1*bebae9c0SAndroid Build Coastguard Worker /* 2*bebae9c0SAndroid Build Coastguard Worker * Copyright (C) 2011 The Android Open Source Project 3*bebae9c0SAndroid Build Coastguard Worker * 4*bebae9c0SAndroid Build Coastguard Worker * Licensed under the Apache License, Version 2.0 (the "License"); 5*bebae9c0SAndroid Build Coastguard Worker * you may not use this file except in compliance with the License. 6*bebae9c0SAndroid Build Coastguard Worker * You may obtain a copy of the License at 7*bebae9c0SAndroid Build Coastguard Worker * 8*bebae9c0SAndroid Build Coastguard Worker * http://www.apache.org/licenses/LICENSE-2.0 9*bebae9c0SAndroid Build Coastguard Worker * 10*bebae9c0SAndroid Build Coastguard Worker * Unless required by applicable law or agreed to in writing, software 11*bebae9c0SAndroid Build Coastguard Worker * distributed under the License is distributed on an "AS IS" BASIS, 12*bebae9c0SAndroid Build Coastguard Worker * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13*bebae9c0SAndroid Build Coastguard Worker * See the License for the specific language governing permissions and 14*bebae9c0SAndroid Build Coastguard Worker * limitations under the License. 15*bebae9c0SAndroid Build Coastguard Worker */ 16*bebae9c0SAndroid Build Coastguard Worker 17*bebae9c0SAndroid Build Coastguard Worker #ifndef __ANDROID_GENERICPLAYER_H__ 18*bebae9c0SAndroid Build Coastguard Worker #define __ANDROID_GENERICPLAYER_H__ 19*bebae9c0SAndroid Build Coastguard Worker 20*bebae9c0SAndroid Build Coastguard Worker #include <media/stagefright/foundation/AHandler.h> 21*bebae9c0SAndroid Build Coastguard Worker #include <media/stagefright/foundation/ALooper.h> 22*bebae9c0SAndroid Build Coastguard Worker #include <media/stagefright/foundation/AMessage.h> 23*bebae9c0SAndroid Build Coastguard Worker 24*bebae9c0SAndroid Build Coastguard Worker //-------------------------------------------------------------------------------------------------- 25*bebae9c0SAndroid Build Coastguard Worker /** 26*bebae9c0SAndroid Build Coastguard Worker * Message parameters for AHandler messages, see list in GenericPlayer::kWhatxxx 27*bebae9c0SAndroid Build Coastguard Worker */ 28*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_SEEK_SEEKTIME_MS "seekTimeMs" 29*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_LOOP_LOOPING "looping" 30*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_BUFFERING_UPDATE "bufferingUpdate" 31*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_BUFFERING_UPDATETHRESHOLD_PERCENT "buffUpdateThreshold" 32*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_ATTACHAUXEFFECT "attachAuxEffect" 33*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_SETAUXEFFECTSENDLEVEL "setAuxEffectSendLevel" 34*bebae9c0SAndroid Build Coastguard Worker // Parameters for kWhatSetPlayEvents 35*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_SETPLAYEVENTS_FLAGS "setPlayEventsFlags" 36*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_SETPLAYEVENTS_MARKER "setPlayEventsMarker" 37*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_SETPLAYEVENTS_UPDATE "setPlayEventsUpdate" 38*bebae9c0SAndroid Build Coastguard Worker // Parameters for kWhatOneShot (see explanation at definition of kWhatOneShot below) 39*bebae9c0SAndroid Build Coastguard Worker #define WHATPARAM_ONESHOT_GENERATION "oneShotGeneration" 40*bebae9c0SAndroid Build Coastguard Worker 41*bebae9c0SAndroid Build Coastguard Worker namespace android { 42*bebae9c0SAndroid Build Coastguard Worker 43*bebae9c0SAndroid Build Coastguard Worker // abstract base class 44*bebae9c0SAndroid Build Coastguard Worker class GenericPlayer : public AHandler 45*bebae9c0SAndroid Build Coastguard Worker { 46*bebae9c0SAndroid Build Coastguard Worker public: 47*bebae9c0SAndroid Build Coastguard Worker 48*bebae9c0SAndroid Build Coastguard Worker enum { 49*bebae9c0SAndroid Build Coastguard Worker kEventPrepared = 0, 50*bebae9c0SAndroid Build Coastguard Worker kEventHasVideoSize = 1, 51*bebae9c0SAndroid Build Coastguard Worker kEventPrefetchStatusChange = 2, 52*bebae9c0SAndroid Build Coastguard Worker kEventPrefetchFillLevelUpdate = 3, 53*bebae9c0SAndroid Build Coastguard Worker kEventEndOfStream = 4, 54*bebae9c0SAndroid Build Coastguard Worker kEventChannelCount = 5, 55*bebae9c0SAndroid Build Coastguard Worker kEventPlay = 6, // SL_PLAYEVENT_* 56*bebae9c0SAndroid Build Coastguard Worker kEventErrorAfterPrepare = 7, // error after successful prepare 57*bebae9c0SAndroid Build Coastguard Worker }; 58*bebae9c0SAndroid Build Coastguard Worker 59*bebae9c0SAndroid Build Coastguard Worker 60*bebae9c0SAndroid Build Coastguard Worker explicit GenericPlayer(const AudioPlayback_Parameters* params); 61*bebae9c0SAndroid Build Coastguard Worker virtual ~GenericPlayer(); 62*bebae9c0SAndroid Build Coastguard Worker 63*bebae9c0SAndroid Build Coastguard Worker void init(const notif_cbf_t cbf, void* notifUser); 64*bebae9c0SAndroid Build Coastguard Worker virtual void preDestroy(); 65*bebae9c0SAndroid Build Coastguard Worker 66*bebae9c0SAndroid Build Coastguard Worker void setDataSource(const char *uri); 67*bebae9c0SAndroid Build Coastguard Worker void setDataSource(int fd, int64_t offset, int64_t length, bool closeAfterUse = false); 68*bebae9c0SAndroid Build Coastguard Worker 69*bebae9c0SAndroid Build Coastguard Worker void prepare(); 70*bebae9c0SAndroid Build Coastguard Worker virtual void play(); 71*bebae9c0SAndroid Build Coastguard Worker void pause(); 72*bebae9c0SAndroid Build Coastguard Worker void stop(); 73*bebae9c0SAndroid Build Coastguard Worker // timeMsec must be >= 0 or == ANDROID_UNKNOWN_TIME (used by StreamPlayer after discontinuity) 74*bebae9c0SAndroid Build Coastguard Worker void seek(int64_t timeMsec); 75*bebae9c0SAndroid Build Coastguard Worker void loop(bool loop); 76*bebae9c0SAndroid Build Coastguard Worker void setBufferingUpdateThreshold(int16_t thresholdPercent); 77*bebae9c0SAndroid Build Coastguard Worker 78*bebae9c0SAndroid Build Coastguard Worker void getDurationMsec(int* msec); //msec != NULL, ANDROID_UNKNOWN_TIME if unknown 79*bebae9c0SAndroid Build Coastguard Worker virtual void getPositionMsec(int* msec) = 0; //msec != NULL, ANDROID_UNKNOWN_TIME if unknown 80*bebae9c0SAndroid Build Coastguard Worker setVideoSurfaceTexture(const sp<IGraphicBufferProducer> & bufferProducer __unused)81*bebae9c0SAndroid Build Coastguard Worker virtual void setVideoSurfaceTexture(const sp<IGraphicBufferProducer> &bufferProducer __unused) 82*bebae9c0SAndroid Build Coastguard Worker { } 83*bebae9c0SAndroid Build Coastguard Worker 84*bebae9c0SAndroid Build Coastguard Worker void setVolume(float leftVol, float rightVol); 85*bebae9c0SAndroid Build Coastguard Worker void attachAuxEffect(int32_t effectId); 86*bebae9c0SAndroid Build Coastguard Worker void setAuxEffectSendLevel(float level); 87*bebae9c0SAndroid Build Coastguard Worker 88*bebae9c0SAndroid Build Coastguard Worker virtual void setPlaybackRate(int32_t ratePermille); 89*bebae9c0SAndroid Build Coastguard Worker 90*bebae9c0SAndroid Build Coastguard Worker // Call after changing any of the IPlay settings related to SL_PLAYEVENT_* 91*bebae9c0SAndroid Build Coastguard Worker void setPlayEvents(int32_t eventFlags, int32_t markerPosition, int32_t positionUpdatePeriod); 92*bebae9c0SAndroid Build Coastguard Worker 93*bebae9c0SAndroid Build Coastguard Worker protected: 94*bebae9c0SAndroid Build Coastguard Worker // mutex used for set vs use of volume, duration, and cache (fill, threshold) settings 95*bebae9c0SAndroid Build Coastguard Worker Mutex mSettingsLock; 96*bebae9c0SAndroid Build Coastguard Worker 97*bebae9c0SAndroid Build Coastguard Worker void resetDataLocator(); 98*bebae9c0SAndroid Build Coastguard Worker DataLocator2 mDataLocator; 99*bebae9c0SAndroid Build Coastguard Worker int mDataLocatorType; 100*bebae9c0SAndroid Build Coastguard Worker 101*bebae9c0SAndroid Build Coastguard Worker // Constants used to identify the messages in this player's AHandler message loop 102*bebae9c0SAndroid Build Coastguard Worker // in onMessageReceived() 103*bebae9c0SAndroid Build Coastguard Worker enum { 104*bebae9c0SAndroid Build Coastguard Worker kWhatPrepare = 0, // start preparation 105*bebae9c0SAndroid Build Coastguard Worker kWhatNotif = 1, // send a notification to client 106*bebae9c0SAndroid Build Coastguard Worker kWhatPlay = 2, // start player 107*bebae9c0SAndroid Build Coastguard Worker kWhatPause = 3, // pause or stop player 108*bebae9c0SAndroid Build Coastguard Worker kWhatSeek = 4, // request a seek to specified position 109*bebae9c0SAndroid Build Coastguard Worker kWhatSeekComplete = 5, // seek request has completed 110*bebae9c0SAndroid Build Coastguard Worker kWhatLoop = 6, // set the player's looping status 111*bebae9c0SAndroid Build Coastguard Worker kWhatVolumeUpdate = 7, // set the channel gains to specified values 112*bebae9c0SAndroid Build Coastguard Worker kWhatBufferingUpdate = 8, 113*bebae9c0SAndroid Build Coastguard Worker kWhatBuffUpdateThres = 9, 114*bebae9c0SAndroid Build Coastguard Worker kWhatAttachAuxEffect = 10, 115*bebae9c0SAndroid Build Coastguard Worker kWhatSetAuxEffectSendLevel = 11, 116*bebae9c0SAndroid Build Coastguard Worker kWhatSetPlayEvents = 12, // process new IPlay settings related to SL_PLAYEVENT_* 117*bebae9c0SAndroid Build Coastguard Worker kWhatOneShot = 13, // deferred (non-0 timeout) handler for SL_PLAYEVENT_* 118*bebae9c0SAndroid Build Coastguard Worker // As used here, "one-shot" is the software equivalent of a "retriggerable monostable 119*bebae9c0SAndroid Build Coastguard Worker // multivibrator" from electronics. Briefly, a one-shot is a timer that can be triggered 120*bebae9c0SAndroid Build Coastguard Worker // to fire at some point in the future. It is "retriggerable" because while the timer 121*bebae9c0SAndroid Build Coastguard Worker // is active, it is possible to replace the current timeout value by a new value. 122*bebae9c0SAndroid Build Coastguard Worker // This is done by cancelling the current timer (using a generation count), 123*bebae9c0SAndroid Build Coastguard Worker // and then posting another timer with the new desired value. 124*bebae9c0SAndroid Build Coastguard Worker }; 125*bebae9c0SAndroid Build Coastguard Worker 126*bebae9c0SAndroid Build Coastguard Worker // Send a notification to one of the event listeners 127*bebae9c0SAndroid Build Coastguard Worker virtual void notify(const char* event, int data1, bool async); 128*bebae9c0SAndroid Build Coastguard Worker virtual void notify(const char* event, int data1, int data2, bool async); 129*bebae9c0SAndroid Build Coastguard Worker 130*bebae9c0SAndroid Build Coastguard Worker // AHandler implementation 131*bebae9c0SAndroid Build Coastguard Worker virtual void onMessageReceived(const sp<AMessage> &msg); 132*bebae9c0SAndroid Build Coastguard Worker 133*bebae9c0SAndroid Build Coastguard Worker // Async event handlers (called from GenericPlayer's event loop) 134*bebae9c0SAndroid Build Coastguard Worker virtual void onPrepare(); 135*bebae9c0SAndroid Build Coastguard Worker virtual void onNotify(const sp<AMessage> &msg); 136*bebae9c0SAndroid Build Coastguard Worker virtual void onPlay(); 137*bebae9c0SAndroid Build Coastguard Worker virtual void onPause(); 138*bebae9c0SAndroid Build Coastguard Worker virtual void onSeek(const sp<AMessage> &msg); 139*bebae9c0SAndroid Build Coastguard Worker virtual void onLoop(const sp<AMessage> &msg); 140*bebae9c0SAndroid Build Coastguard Worker virtual void onVolumeUpdate(); 141*bebae9c0SAndroid Build Coastguard Worker virtual void onSeekComplete(); 142*bebae9c0SAndroid Build Coastguard Worker virtual void onBufferingUpdate(const sp<AMessage> &msg); 143*bebae9c0SAndroid Build Coastguard Worker virtual void onSetBufferingUpdateThreshold(const sp<AMessage> &msg); 144*bebae9c0SAndroid Build Coastguard Worker virtual void onAttachAuxEffect(const sp<AMessage> &msg); 145*bebae9c0SAndroid Build Coastguard Worker virtual void onSetAuxEffectSendLevel(const sp<AMessage> &msg); 146*bebae9c0SAndroid Build Coastguard Worker void onSetPlayEvents(const sp<AMessage> &msg); 147*bebae9c0SAndroid Build Coastguard Worker void onOneShot(const sp<AMessage> &msg); 148*bebae9c0SAndroid Build Coastguard Worker 149*bebae9c0SAndroid Build Coastguard Worker // Convenience methods 150*bebae9c0SAndroid Build Coastguard Worker // for async notifications of prefetch status and cache fill level, needs to be called 151*bebae9c0SAndroid Build Coastguard Worker // with mSettingsLock locked 152*bebae9c0SAndroid Build Coastguard Worker void notifyStatus(); 153*bebae9c0SAndroid Build Coastguard Worker void notifyCacheFill(); 154*bebae9c0SAndroid Build Coastguard Worker // for internal async notification to update state that the player is no longer seeking 155*bebae9c0SAndroid Build Coastguard Worker void seekComplete(); 156*bebae9c0SAndroid Build Coastguard Worker void bufferingUpdate(int16_t fillLevelPerMille); 157*bebae9c0SAndroid Build Coastguard Worker 158*bebae9c0SAndroid Build Coastguard Worker // Event notification from GenericPlayer to OpenSL ES / OpenMAX AL framework 159*bebae9c0SAndroid Build Coastguard Worker notif_cbf_t mNotifyClient; 160*bebae9c0SAndroid Build Coastguard Worker void* mNotifyUser; 161*bebae9c0SAndroid Build Coastguard Worker // lock to protect mNotifyClient and mNotifyUser updates 162*bebae9c0SAndroid Build Coastguard Worker Mutex mNotifyClientLock; 163*bebae9c0SAndroid Build Coastguard Worker 164*bebae9c0SAndroid Build Coastguard Worker // Bits for mStateFlags 165*bebae9c0SAndroid Build Coastguard Worker enum { 166*bebae9c0SAndroid Build Coastguard Worker kFlagPrepared = 1 << 0, // use only for successful preparation 167*bebae9c0SAndroid Build Coastguard Worker kFlagPreparing = 1 << 1, 168*bebae9c0SAndroid Build Coastguard Worker kFlagPlaying = 1 << 2, 169*bebae9c0SAndroid Build Coastguard Worker kFlagBuffering = 1 << 3, 170*bebae9c0SAndroid Build Coastguard Worker kFlagSeeking = 1 << 4, // set if we (not Stagefright) initiated a seek 171*bebae9c0SAndroid Build Coastguard Worker kFlagLooping = 1 << 5, // set if looping is enabled 172*bebae9c0SAndroid Build Coastguard Worker kFlagPreparedUnsuccessfully = 1 << 6, 173*bebae9c0SAndroid Build Coastguard Worker }; 174*bebae9c0SAndroid Build Coastguard Worker 175*bebae9c0SAndroid Build Coastguard Worker // Only accessed from event loop, does not need a mutex 176*bebae9c0SAndroid Build Coastguard Worker uint32_t mStateFlags; 177*bebae9c0SAndroid Build Coastguard Worker 178*bebae9c0SAndroid Build Coastguard Worker sp<ALooper> mLooper; 179*bebae9c0SAndroid Build Coastguard Worker 180*bebae9c0SAndroid Build Coastguard Worker const AudioPlayback_Parameters mPlaybackParams; 181*bebae9c0SAndroid Build Coastguard Worker 182*bebae9c0SAndroid Build Coastguard Worker // protected by mSettingsLock after construction 183*bebae9c0SAndroid Build Coastguard Worker AndroidAudioLevels mAndroidAudioLevels; 184*bebae9c0SAndroid Build Coastguard Worker 185*bebae9c0SAndroid Build Coastguard Worker // protected by mSettingsLock 186*bebae9c0SAndroid Build Coastguard Worker int32_t mDurationMsec; 187*bebae9c0SAndroid Build Coastguard Worker int16_t mPlaybackRatePermille; 188*bebae9c0SAndroid Build Coastguard Worker 189*bebae9c0SAndroid Build Coastguard Worker CacheStatus_t mCacheStatus; 190*bebae9c0SAndroid Build Coastguard Worker int16_t mCacheFill; // cache fill level + played back level in permille 191*bebae9c0SAndroid Build Coastguard Worker int16_t mLastNotifiedCacheFill; // last cache fill level communicated to the listener 192*bebae9c0SAndroid Build Coastguard Worker int16_t mCacheFillNotifThreshold; // threshold in cache fill level for cache fill to be reported 193*bebae9c0SAndroid Build Coastguard Worker 194*bebae9c0SAndroid Build Coastguard Worker // Call any time any of the IPlay copies, current position, or play state changes, and 195*bebae9c0SAndroid Build Coastguard Worker // supply the latest known position or ANDROID_UNKNOWN_TIME if position is unknown to caller. 196*bebae9c0SAndroid Build Coastguard Worker void updateOneShot(int positionMs = ANDROID_UNKNOWN_TIME); 197*bebae9c0SAndroid Build Coastguard Worker 198*bebae9c0SAndroid Build Coastguard Worker // players that "render" data to present it to the user (a music player, a video player), 199*bebae9c0SAndroid Build Coastguard Worker // should return true, while players that only decode (hopefully faster than "real time") 200*bebae9c0SAndroid Build Coastguard Worker // should return false. advancesPositionInRealTime()201*bebae9c0SAndroid Build Coastguard Worker virtual bool advancesPositionInRealTime() const { return true; } 202*bebae9c0SAndroid Build Coastguard Worker 203*bebae9c0SAndroid Build Coastguard Worker private: 204*bebae9c0SAndroid Build Coastguard Worker 205*bebae9c0SAndroid Build Coastguard Worker // Our copy of some important IPlay member variables, except in Android units 206*bebae9c0SAndroid Build Coastguard Worker int32_t mEventFlags; 207*bebae9c0SAndroid Build Coastguard Worker int32_t mMarkerPositionMs; 208*bebae9c0SAndroid Build Coastguard Worker int32_t mPositionUpdatePeriodMs; 209*bebae9c0SAndroid Build Coastguard Worker 210*bebae9c0SAndroid Build Coastguard Worker // We need to be able to cancel any pending one-shot event(s) prior to posting 211*bebae9c0SAndroid Build Coastguard Worker // a new one-shot. As AMessage does not currently support cancellation by 212*bebae9c0SAndroid Build Coastguard Worker // "what" category, we simulate this by keeping a generation counter for 213*bebae9c0SAndroid Build Coastguard Worker // one-shots. When a one-shot event is delivered, it checks to see if it is 214*bebae9c0SAndroid Build Coastguard Worker // still the current one-shot. If not, it returns immediately, thus 215*bebae9c0SAndroid Build Coastguard Worker // effectively cancelling itself. Note that counter wrap-around is possible 216*bebae9c0SAndroid Build Coastguard Worker // but unlikely and benign. 217*bebae9c0SAndroid Build Coastguard Worker int32_t mOneShotGeneration; 218*bebae9c0SAndroid Build Coastguard Worker 219*bebae9c0SAndroid Build Coastguard Worker // Play position at time of the most recently delivered SL_PLAYEVENT_HEADATNEWPOS, 220*bebae9c0SAndroid Build Coastguard Worker // or ANDROID_UNKNOWN_TIME if a SL_PLAYEVENT_HEADATNEWPOS has never been delivered. 221*bebae9c0SAndroid Build Coastguard Worker int32_t mDeliveredNewPosMs; 222*bebae9c0SAndroid Build Coastguard Worker 223*bebae9c0SAndroid Build Coastguard Worker // Play position most recently observed by updateOneShot, or ANDROID_UNKNOWN_TIME 224*bebae9c0SAndroid Build Coastguard Worker // if the play position has never been observed. 225*bebae9c0SAndroid Build Coastguard Worker int32_t mObservedPositionMs; 226*bebae9c0SAndroid Build Coastguard Worker 227*bebae9c0SAndroid Build Coastguard Worker DISALLOW_EVIL_CONSTRUCTORS(GenericPlayer); 228*bebae9c0SAndroid Build Coastguard Worker }; 229*bebae9c0SAndroid Build Coastguard Worker 230*bebae9c0SAndroid Build Coastguard Worker } // namespace android 231*bebae9c0SAndroid Build Coastguard Worker 232*bebae9c0SAndroid Build Coastguard Worker extern void android_player_volumeUpdate(float *pVolumes /*[2]*/, const IVolume *volumeItf, 233*bebae9c0SAndroid Build Coastguard Worker unsigned channelCount, float amplFromDirectLevel, const bool *audibilityFactors /*[2]*/); 234*bebae9c0SAndroid Build Coastguard Worker 235*bebae9c0SAndroid Build Coastguard Worker #endif /* __ANDROID_GENERICPLAYER_H__ */ 236