FileDocCategorySizeDatePackage
SoundPool.javaAPI DocAndroid 1.5 API16090Wed May 06 22:42:00 BST 2009android.media

SoundPool

public class SoundPool extends Object
The SoundPool class manages and plays audio resources for applications.

A SoundPool is a collection of 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 MediaPlayer service to decode the audio into a raw 16-bit PCM mono or stereo stream. This allows applications to ship with compressed streams without having to suffer the CPU load and latency of decompressing during playback.

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.

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.

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.

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.

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.

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.

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 be 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.

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.

Fields Summary
private static final String
TAG
private int
mNativeContext
Constructors Summary
public SoundPool(int maxStreams, int streamType, int srcQuality)
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

 // accessed by native methods

                                                                                                                                                  
           
        native_setup(new WeakReference<SoundPool>(this), maxStreams, streamType, srcQuality);
    
Methods Summary
private final native int_load(java.lang.String uri, int priority)

private final native int_load(java.io.FileDescriptor fd, long offset, long length, int priority)

protected voidfinalize()

 release(); 
public intload(java.lang.String path, int priority)
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.

        // pass network streams to player
        if (path.startsWith("http:"))
            return _load(path, priority);

        // try local path
        int id = 0;
        try {
            File f = new File(path);
            if (f != null) {
                ParcelFileDescriptor fd = ParcelFileDescriptor.open(f, ParcelFileDescriptor.MODE_READ_ONLY);
                if (fd != null) {
                    id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
                    //Log.v(TAG, "close fd");
                    fd.close();
                }
            }
        } catch (java.io.IOException e) {}
        return id;
    
public intload(android.content.Context context, int resId, int priority)
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.

        AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
        int id = 0;
        if (afd != null) {
            id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
            try {
                //Log.v(TAG, "close fd");
                afd.close();
            } catch (java.io.IOException ex) {
                //Log.d(TAG, "close failed:", ex);
            }
        }
        return id;
    
public intload(android.content.res.AssetFileDescriptor afd, int priority)
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.

        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;
        }
    
public intload(java.io.FileDescriptor fd, long offset, long length, int priority)
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.

        return _load(fd, offset, length, priority);
    
private final native voidnative_setup(java.lang.Object mediaplayer_this, int maxStreams, int streamType, int srcQuality)

public final native voidpause(int streamID)
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 final native intplay(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)
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 native voidrelease()
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 native voidresume(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 final native voidsetLoop(int streamID, int loop)
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 final native voidsetPriority(int streamID, int priority)
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 final native voidsetRate(int streamID, float rate)
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 final native voidsetVolume(int streamID, float leftVolume, float rightVolume)
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 native voidstop(int streamID)
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 final native booleanunload(int soundID)
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