worker     status_t doLoad();  // only SoundDecoder accesses this.
78*d57664e9SAndroid Build Coastguard Worker 
79*d57664e9SAndroid Build Coastguard Worker     size_t               mSizeInBytes = 0;
80*d57664e9SAndroid Build Coastguard Worker     const int32_t        mSoundID;
81*d57664e9SAndroid Build Coastguard Worker     uint32_t             mSampleRate = 0;
82*d57664e9SAndroid Build Coastguard Worker     std::atomic<sound_state> mState = LOADING; // used as synchronization point
83*d57664e9SAndroid Build Coastguard Worker     int32_t              mChannelCount = 0;
84*d57664e9SAndroid Build Coastguard Worker     audio_format_t       mFormat = AUDIO_FORMAT_INVALID;
85*d57664e9SAndroid Build Coastguard Worker     audio_channel_mask_t mChannelMask = AUDIO_CHANNEL_NONE;
86*d57664e9SAndroid Build Coastguard Worker     base::unique_fd      mFd;     // initialized in constructor, reset to -1 after loading
87*d57664e9SAndroid Build Coastguard Worker     const int64_t        mOffset; // int64_t to match java long, see off64_t
88*d57664e9SAndroid Build Coastguard Worker     const int64_t        mLength; // int64_t to match java long, see off64_t
89*d57664e9SAndroid Build Coastguard Worker     sp<IMemory>          mData;
90*d57664e9SAndroid Build Coastguard Worker     sp<MemoryHeapBase>   mHeap;
91*d57664e9SAndroid Build Coastguard Worker };
92*d57664e9SAndroid Build Coastguard Worker 
93*d57664e9SAndroid Build Coastguard Worker } // namespace android::soundpool
94