1 /*
2  * Copyright (C) 2007 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 package android.media;
18 
19 import static android.media.AudioManager.AUDIO_SESSION_ID_GENERATE;
20 
21 import android.annotation.NonNull;
22 import android.annotation.Nullable;
23 import android.content.Context;
24 import android.content.res.AssetFileDescriptor;
25 import android.os.Handler;
26 import android.os.Looper;
27 import android.os.Message;
28 import android.os.ParcelFileDescriptor;
29 import android.util.AndroidRuntimeException;
30 import android.util.Log;
31 
32 import java.io.File;
33 import java.io.FileDescriptor;
34 import java.util.Objects;
35 import java.util.concurrent.atomic.AtomicReference;
36 
37 
38 /**
39  * The SoundPool class manages and plays audio resources for applications.
40  *
41  * <p>A SoundPool is a collection of sound samples that can be loaded into memory
42  * from a resource inside the APK or from a file in the file system. The
43  * SoundPool library uses the MediaCodec service to decode the audio
44  * into raw 16-bit PCM. This allows applications
45  * to ship with compressed streams without having to suffer the CPU load
46  * and latency of decompressing during playback.</p>
47  *
48  * <p>Soundpool sounds are expected to be short as they are
49  * predecoded into memory. Each decoded sound is internally limited to one
50  * megabyte storage, which represents approximately 5.6 seconds at 44.1kHz stereo
51  * (the duration is proportionally longer at lower sample rates or
52  * a channel mask of mono). A decoded audio sound will be truncated if it would
53  * exceed the per-sound one megabyte storage space.</p>
54  *
55  * <p>In addition to low-latency playback, SoundPool can also manage the number
56  * of audio streams being rendered at once. When the SoundPool object is
57  * constructed, the maxStreams parameter sets the maximum number of streams
58  * that can be played at a time from this single SoundPool. SoundPool tracks
59  * the number of active streams. If the maximum number of streams is exceeded,
60  * SoundPool will automatically stop a previously playing stream based first
61  * on priority and then by age within that priority. Limiting the maximum
62  * number of streams helps to cap CPU loading and reducing the likelihood that
63  * audio mixing will impact visuals or UI performance.</p>
64  *
65  * <p>Sounds can be looped by setting a non-zero loop value. A value of -1
66  * causes the sound to loop forever. In this case, the application must
67  * explicitly call the stop() function to stop the sound. Any other non-zero
68  * value will cause the sound to repeat the specified number of times, e.g.
69  * a value of 3 causes the sound to play a total of 4 times.</p>
70  *
71  * <p>The playback rate can also be changed. A playback rate of 1.0 causes
72  * the sound to play at its original frequency (resampled, if necessary,
73  * to the hardware output frequency). A playback rate of 2.0 causes the
74  * sound to play at twice its original frequency, and a playback rate of
75  * 0.5 causes it to play at half its original frequency. The playback
76  * rate range is 0.5 to 2.0.</p>
77  *
78  * <p>Priority runs low to high, i.e. higher numbers are higher priority.
79  * Priority is used when a call to play() would cause the number of active
80  * streams to exceed the value established by the maxStreams parameter when
81  * the SoundPool was created. In this case, the stream allocator will stop
82  * the lowest priority stream. If there are multiple streams with the same
83  * low priority, it will choose the oldest stream to stop. In the case
84  * where the priority of the new stream is lower than all the active
85  * streams, the new sound will not play and the play() function will return
86  * a streamID of zero.</p>
87  *
88  * <p>Let's examine a typical use case: A game consists of several levels of
89  * play. For each level, there is a set of unique sounds that are used only
90  * by that level. In this case, the game logic should create a new SoundPool
91  * object when the first level is loaded. The level data itself might contain
92  * the list of sounds to be used by this level. The loading logic iterates
93  * through the list of sounds calling the appropriate SoundPool.load()
94  * function. This should typically be done early in the process to allow time
95  * for decompressing the audio to raw PCM format before they are needed for
96  * playback.</p>
97  *
98  * <p>Once the sounds are loaded and play has started, the application can
99  * trigger sounds by calling SoundPool.play(). Playing streams can be
100  * paused or resumed, and the application can also alter the pitch by
101  * adjusting the playback rate in real-time for doppler or synthesis
102  * effects.</p>
103  *
104  * <p>Note that since streams can be stopped due to resource constraints, the
105  * streamID is a reference to a particular instance of a stream. If the stream
106  * is stopped to allow a higher priority stream to play, the stream is no
107  * longer valid. However, the application is allowed to call methods on
108  * the streamID without error. This may help simplify program logic since
109  * the application need not concern itself with the stream lifecycle.</p>
110  *
111  * <p>In our example, when the player has completed the level, the game
112  * logic should call SoundPool.release() to release all the native resources
113  * in use and then set the SoundPool reference to null. If the player starts
114  * another level, a new SoundPool is created, sounds are loaded, and play
115  * resumes.</p>
116  */
117 public class SoundPool extends PlayerBase {
118     static { System.loadLibrary("soundpool"); }
119 
120     // SoundPool messages
121     //
122     // must match SoundPool.h
123     private static final int SAMPLE_LOADED = 1;
124 
125     private final static String TAG = "SoundPool";
126     private final static boolean DEBUG = Log.isLoggable(TAG, Log.DEBUG);
127 
128     private final AtomicReference<EventHandler> mEventHandler = new AtomicReference<>(null);
129 
130     private long mNativeContext; // accessed by native methods
131 
132     private boolean mHasAppOpsPlayAudio;
133 
134     private final AudioAttributes mAttributes;
135 
136     /**
137      * Constructor. Constructs a SoundPool object with the following
138      * characteristics:
139      *
140      * @param maxStreams the maximum number of simultaneous streams for this
141      *                   SoundPool object
142      * @param streamType the audio stream type as described in AudioManager
143      *                   For example, game applications will normally use
144      *                   {@link AudioManager#STREAM_MUSIC}.
145      * @param srcQuality the sample-rate converter quality. Currently has no
146      *                   effect. Use 0 for the default.
147      * @return a SoundPool object, or null if creation failed
148      * @deprecated use {@link SoundPool.Builder} instead to create and configure a
149      *     SoundPool instance
150      */
SoundPool(int maxStreams, int streamType, int srcQuality)151     public SoundPool(int maxStreams, int streamType, int srcQuality) {
152         this(/*context=*/null, maxStreams,
153                 new AudioAttributes.Builder().setInternalLegacyStreamType(streamType).build(),
154                 AUDIO_SESSION_ID_GENERATE);
155         PlayerBase.deprecateStreamTypeForPlayback(streamType, "SoundPool", "SoundPool()");
156     }
157 
SoundPool(@ullable Context context, int maxStreams, @NonNull AudioAttributes attributes, int sessionId)158     private SoundPool(@Nullable Context context, int maxStreams,
159             @NonNull AudioAttributes attributes, int sessionId) {
160         super(attributes, AudioPlaybackConfiguration.PLAYER_TYPE_JAM_SOUNDPOOL);
161 
162         // do native setup
163         if (native_setup(maxStreams, attributes, getCurrentOpPackageName()) != 0) {
164             throw new RuntimeException("Native setup failed");
165         }
166         mAttributes = attributes;
167 
168         baseRegisterPlayer(resolvePlaybackSessionId(context, sessionId));
169     }
170 
171     /**
172      * Release the SoundPool resources.
173      *
174      * Release all memory and native resources used by the SoundPool
175      * object. The SoundPool can no longer be used and the reference
176      * should be set to null.
177      */
release()178     public final void release() {
179         baseRelease();
180         native_release();
181     }
182 
native_release()183     private native final void native_release();
184 
finalize()185     protected void finalize() { release(); }
186 
187     /**
188      * Load the sound from the specified path.
189      *
190      * @param path the path to the audio file
191      * @param priority the priority of the sound. Currently has no effect. Use
192      *                 a value of 1 for future compatibility.
193      * @return a sound ID. This value can be used to play or unload the sound.
194      */
load(String path, int priority)195     public int load(String path, int priority) {
196         int id = 0;
197         try {
198             File f = new File(path);
199             ParcelFileDescriptor fd = ParcelFileDescriptor.open(f,
200                     ParcelFileDescriptor.MODE_READ_ONLY);
201             if (fd != null) {
202                 id = _load(fd.getFileDescriptor(), 0, f.length(), priority);
203                 fd.close();
204             }
205         } catch (java.io.IOException e) {
206             Log.e(TAG, "error loading " + path);
207         }
208         return id;
209     }
210 
211     /**
212      * Load the sound from the specified APK resource.
213      *
214      * Note that the extension is dropped. For example, if you want to load
215      * a sound from the raw resource file "explosion.mp3", you would specify
216      * "R.raw.explosion" as the resource ID. Note that this means you cannot
217      * have both an "explosion.wav" and an "explosion.mp3" in the res/raw
218      * directory.
219      *
220      * @param context the application context
221      * @param resId the resource ID
222      * @param priority the priority of the sound. Currently has no effect. Use
223      *                 a value of 1 for future compatibility.
224      * @return a sound ID. This value can be used to play or unload the sound.
225      */
load(Context context, int resId, int priority)226     public int load(Context context, int resId, int priority) {
227         AssetFileDescriptor afd = context.getResources().openRawResourceFd(resId);
228         int id = 0;
229         if (afd != null) {
230             id = _load(afd.getFileDescriptor(), afd.getStartOffset(), afd.getLength(), priority);
231             try {
232                 afd.close();
233             } catch (java.io.IOException ex) {
234                 //Log.d(TAG, "close failed:", ex);
235             }
236         }
237         return id;
238     }
239 
240     /**
241      * Load the sound from an asset file descriptor.
242      *
243      * @param afd an asset file descriptor
244      * @param priority the priority of the sound. Currently has no effect. Use
245      *                 a value of 1 for future compatibility.
246      * @return a sound ID. This value can be used to play or unload the sound.
247      */
load(AssetFileDescriptor afd, int priority)248     public int load(AssetFileDescriptor afd, int priority) {
249         if (afd != null) {
250             long len = afd.getLength();
251             if (len < 0) {
252                 throw new AndroidRuntimeException("no length for fd");
253             }
254             return _load(afd.getFileDescriptor(), afd.getStartOffset(), len, priority);
255         } else {
256             return 0;
257         }
258     }
259 
260     /**
261      * Load the sound from a FileDescriptor.
262      *
263      * This version is useful if you store multiple sounds in a single
264      * binary. The offset specifies the offset from the start of the file
265      * and the length specifies the length of the sound within the file.
266      *
267      * @param fd a FileDescriptor object
268      * @param offset offset to the start of the sound
269      * @param length length of the sound
270      * @param priority the priority of the sound. Currently has no effect. Use
271      *                 a value of 1 for future compatibility.
272      * @return a sound ID. This value can be used to play or unload the sound.
273      */
load(FileDescriptor fd, long offset, long length, int priority)274     public int load(FileDescriptor fd, long offset, long length, int priority) {
275         return _load(fd, offset, length, priority);
276     }
277 
278     /**
279      * Unload a sound from a sound ID.
280      *
281      * Unloads the sound specified by the soundID. This is the value
282      * returned by the load() function. Returns true if the sound is
283      * successfully unloaded, false if the sound was already unloaded.
284      *
285      * @param soundID a soundID returned by the load() function
286      * @return true if just unloaded, false if previously unloaded
287      */
unload(int soundID)288     public native final boolean unload(int soundID);
289 
290     /**
291      * Play a sound from a sound ID.
292      *
293      * Play the sound specified by the soundID. This is the value
294      * returned by the load() function. Returns a non-zero streamID
295      * if successful, zero if it fails. The streamID can be used to
296      * further control playback. Note that calling play() may cause
297      * another sound to stop playing if the maximum number of active
298      * streams is exceeded. A loop value of -1 means loop forever,
299      * a value of 0 means don't loop, other values indicate the
300      * number of repeats, e.g. a value of 1 plays the audio twice.
301      * The playback rate allows the application to vary the playback
302      * rate (pitch) of the sound. A value of 1.0 means play back at
303      * the original frequency. A value of 2.0 means play back twice
304      * as fast, and a value of 0.5 means playback at half speed.
305      *
306      * @param soundID a soundID returned by the load() function
307      * @param leftVolume left volume value (range = 0.0 to 1.0)
308      * @param rightVolume right volume value (range = 0.0 to 1.0)
309      * @param priority stream priority (0 = lowest priority)
310      * @param loop loop mode (0 = no loop, -1 = loop forever)
311      * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
312      * @return non-zero streamID if successful, zero if failed
313      */
play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate)314     public final int play(int soundID, float leftVolume, float rightVolume,
315             int priority, int loop, float rate) {
316         // FIXME: b/174876164 implement device id for soundpool
317         baseStart(0);
318         return _play(soundID, leftVolume, rightVolume, priority, loop, rate, getPlayerIId());
319     }
320 
321     /**
322      * Pause a playback stream.
323      *
324      * Pause the stream specified by the streamID. This is the
325      * value returned by the play() function. If the stream is
326      * playing, it will be paused. If the stream is not playing
327      * (e.g. is stopped or was previously paused), calling this
328      * function will have no effect.
329      *
330      * @param streamID a streamID returned by the play() function
331      */
pause(int streamID)332     public native final void pause(int streamID);
333 
334     /**
335      * Resume a playback stream.
336      *
337      * Resume the stream specified by the streamID. This
338      * is the value returned by the play() function. If the stream
339      * is paused, this will resume playback. If the stream was not
340      * previously paused, calling this function will have no effect.
341      *
342      * @param streamID a streamID returned by the play() function
343      */
resume(int streamID)344     public native final void resume(int streamID);
345 
346     /**
347      * Pause all active streams.
348      *
349      * Pause all streams that are currently playing. This function
350      * iterates through all the active streams and pauses any that
351      * are playing. It also sets a flag so that any streams that
352      * are playing can be resumed by calling autoResume().
353      */
autoPause()354     public native final void autoPause();
355 
356     /**
357      * Resume all previously active streams.
358      *
359      * Automatically resumes all streams that were paused in previous
360      * calls to autoPause().
361      */
autoResume()362     public native final void autoResume();
363 
364     /**
365      * Stop a playback stream.
366      *
367      * Stop the stream specified by the streamID. This
368      * is the value returned by the play() function. If the stream
369      * is playing, it will be stopped. It also releases any native
370      * resources associated with this stream. If the stream is not
371      * playing, it will have no effect.
372      *
373      * @param streamID a streamID returned by the play() function
374      */
stop(int streamID)375     public native final void stop(int streamID);
376 
377     /**
378      * Set stream volume.
379      *
380      * Sets the volume on the stream specified by the streamID.
381      * This is the value returned by the play() function. The
382      * value must be in the range of 0.0 to 1.0. If the stream does
383      * not exist, it will have no effect.
384      *
385      * @param streamID a streamID returned by the play() function
386      * @param leftVolume left volume value (range = 0.0 to 1.0)
387      * @param rightVolume right volume value (range = 0.0 to 1.0)
388      */
setVolume(int streamID, float leftVolume, float rightVolume)389     public final void setVolume(int streamID, float leftVolume, float rightVolume) {
390         // unlike other subclasses of PlayerBase, we are not calling
391         // baseSetVolume(leftVolume, rightVolume) as we need to keep track of each
392         // volume separately for each player, so we still send the command, but
393         // handle mute/unmute separately through playerSetVolume()
394         _setVolume(streamID, leftVolume, rightVolume);
395     }
396 
397     @Override
playerApplyVolumeShaper( @onNull VolumeShaper.Configuration configuration, @Nullable VolumeShaper.Operation operation)398     /* package */ int playerApplyVolumeShaper(
399             @NonNull VolumeShaper.Configuration configuration,
400             @Nullable VolumeShaper.Operation operation) {
401         return -1;
402     }
403 
404     @Override
playerGetVolumeShaperState(int id)405     /* package */ @Nullable VolumeShaper.State playerGetVolumeShaperState(int id) {
406         return null;
407     }
408 
409     @Override
playerSetVolume(boolean muting, float leftVolume, float rightVolume)410     void playerSetVolume(boolean muting, float leftVolume, float rightVolume) {
411         // not used here to control the player volume directly, but used to mute/unmute
412         _mute(muting);
413     }
414 
415     @Override
playerSetAuxEffectSendLevel(boolean muting, float level)416     int playerSetAuxEffectSendLevel(boolean muting, float level) {
417         // no aux send functionality so no-op
418         return AudioSystem.SUCCESS;
419     }
420 
421     @Override
playerStart()422     void playerStart() {
423         // FIXME implement resuming any paused sound
424     }
425 
426     @Override
playerPause()427     void playerPause() {
428         // FIXME implement pausing any playing sound
429     }
430 
431     @Override
playerStop()432     void playerStop() {
433         // FIXME implement pausing any playing sound
434     }
435 
436     /**
437      * Similar, except set volume of all channels to same value.
438      * @hide
439      */
setVolume(int streamID, float volume)440     public void setVolume(int streamID, float volume) {
441         setVolume(streamID, volume, volume);
442     }
443 
444     /**
445      * Change stream priority.
446      *
447      * Change the priority of the stream specified by the streamID.
448      * This is the value returned by the play() function. Affects the
449      * order in which streams are re-used to play new sounds. If the
450      * stream does not exist, it will have no effect.
451      *
452      * @param streamID a streamID returned by the play() function
453      */
setPriority(int streamID, int priority)454     public native final void setPriority(int streamID, int priority);
455 
456     /**
457      * Set loop mode.
458      *
459      * Change the loop mode. A loop value of -1 means loop forever,
460      * a value of 0 means don't loop, other values indicate the
461      * number of repeats, e.g. a value of 1 plays the audio twice.
462      * If the stream does not exist, it will have no effect.
463      *
464      * @param streamID a streamID returned by the play() function
465      * @param loop loop mode (0 = no loop, -1 = loop forever)
466      */
setLoop(int streamID, int loop)467     public native final void setLoop(int streamID, int loop);
468 
469     /**
470      * Change playback rate.
471      *
472      * The playback rate allows the application to vary the playback
473      * rate (pitch) of the sound. A value of 1.0 means playback at
474      * the original frequency. A value of 2.0 means playback twice
475      * as fast, and a value of 0.5 means playback at half speed.
476      * If the stream does not exist, it will have no effect.
477      *
478      * @param streamID a streamID returned by the play() function
479      * @param rate playback rate (1.0 = normal playback, range 0.5 to 2.0)
480      */
setRate(int streamID, float rate)481     public native final void setRate(int streamID, float rate);
482 
483     public interface OnLoadCompleteListener {
484         /**
485          * Called when a sound has completed loading.
486          *
487          * @param soundPool SoundPool object from the load() method
488          * @param sampleId the sample ID of the sound loaded.
489          * @param status the status of the load operation (0 = success)
490          */
onLoadComplete(SoundPool soundPool, int sampleId, int status)491         public void onLoadComplete(SoundPool soundPool, int sampleId, int status);
492     }
493 
494     /**
495      * Sets the callback hook for the OnLoadCompleteListener.
496      */
setOnLoadCompleteListener(OnLoadCompleteListener listener)497     public void setOnLoadCompleteListener(OnLoadCompleteListener listener) {
498         if (listener == null) {
499             mEventHandler.set(null);
500             return;
501         }
502 
503         Looper looper;
504         if ((looper = Looper.myLooper()) != null) {
505             mEventHandler.set(new EventHandler(looper, listener));
506         } else if ((looper = Looper.getMainLooper()) != null) {
507             mEventHandler.set(new EventHandler(looper, listener));
508         } else {
509             mEventHandler.set(null);
510         }
511     }
512 
_load(FileDescriptor fd, long offset, long length, int priority)513     private native final int _load(FileDescriptor fd, long offset, long length, int priority);
514 
native_setup(int maxStreams, @NonNull Object attributes, @NonNull String opPackageName)515     private native int native_setup(int maxStreams,
516             @NonNull Object/*AudioAttributes*/ attributes, @NonNull String opPackageName);
517 
_play(int soundID, float leftVolume, float rightVolume, int priority, int loop, float rate, int playerIId)518     private native final int _play(int soundID, float leftVolume, float rightVolume,
519             int priority, int loop, float rate, int playerIId);
520 
_setVolume(int streamID, float leftVolume, float rightVolume)521     private native final void _setVolume(int streamID, float leftVolume, float rightVolume);
522 
_mute(boolean muting)523     private native final void _mute(boolean muting);
524 
525     // post event from native code to message handler
526     @SuppressWarnings("unchecked")
postEventFromNative(int msg, int arg1, int arg2, Object obj)527     private void postEventFromNative(int msg, int arg1, int arg2, Object obj) {
528         Handler eventHandler = mEventHandler.get();
529         if (eventHandler == null) {
530             return;
531         }
532         Message message = eventHandler.obtainMessage(msg, arg1, arg2, obj);
533         eventHandler.sendMessage(message);
534     }
535 
536     private final class EventHandler extends Handler {
537         private final OnLoadCompleteListener mOnLoadCompleteListener;
538 
EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener)539         EventHandler(Looper looper, @NonNull OnLoadCompleteListener onLoadCompleteListener) {
540             super(looper);
541             mOnLoadCompleteListener = onLoadCompleteListener;
542         }
543 
544         @Override
handleMessage(Message msg)545         public void handleMessage(Message msg) {
546             if (msg.what != SAMPLE_LOADED) {
547                 Log.e(TAG, "Unknown message type " + msg.what);
548                 return;
549             }
550 
551             if (DEBUG) Log.d(TAG, "Sample " + msg.arg1 + " loaded");
552             mOnLoadCompleteListener.onLoadComplete(SoundPool.this, msg.arg1, msg.arg2);
553         }
554     }
555 
556     /**
557      * Builder class for {@link SoundPool} objects.
558      */
559     public static class Builder {
560         private int mMaxStreams = 1;
561         private AudioAttributes mAudioAttributes;
562         private Context mContext;
563         private int mSessionId = AUDIO_SESSION_ID_GENERATE;
564 
565         /**
566          * Constructs a new Builder with the defaults format values.
567          * If not provided, the maximum number of streams is 1 (see {@link #setMaxStreams(int)} to
568          * change it), and the audio attributes have a usage value of
569          * {@link AudioAttributes#USAGE_MEDIA} (see {@link #setAudioAttributes(AudioAttributes)} to
570          * change them).
571          */
Builder()572         public Builder() {
573         }
574 
575         /**
576          * Sets the maximum of number of simultaneous streams that can be played simultaneously.
577          * @param maxStreams a value equal to 1 or greater.
578          * @return the same Builder instance
579          * @throws IllegalArgumentException
580          */
setMaxStreams(int maxStreams)581         public Builder setMaxStreams(int maxStreams) throws IllegalArgumentException {
582             if (maxStreams <= 0) {
583                 throw new IllegalArgumentException(
584                         "Strictly positive value required for the maximum number of streams");
585             }
586             mMaxStreams = maxStreams;
587             return this;
588         }
589 
590         /**
591          * Sets the {@link AudioAttributes}. For examples, game applications will use attributes
592          * built with usage information set to {@link AudioAttributes#USAGE_GAME}.
593          * @param attributes a non-null
594          * @return
595          */
setAudioAttributes(AudioAttributes attributes)596         public Builder setAudioAttributes(AudioAttributes attributes)
597                 throws IllegalArgumentException {
598             if (attributes == null) {
599                 throw new IllegalArgumentException("Invalid null AudioAttributes");
600             }
601             mAudioAttributes = attributes;
602             return this;
603         }
604 
605         /**
606          * Sets the session ID the {@link SoundPool} will be attached to.
607          *
608          * Note, that if there's a device specific session id associated with the context
609          * (see {@link Builder#setContext(Context)}), explicitly setting a session id using this
610          * method will override it.
611          *
612          * @param sessionId a strictly positive ID number retrieved from another player or
613          *   allocated by {@link AudioManager} via {@link AudioManager#generateAudioSessionId()},
614          *   or {@link AudioManager#AUDIO_SESSION_ID_GENERATE}.
615          * @return the same {@link Builder} instance
616          * @throws IllegalArgumentException when sessionId is invalid.
617          */
setAudioSessionId(int sessionId)618         public @NonNull Builder setAudioSessionId(int sessionId) {
619             if ((sessionId != AUDIO_SESSION_ID_GENERATE) && (sessionId < 1)) {
620                 throw new IllegalArgumentException("Invalid audio session ID " + sessionId);
621             }
622             mSessionId = sessionId;
623             return this;
624         }
625 
626         /**
627          * Sets the context the SoundPool belongs to.
628          *
629          * The context will be used to pull information, such as
630          * {@link android.content.AttributionSource} and device specific audio session ids,
631          * which will be associated with the {@link SoundPool}. However, the context itself will
632          * not be retained by the {@link SoundPool} instance after initialization.
633          *
634          * @param context a non-null {@link Context} instance
635          * @return the same {@link Builder} instance.
636          */
setContext(@onNull Context context)637         public @NonNull Builder setContext(@NonNull Context context) {
638             mContext = Objects.requireNonNull(context);
639             return this;
640         }
641 
build()642         public SoundPool build() {
643             if (mAudioAttributes == null) {
644                 mAudioAttributes = new AudioAttributes.Builder()
645                         .setUsage(AudioAttributes.USAGE_MEDIA).build();
646             }
647             return new SoundPool(mContext, mMaxStreams, mAudioAttributes, mSessionId);
648         }
649     }
650 }
651