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 #include <stdlib.h>
18*bebae9c0SAndroid Build Coastguard Worker #include <stdio.h>
19*bebae9c0SAndroid Build Coastguard Worker #include <unistd.h>
20*bebae9c0SAndroid Build Coastguard Worker //#include <sys/time.h>
21*bebae9c0SAndroid Build Coastguard Worker
22*bebae9c0SAndroid Build Coastguard Worker #include <SLES/OpenSLES.h>
23*bebae9c0SAndroid Build Coastguard Worker
24*bebae9c0SAndroid Build Coastguard Worker
25*bebae9c0SAndroid Build Coastguard Worker #define MAX_NUMBER_INTERFACES 2
26*bebae9c0SAndroid Build Coastguard Worker #define MAX_NUMBER_PLAYERS 40
27*bebae9c0SAndroid Build Coastguard Worker
28*bebae9c0SAndroid Build Coastguard Worker #define PREFETCHEVENT_ERROR_CANDIDATE \
29*bebae9c0SAndroid Build Coastguard Worker (SL_PREFETCHEVENT_STATUSCHANGE | SL_PREFETCHEVENT_FILLLEVELCHANGE)
30*bebae9c0SAndroid Build Coastguard Worker
31*bebae9c0SAndroid Build Coastguard Worker /* the OpenSL ES engine from which we create all other resources */
32*bebae9c0SAndroid Build Coastguard Worker SLObjectItf slEngine;
33*bebae9c0SAndroid Build Coastguard Worker SLEngineItf engineItf;
34*bebae9c0SAndroid Build Coastguard Worker SLObjectItf outputMix;
35*bebae9c0SAndroid Build Coastguard Worker
36*bebae9c0SAndroid Build Coastguard Worker SLboolean required[MAX_NUMBER_INTERFACES];
37*bebae9c0SAndroid Build Coastguard Worker SLInterfaceID iidArray[MAX_NUMBER_INTERFACES];
38*bebae9c0SAndroid Build Coastguard Worker
39*bebae9c0SAndroid Build Coastguard Worker SLObjectItf audioPlayer[MAX_NUMBER_PLAYERS];
40*bebae9c0SAndroid Build Coastguard Worker bool validplayer[MAX_NUMBER_PLAYERS];
41*bebae9c0SAndroid Build Coastguard Worker int playerNum[MAX_NUMBER_PLAYERS];
42*bebae9c0SAndroid Build Coastguard Worker SLPlayItf playItfs[MAX_NUMBER_PLAYERS];
43*bebae9c0SAndroid Build Coastguard Worker SLVolumeItf volItfs[MAX_NUMBER_PLAYERS];
44*bebae9c0SAndroid Build Coastguard Worker SLPrefetchStatusItf prefetchItfs[MAX_NUMBER_PLAYERS];
45*bebae9c0SAndroid Build Coastguard Worker
46*bebae9c0SAndroid Build Coastguard Worker SLDataSource audioSource;
47*bebae9c0SAndroid Build Coastguard Worker SLDataLocator_URI uri;
48*bebae9c0SAndroid Build Coastguard Worker SLDataFormat_MIME mime;
49*bebae9c0SAndroid Build Coastguard Worker
50*bebae9c0SAndroid Build Coastguard Worker SLDataSink audioSink;
51*bebae9c0SAndroid Build Coastguard Worker SLDataLocator_OutputMix locator_outputmix;
52*bebae9c0SAndroid Build Coastguard Worker
53*bebae9c0SAndroid Build Coastguard Worker
54*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
55*bebae9c0SAndroid Build Coastguard Worker //* Exits the application if an error is encountered */
56*bebae9c0SAndroid Build Coastguard Worker #define CheckErr(x) ExitOnErrorFunc(x, -1, __LINE__)
57*bebae9c0SAndroid Build Coastguard Worker #define CheckErrPlyr(x, id) ExitOnErrorFunc(x, id, __LINE__)
58*bebae9c0SAndroid Build Coastguard Worker
ExitOnErrorFunc(SLresult result,int playerId,int line)59*bebae9c0SAndroid Build Coastguard Worker void ExitOnErrorFunc( SLresult result, int playerId, int line)
60*bebae9c0SAndroid Build Coastguard Worker {
61*bebae9c0SAndroid Build Coastguard Worker if (SL_RESULT_SUCCESS != result) {
62*bebae9c0SAndroid Build Coastguard Worker if (playerId == -1) {
63*bebae9c0SAndroid Build Coastguard Worker fprintf(stderr, "Error %u code encountered at line %d, exiting\n", result, line);
64*bebae9c0SAndroid Build Coastguard Worker } else {
65*bebae9c0SAndroid Build Coastguard Worker fprintf(stderr, "Error %u code encountered at line %d for player %d, exiting\n",
66*bebae9c0SAndroid Build Coastguard Worker result, line, playerId);
67*bebae9c0SAndroid Build Coastguard Worker }
68*bebae9c0SAndroid Build Coastguard Worker exit(EXIT_FAILURE);
69*bebae9c0SAndroid Build Coastguard Worker }
70*bebae9c0SAndroid Build Coastguard Worker }
71*bebae9c0SAndroid Build Coastguard Worker
72*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
73*bebae9c0SAndroid Build Coastguard Worker /* PrefetchStatusItf callback for an audio player */
PrefetchEventCallback(SLPrefetchStatusItf caller,void * pContext,SLuint32 event)74*bebae9c0SAndroid Build Coastguard Worker void PrefetchEventCallback( SLPrefetchStatusItf caller, void *pContext, SLuint32 event)
75*bebae9c0SAndroid Build Coastguard Worker {
76*bebae9c0SAndroid Build Coastguard Worker SLresult res;
77*bebae9c0SAndroid Build Coastguard Worker SLpermille level = 0;
78*bebae9c0SAndroid Build Coastguard Worker int* pPlayerId = (int*)pContext;
79*bebae9c0SAndroid Build Coastguard Worker res = (*caller)->GetFillLevel(caller, &level); CheckErrPlyr(res, *pPlayerId);
80*bebae9c0SAndroid Build Coastguard Worker SLuint32 status;
81*bebae9c0SAndroid Build Coastguard Worker //fprintf(stdout, "PrefetchEventCallback: received event %u\n", event);
82*bebae9c0SAndroid Build Coastguard Worker res = (*caller)->GetPrefetchStatus(caller, &status); CheckErrPlyr(res, *pPlayerId);
83*bebae9c0SAndroid Build Coastguard Worker if ((PREFETCHEVENT_ERROR_CANDIDATE == (event & PREFETCHEVENT_ERROR_CANDIDATE))
84*bebae9c0SAndroid Build Coastguard Worker && (level == 0) && (status == SL_PREFETCHSTATUS_UNDERFLOW)) {
85*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "PrefetchEventCallback: Error while prefetching data for player %d, "
86*bebae9c0SAndroid Build Coastguard Worker "exiting\n", *pPlayerId);
87*bebae9c0SAndroid Build Coastguard Worker exit(EXIT_FAILURE);
88*bebae9c0SAndroid Build Coastguard Worker }
89*bebae9c0SAndroid Build Coastguard Worker if (event & SL_PREFETCHEVENT_FILLLEVELCHANGE) {
90*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "PrefetchEventCallback: Buffer fill level is = %d for player %d\n",
91*bebae9c0SAndroid Build Coastguard Worker level, *pPlayerId);
92*bebae9c0SAndroid Build Coastguard Worker }
93*bebae9c0SAndroid Build Coastguard Worker if (event & SL_PREFETCHEVENT_STATUSCHANGE) {
94*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "PrefetchEventCallback: Prefetch Status is = %u for player %d\n",
95*bebae9c0SAndroid Build Coastguard Worker status, *pPlayerId);
96*bebae9c0SAndroid Build Coastguard Worker }
97*bebae9c0SAndroid Build Coastguard Worker }
98*bebae9c0SAndroid Build Coastguard Worker
99*bebae9c0SAndroid Build Coastguard Worker
100*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
101*bebae9c0SAndroid Build Coastguard Worker /* PlayItf callback for playback events */
PlayEventCallback(SLPlayItf caller,void * pContext,SLuint32 event)102*bebae9c0SAndroid Build Coastguard Worker void PlayEventCallback(
103*bebae9c0SAndroid Build Coastguard Worker SLPlayItf caller,
104*bebae9c0SAndroid Build Coastguard Worker void *pContext,
105*bebae9c0SAndroid Build Coastguard Worker SLuint32 event)
106*bebae9c0SAndroid Build Coastguard Worker {
107*bebae9c0SAndroid Build Coastguard Worker SLresult res;
108*bebae9c0SAndroid Build Coastguard Worker int* pPlayerId = (int*)pContext;
109*bebae9c0SAndroid Build Coastguard Worker if (SL_PLAYEVENT_HEADATEND & event) {
110*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "SL_PLAYEVENT_HEADATEND reached for player %d\n", *pPlayerId);
111*bebae9c0SAndroid Build Coastguard Worker //SignalEos();
112*bebae9c0SAndroid Build Coastguard Worker }
113*bebae9c0SAndroid Build Coastguard Worker
114*bebae9c0SAndroid Build Coastguard Worker if (SL_PLAYEVENT_HEADATNEWPOS & event) {
115*bebae9c0SAndroid Build Coastguard Worker SLmillisecond pMsec = 0;
116*bebae9c0SAndroid Build Coastguard Worker res = (*caller)->GetPosition(caller, &pMsec); CheckErrPlyr(res, *pPlayerId);
117*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "SL_PLAYEVENT_HEADATNEWPOS current position=%ums for player %d\n",
118*bebae9c0SAndroid Build Coastguard Worker pMsec, *pPlayerId);
119*bebae9c0SAndroid Build Coastguard Worker }
120*bebae9c0SAndroid Build Coastguard Worker
121*bebae9c0SAndroid Build Coastguard Worker if (SL_PLAYEVENT_HEADATMARKER & event) {
122*bebae9c0SAndroid Build Coastguard Worker SLmillisecond pMsec = 0;
123*bebae9c0SAndroid Build Coastguard Worker res = (*caller)->GetPosition(caller, &pMsec); CheckErrPlyr(res, *pPlayerId);
124*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "SL_PLAYEVENT_HEADATMARKER current position=%ums for player %d\n",
125*bebae9c0SAndroid Build Coastguard Worker pMsec, *pPlayerId);
126*bebae9c0SAndroid Build Coastguard Worker }
127*bebae9c0SAndroid Build Coastguard Worker }
128*bebae9c0SAndroid Build Coastguard Worker
129*bebae9c0SAndroid Build Coastguard Worker
130*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
TestSetup(const char * path)131*bebae9c0SAndroid Build Coastguard Worker void TestSetup(const char* path) {
132*bebae9c0SAndroid Build Coastguard Worker SLresult res;
133*bebae9c0SAndroid Build Coastguard Worker
134*bebae9c0SAndroid Build Coastguard Worker /* Create the engine */
135*bebae9c0SAndroid Build Coastguard Worker SLEngineOption EngineOption[] = {
136*bebae9c0SAndroid Build Coastguard Worker {(SLuint32) SL_ENGINEOPTION_THREADSAFE,
137*bebae9c0SAndroid Build Coastguard Worker (SLuint32) SL_BOOLEAN_TRUE}};
138*bebae9c0SAndroid Build Coastguard Worker
139*bebae9c0SAndroid Build Coastguard Worker res = slCreateEngine( &slEngine, 1, EngineOption, 0, NULL, NULL);
140*bebae9c0SAndroid Build Coastguard Worker CheckErr(res);
141*bebae9c0SAndroid Build Coastguard Worker /* Realizing the SL Engine in synchronous mode. */
142*bebae9c0SAndroid Build Coastguard Worker res = (*slEngine)->Realize(slEngine, SL_BOOLEAN_FALSE);
143*bebae9c0SAndroid Build Coastguard Worker CheckErr(res);
144*bebae9c0SAndroid Build Coastguard Worker /* Get the SL Engine Interface which is implicit */
145*bebae9c0SAndroid Build Coastguard Worker res = (*slEngine)->GetInterface(slEngine, SL_IID_ENGINE, (void*)&engineItf);
146*bebae9c0SAndroid Build Coastguard Worker CheckErr(res);
147*bebae9c0SAndroid Build Coastguard Worker
148*bebae9c0SAndroid Build Coastguard Worker /* Create Output Mix object to be used by player */
149*bebae9c0SAndroid Build Coastguard Worker res = (*engineItf)->CreateOutputMix(engineItf, &outputMix, 0,
150*bebae9c0SAndroid Build Coastguard Worker iidArray, required); CheckErr(res);
151*bebae9c0SAndroid Build Coastguard Worker /* Realizing the Output Mix object in synchronous mode. */
152*bebae9c0SAndroid Build Coastguard Worker res = (*outputMix)->Realize(outputMix, SL_BOOLEAN_FALSE);
153*bebae9c0SAndroid Build Coastguard Worker CheckErr(res);
154*bebae9c0SAndroid Build Coastguard Worker
155*bebae9c0SAndroid Build Coastguard Worker /* Setup the data source structure for the URI */
156*bebae9c0SAndroid Build Coastguard Worker // the syntax below is more future-proof than the individual field initialization
157*bebae9c0SAndroid Build Coastguard Worker // with regards to OpenSL ES 1.1 but adds scary compilation warnings
158*bebae9c0SAndroid Build Coastguard Worker //uri = { SL_DATALOCATOR_URI /*locatorType*/, (SLchar*) path /*URI*/ };
159*bebae9c0SAndroid Build Coastguard Worker //mime = { /*formatType*/ SL_DATAFORMAT_MIME, /*mimeType*/ (SLchar*)NULL,
160*bebae9c0SAndroid Build Coastguard Worker // /*containerType*/ SL_CONTAINERTYPE_UNSPECIFIED };
161*bebae9c0SAndroid Build Coastguard Worker uri.locatorType = SL_DATALOCATOR_URI;
162*bebae9c0SAndroid Build Coastguard Worker uri.URI = (SLchar*) path;
163*bebae9c0SAndroid Build Coastguard Worker mime.formatType = SL_DATAFORMAT_MIME;
164*bebae9c0SAndroid Build Coastguard Worker mime.mimeType = (SLchar*)NULL;
165*bebae9c0SAndroid Build Coastguard Worker mime.containerType = SL_CONTAINERTYPE_UNSPECIFIED;
166*bebae9c0SAndroid Build Coastguard Worker
167*bebae9c0SAndroid Build Coastguard Worker audioSource.pFormat = (void *)&mime;
168*bebae9c0SAndroid Build Coastguard Worker audioSource.pLocator = (void *)&uri;
169*bebae9c0SAndroid Build Coastguard Worker
170*bebae9c0SAndroid Build Coastguard Worker /* Setup the data sink structure */
171*bebae9c0SAndroid Build Coastguard Worker locator_outputmix.locatorType = SL_DATALOCATOR_OUTPUTMIX;
172*bebae9c0SAndroid Build Coastguard Worker locator_outputmix.outputMix = outputMix;
173*bebae9c0SAndroid Build Coastguard Worker audioSink.pLocator = (void *)&locator_outputmix;
174*bebae9c0SAndroid Build Coastguard Worker audioSink.pFormat = NULL;
175*bebae9c0SAndroid Build Coastguard Worker
176*bebae9c0SAndroid Build Coastguard Worker /* Initialize arrays required[] and iidArray[] */
177*bebae9c0SAndroid Build Coastguard Worker for (int i=0 ; i < MAX_NUMBER_INTERFACES ; i++) {
178*bebae9c0SAndroid Build Coastguard Worker required[i] = SL_BOOLEAN_FALSE;
179*bebae9c0SAndroid Build Coastguard Worker iidArray[i] = SL_IID_NULL;
180*bebae9c0SAndroid Build Coastguard Worker }
181*bebae9c0SAndroid Build Coastguard Worker /* Set arrays required[] and iidArray[] for VOLUME and PREFETCHSTATUS interface */
182*bebae9c0SAndroid Build Coastguard Worker required[0] = SL_BOOLEAN_TRUE;
183*bebae9c0SAndroid Build Coastguard Worker iidArray[0] = SL_IID_VOLUME;
184*bebae9c0SAndroid Build Coastguard Worker required[1] = SL_BOOLEAN_TRUE;
185*bebae9c0SAndroid Build Coastguard Worker iidArray[1] = SL_IID_PREFETCHSTATUS;
186*bebae9c0SAndroid Build Coastguard Worker
187*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "TestSetup(%s) completed\n", path);
188*bebae9c0SAndroid Build Coastguard Worker }
189*bebae9c0SAndroid Build Coastguard Worker
190*bebae9c0SAndroid Build Coastguard Worker
191*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
TestTeardown()192*bebae9c0SAndroid Build Coastguard Worker void TestTeardown() {
193*bebae9c0SAndroid Build Coastguard Worker /* Destroy Output Mix object */
194*bebae9c0SAndroid Build Coastguard Worker (*outputMix)->Destroy(outputMix);
195*bebae9c0SAndroid Build Coastguard Worker
196*bebae9c0SAndroid Build Coastguard Worker /* Shutdown OpenSL ES */
197*bebae9c0SAndroid Build Coastguard Worker (*slEngine)->Destroy(slEngine);
198*bebae9c0SAndroid Build Coastguard Worker }
199*bebae9c0SAndroid Build Coastguard Worker
200*bebae9c0SAndroid Build Coastguard Worker
201*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
202*bebae9c0SAndroid Build Coastguard Worker /**
203*bebae9c0SAndroid Build Coastguard Worker * Create a player and, if the creation is successful,
204*bebae9c0SAndroid Build Coastguard Worker * configure it, and start playing.
205*bebae9c0SAndroid Build Coastguard Worker */
CreatePlayer(int playerId)206*bebae9c0SAndroid Build Coastguard Worker void CreatePlayer(int playerId) {
207*bebae9c0SAndroid Build Coastguard Worker SLresult res;
208*bebae9c0SAndroid Build Coastguard Worker playerNum[playerId] = playerId;
209*bebae9c0SAndroid Build Coastguard Worker
210*bebae9c0SAndroid Build Coastguard Worker /* Create the audio player */
211*bebae9c0SAndroid Build Coastguard Worker res = (*engineItf)->CreateAudioPlayer(engineItf, &audioPlayer[playerId],
212*bebae9c0SAndroid Build Coastguard Worker &audioSource, &audioSink, MAX_NUMBER_INTERFACES, iidArray, required);
213*bebae9c0SAndroid Build Coastguard Worker if (SL_RESULT_SUCCESS != res) {
214*bebae9c0SAndroid Build Coastguard Worker // do not abort the test, just flag the player as not a candidate for destruction
215*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "CreateAudioPlayer for player %d failed\n", playerId);
216*bebae9c0SAndroid Build Coastguard Worker validplayer[playerId] = false;
217*bebae9c0SAndroid Build Coastguard Worker return;
218*bebae9c0SAndroid Build Coastguard Worker }
219*bebae9c0SAndroid Build Coastguard Worker validplayer[playerId] = true;
220*bebae9c0SAndroid Build Coastguard Worker
221*bebae9c0SAndroid Build Coastguard Worker /* Realizing the player in synchronous mode. */
222*bebae9c0SAndroid Build Coastguard Worker res = (*audioPlayer[playerId])->Realize(audioPlayer[playerId], SL_BOOLEAN_FALSE);
223*bebae9c0SAndroid Build Coastguard Worker if (SL_RESULT_SUCCESS != res) {
224*bebae9c0SAndroid Build Coastguard Worker // do not abort the test, just stop the player initialization here
225*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Realize for player %d failed\n", playerId);
226*bebae9c0SAndroid Build Coastguard Worker // this player is still a candidate for destruction
227*bebae9c0SAndroid Build Coastguard Worker return;
228*bebae9c0SAndroid Build Coastguard Worker }
229*bebae9c0SAndroid Build Coastguard Worker // after this point, any failure is a test failure
230*bebae9c0SAndroid Build Coastguard Worker
231*bebae9c0SAndroid Build Coastguard Worker /* Get interfaces */
232*bebae9c0SAndroid Build Coastguard Worker res = (*audioPlayer[playerId])->GetInterface(audioPlayer[playerId], SL_IID_PLAY,
233*bebae9c0SAndroid Build Coastguard Worker (void*)&playItfs[playerId]);
234*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
235*bebae9c0SAndroid Build Coastguard Worker
236*bebae9c0SAndroid Build Coastguard Worker res = (*audioPlayer[playerId])->GetInterface(audioPlayer[playerId], SL_IID_VOLUME,
237*bebae9c0SAndroid Build Coastguard Worker (void*)&volItfs[playerId]);
238*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
239*bebae9c0SAndroid Build Coastguard Worker
240*bebae9c0SAndroid Build Coastguard Worker res = (*audioPlayer[playerId])->GetInterface(audioPlayer[playerId], SL_IID_PREFETCHSTATUS,
241*bebae9c0SAndroid Build Coastguard Worker (void*)&prefetchItfs[playerId]);
242*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
243*bebae9c0SAndroid Build Coastguard Worker res = (*prefetchItfs[playerId])->RegisterCallback(prefetchItfs[playerId], PrefetchEventCallback,
244*bebae9c0SAndroid Build Coastguard Worker &playerNum[playerId]);
245*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
246*bebae9c0SAndroid Build Coastguard Worker res = (*prefetchItfs[playerId])->SetCallbackEventsMask(prefetchItfs[playerId],
247*bebae9c0SAndroid Build Coastguard Worker SL_PREFETCHEVENT_FILLLEVELCHANGE | SL_PREFETCHEVENT_STATUSCHANGE);
248*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
249*bebae9c0SAndroid Build Coastguard Worker
250*bebae9c0SAndroid Build Coastguard Worker /* Set the player volume */
251*bebae9c0SAndroid Build Coastguard Worker res = (*volItfs[playerId])->SetVolumeLevel( volItfs[playerId], -300);
252*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
253*bebae9c0SAndroid Build Coastguard Worker
254*bebae9c0SAndroid Build Coastguard Worker /* Set up the player callback to get events during the decoding */
255*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->SetMarkerPosition(playItfs[playerId], 2000);
256*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
257*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->SetPositionUpdatePeriod(playItfs[playerId], 500);
258*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
259*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->SetCallbackEventsMask(playItfs[playerId],
260*bebae9c0SAndroid Build Coastguard Worker SL_PLAYEVENT_HEADATMARKER | SL_PLAYEVENT_HEADATNEWPOS | SL_PLAYEVENT_HEADATEND);
261*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
262*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->RegisterCallback(playItfs[playerId], PlayEventCallback,
263*bebae9c0SAndroid Build Coastguard Worker &playerNum[playerId]);
264*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
265*bebae9c0SAndroid Build Coastguard Worker
266*bebae9c0SAndroid Build Coastguard Worker /* Configure fill level updates every 5 percent */
267*bebae9c0SAndroid Build Coastguard Worker (*prefetchItfs[playerId])->SetFillUpdatePeriod(prefetchItfs[playerId], 50);
268*bebae9c0SAndroid Build Coastguard Worker
269*bebae9c0SAndroid Build Coastguard Worker /* Play the URI */
270*bebae9c0SAndroid Build Coastguard Worker /* first cause the player to prefetch the data */
271*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Setting player %d to PAUSED\n", playerId);
272*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->SetPlayState( playItfs[playerId], SL_PLAYSTATE_PAUSED );
273*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
274*bebae9c0SAndroid Build Coastguard Worker /* wait until there's data to play */
275*bebae9c0SAndroid Build Coastguard Worker SLuint32 prefetchStatus = SL_PREFETCHSTATUS_UNDERFLOW;
276*bebae9c0SAndroid Build Coastguard Worker SLuint32 timeOutIndex = 10; // 1s, should be enough for a local file
277*bebae9c0SAndroid Build Coastguard Worker while ((prefetchStatus != SL_PREFETCHSTATUS_SUFFICIENTDATA) && (timeOutIndex > 0)) {
278*bebae9c0SAndroid Build Coastguard Worker usleep(100 * 1000);
279*bebae9c0SAndroid Build Coastguard Worker res = (*prefetchItfs[playerId])->GetPrefetchStatus(prefetchItfs[playerId], &prefetchStatus);
280*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
281*bebae9c0SAndroid Build Coastguard Worker timeOutIndex--;
282*bebae9c0SAndroid Build Coastguard Worker }
283*bebae9c0SAndroid Build Coastguard Worker
284*bebae9c0SAndroid Build Coastguard Worker if (timeOutIndex == 0) {
285*bebae9c0SAndroid Build Coastguard Worker fprintf(stderr, "Prefetch timed out for player %d\n", playerId);
286*bebae9c0SAndroid Build Coastguard Worker return;
287*bebae9c0SAndroid Build Coastguard Worker }
288*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->SetPlayState( playItfs[playerId], SL_PLAYSTATE_PLAYING );
289*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
290*bebae9c0SAndroid Build Coastguard Worker
291*bebae9c0SAndroid Build Coastguard Worker /* Display duration */
292*bebae9c0SAndroid Build Coastguard Worker SLmillisecond durationInMsec = SL_TIME_UNKNOWN;
293*bebae9c0SAndroid Build Coastguard Worker res = (*playItfs[playerId])->GetDuration(playItfs[playerId], &durationInMsec);
294*bebae9c0SAndroid Build Coastguard Worker CheckErrPlyr(res, playerId);
295*bebae9c0SAndroid Build Coastguard Worker if (durationInMsec == SL_TIME_UNKNOWN) {
296*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Content duration is unknown for player %d\n", playerId);
297*bebae9c0SAndroid Build Coastguard Worker } else {
298*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Content duration is %u ms for player %d\n", durationInMsec, playerId);
299*bebae9c0SAndroid Build Coastguard Worker }
300*bebae9c0SAndroid Build Coastguard Worker }
301*bebae9c0SAndroid Build Coastguard Worker
302*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
DestroyPlayer(int playerId)303*bebae9c0SAndroid Build Coastguard Worker void DestroyPlayer(int playerId) {
304*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "About to destroy player %d\n", playerId);
305*bebae9c0SAndroid Build Coastguard Worker /* Destroy the player */
306*bebae9c0SAndroid Build Coastguard Worker (*audioPlayer[playerId])->Destroy(audioPlayer[playerId]);
307*bebae9c0SAndroid Build Coastguard Worker }
308*bebae9c0SAndroid Build Coastguard Worker
309*bebae9c0SAndroid Build Coastguard Worker
310*bebae9c0SAndroid Build Coastguard Worker //-----------------------------------------------------------------
main(int argc,char * const argv[])311*bebae9c0SAndroid Build Coastguard Worker int main(int argc, char* const argv[])
312*bebae9c0SAndroid Build Coastguard Worker {
313*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "OpenSL ES test %s: creates and destroys as many ", argv[0]);
314*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "AudioPlayer objects as possible (max=%d)\n\n", MAX_NUMBER_PLAYERS);
315*bebae9c0SAndroid Build Coastguard Worker
316*bebae9c0SAndroid Build Coastguard Worker if (argc == 1) {
317*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Usage: %s path \n\t%s url\n", argv[0], argv[0]);
318*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "Example: \"%s /sdcard/my.mp3\" or \"%s file:///sdcard/my.mp3\"\n",
319*bebae9c0SAndroid Build Coastguard Worker argv[0], argv[0]);
320*bebae9c0SAndroid Build Coastguard Worker exit(EXIT_FAILURE);
321*bebae9c0SAndroid Build Coastguard Worker }
322*bebae9c0SAndroid Build Coastguard Worker
323*bebae9c0SAndroid Build Coastguard Worker TestSetup(argv[1]);
324*bebae9c0SAndroid Build Coastguard Worker
325*bebae9c0SAndroid Build Coastguard Worker for (int i=0 ; i<MAX_NUMBER_PLAYERS ; i++) {
326*bebae9c0SAndroid Build Coastguard Worker CreatePlayer(i);
327*bebae9c0SAndroid Build Coastguard Worker }
328*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "After creating %d AudioPlayers\n", MAX_NUMBER_PLAYERS);
329*bebae9c0SAndroid Build Coastguard Worker
330*bebae9c0SAndroid Build Coastguard Worker /* Wait for an arbitrary amount of time. if playing a long file, the players will still
331*bebae9c0SAndroid Build Coastguard Worker be playing while the destructions start. */
332*bebae9c0SAndroid Build Coastguard Worker usleep(10*1000*1000); // 10s
333*bebae9c0SAndroid Build Coastguard Worker
334*bebae9c0SAndroid Build Coastguard Worker for (int i=0 ; i<MAX_NUMBER_PLAYERS ; i++) {
335*bebae9c0SAndroid Build Coastguard Worker if (validplayer[i]) {
336*bebae9c0SAndroid Build Coastguard Worker DestroyPlayer(i);
337*bebae9c0SAndroid Build Coastguard Worker }
338*bebae9c0SAndroid Build Coastguard Worker }
339*bebae9c0SAndroid Build Coastguard Worker fprintf(stdout, "After destroying valid players among %d AudioPlayers\n", MAX_NUMBER_PLAYERS);
340*bebae9c0SAndroid Build Coastguard Worker
341*bebae9c0SAndroid Build Coastguard Worker TestTeardown();
342*bebae9c0SAndroid Build Coastguard Worker
343*bebae9c0SAndroid Build Coastguard Worker return EXIT_SUCCESS;
344*bebae9c0SAndroid Build Coastguard Worker }
345