Commit db10a6ee authored by Jason Simmons's avatar Jason Simmons

Update SoundEffectPlayer to use the SoundPool API

parent 640c609f
...@@ -7,8 +7,8 @@ dependencies: ...@@ -7,8 +7,8 @@ dependencies:
collection: '>=1.1.3 <2.0.0' collection: '>=1.1.3 <2.0.0'
intl: '>=0.12.4+2 <0.13.0' intl: '>=0.12.4+2 <0.13.0'
material_design_icons: '>=0.0.3 <0.1.0' material_design_icons: '>=0.0.3 <0.1.0'
sky_engine: 0.0.71 sky_engine: 0.0.72
sky_services: 0.0.71 sky_services: 0.0.72
vector_math: '>=1.4.3 <2.0.0' vector_math: '>=1.4.3 <2.0.0'
# To pin the transitive dependency through mojo_sdk. # To pin the transitive dependency through mojo_sdk.
......
part of flutter_sprites; part of flutter_sprites;
// TODO: The sound effects should probably use Android's SoundPool instead of /// An audio asset loaded by the SoundEffectPlayer.
// MediaPlayer as it is more efficient and flexible for playing back sound effects
typedef void SoundEffectStreamCallback(SoundEffectStream stream);
class SoundEffect { class SoundEffect {
SoundEffect(this._pipeFuture); SoundEffect(this._soundId);
// TODO: Remove load method from SoundEffect
Future load() async {
_data = await _pipeFuture;
}
Future<MojoDataPipeConsumer> _pipeFuture; int _soundId;
MojoDataPipeConsumer _data;
} }
/// A sound being played by the SoundEffectPlayer.
class SoundEffectStream { class SoundEffectStream {
SoundEffectStream( SoundEffectStream(SoundEffectPlayer player, int streamId, {
this.sound, double leftVolume,
this.loop, double rightVolume,
this.volume, double pitch
this.pitch, }) {
this.pan, _player = player;
this.onSoundComplete _streamId = streamId;
); _paused = false;
_leftVolume = leftVolume;
// TODO: Make these properties work _rightVolume = rightVolume;
SoundEffect sound; _pitch = pitch;
bool playing = false; }
bool loop = false;
double volume = 1.0;
double pitch = 1.0;
double pan = 0.0;
// TODO: Implement completion callback. On completion, sounds should
// also be removed from the list of playing sounds.
SoundEffectStreamCallback onSoundComplete;
MediaPlayerProxy _player; SoundEffectPlayer _player;
} int _streamId;
SoundEffectPlayer _sharedSoundEffectPlayer; SoundPoolProxy get _soundPool => _player._soundPool;
class SoundEffectPlayer { void stop() {
_soundPool.ptr.stop(_streamId);
}
static SoundEffectPlayer sharedInstance() { bool get paused => _paused;
if (_sharedSoundEffectPlayer == null) { bool _paused;
_sharedSoundEffectPlayer = new SoundEffectPlayer(); void set paused(bool value) {
_paused = value;
if (_paused) {
_soundPool.ptr.pause(_streamId);
} else {
_soundPool.ptr.resume(_streamId);
} }
return _sharedSoundEffectPlayer;
} }
SoundEffectPlayer() { double get leftVolume => _leftVolume;
_mediaService = new MediaServiceProxy.unbound(); double _leftVolume;
shell.connectToService(null, _mediaService); void set leftVolume(double value) {
_leftVolume = value;
_soundPool.ptr.setVolume(_streamId, <double>[_leftVolume, _rightVolume]);
} }
MediaServiceProxy _mediaService; double get rightVolume => _rightVolume;
List<SoundEffectStream> _soundEffectStreams = <SoundEffectStream>[]; double _rightVolume;
void set rightVolume(double value) {
_rightVolume = value;
_soundPool.ptr.setVolume(_streamId, <double>[_leftVolume, _rightVolume]);
}
// TODO: This should no longer be needed when moving to SoundPool backing double get pitch => _pitch;
Map<SoundEffect,MediaPlayerProxy> _mediaPlayers = <SoundEffect, MediaPlayerProxy>{}; double _pitch;
void set pitch(double value) {
_pitch = value;
_soundPool.ptr.setRate(_streamId, _pitch);
}
}
Future _prepare(SoundEffectStream playingSound) async { class SoundEffectPlayer {
await playingSound._player.ptr.prepare(playingSound.sound._data); SoundEffectPlayer(int maxStreams) {
MediaServiceProxy mediaService = new MediaServiceProxy.unbound();
shell.connectToService(null, mediaService);
_soundPool = new SoundPoolProxy.unbound();
mediaService.ptr.createSoundPool(_soundPool, maxStreams);
} }
// TODO: Move sound loading here SoundPoolProxy _soundPool;
// TODO: Support loading sounds from bundles bool _paused;
// Future<SoundEffect> load(url) async { int _nextStreamId = 0;
// ...
// }
// TODO: Add sound unloader Future<SoundEffect> load(MojoDataPipeConsumer data) async {
// unload(SoundEffect effect) { SoundPoolLoadResponseParams result = await _soundPool.ptr.load(data);
// ... if (result.success)
// } return new SoundEffect(result.soundId);
// TODO: Add paused property (should pause playback of all sounds) throw new Exception('Unable to load sound');
bool paused; }
SoundEffectStream play( Future<SoundEffectStream> play(SoundEffect sound, {
SoundEffect sound, double leftVolume: 1.0,
[bool loop = false, double rightVolume: 1.0,
double volume = 1.0, bool loop: false,
double pitch = 1.0, double pitch: 1.0
double pan = 0.0, }) async {
SoundEffectStreamCallback callback = null]) { int streamId = _nextStreamId++;
SoundPoolPlayResponseParams result = await _soundPool.ptr.play(
// Create new PlayingSound object sound._soundId, streamId, <double>[leftVolume, rightVolume], loop, pitch
SoundEffectStream playingSound = new SoundEffectStream(
sound,
loop,
volume,
pitch,
pan,
callback
); );
// TODO: Replace this with calls to SoundPool if (result.success) {
if (_mediaPlayers[sound] == null) { return new SoundEffectStream(this, streamId,
// Create player leftVolume: leftVolume,
playingSound._player = new MediaPlayerProxy.unbound(); rightVolume: rightVolume,
_mediaService.ptr.createPlayer(playingSound._player); pitch: pitch
);
// Prepare sound, then play it
_prepare(playingSound).then((_) {
playingSound._player.ptr.seekTo(0);
playingSound._player.ptr.start();
});
_soundEffectStreams.add(playingSound);
_mediaPlayers[sound] = playingSound._player;
} else {
// Reuse player
playingSound._player = _mediaPlayers[sound];
playingSound._player.ptr.seekTo(0);
playingSound._player.ptr.start();
} }
return playingSound; throw new Exception('Unable to play sound');
} }
void stop(SoundEffectStream stream) { bool get paused => _paused;
stream._player.ptr.pause();
_soundEffectStreams.remove(stream);
}
void stopAll() { void set paused(bool value) {
for (SoundEffectStream playingSound in _soundEffectStreams) { _paused = value;
playingSound._player.ptr.pause(); if (_paused) {
_soundPool.ptr.pauseAll();
} else {
_soundPool.ptr.resumeAll();
} }
_soundEffectStreams = <SoundEffectStream>[];
} }
} }
......
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment