Android 修改按键音

Android 修改按键音

一、按键音调用流程摘要:按键音播放的总体逻辑是先找到系统中按键音的资源,然后调用SoundPool.load让系统加载音频资源,加载成功后在onLoadComplete回调中会返回一个非0的soundID ,用于播放时指定特定的音频,最后在需要播放按键音的时候直接根据soundID播放

1.Android按键音接口Android按键音只有两个常用接口,分别是:

原生设置APP中SoundFragment.java调用的设置按键音开关的接口:mAudioManager.loadSoundEffects()和mAudioManager.unloadSoundEffects()

private void setSoundEffectsEnabled(boolean enabled) {

mAudioManager = (AudioManager) getActivity().getSystemService(Context.AUDIO_SERVICE); //1

if (enabled) {

mAudioManager.loadSoundEffects();

} else {

mAudioManager.unloadSoundEffects();

}

Settings.System.putInt(getActivity().getContentResolver(),

Settings.System.SOUND_EFFECTS_ENABLED, enabled ? 1 : 0);

}

先调用AudioManager的loadSoundEffects方法,然后会调用到AudioService的loadSoundEffects方法

View.java中播放按键音的接口:playSoundEffect

public boolean performClick() {

// We still need to call this method to handle the cases where performClick() was called

// externally, instead of through performClickInternal()

notifyAutofillManagerOnClick();

final boolean result;

final ListenerInfo li = mListenerInfo;

if (li != null && li.mOnClickListener != null) {

playSoundEffect(SoundEffectConstants.CLICK);//调用会经过ViewRootImpl.java,最终调用到AudioService中

li.mOnClickListener.onClick(this);

result = true;

} else {

result = false;

}

sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED);

notifyEnterOrExitForAutoFillIfNeeded(true);

return result;

}最终会调用到AudioService的playSoundEffect方法

2.onLoadSoundEffects()方法上述的两个方法调用到AudioService之后,分别通过sendMsg向handler发送MSG_LOAD_SOUND_EFFECTS和MSG_PLAY_SOUND_EFFECT信息,handler在收到信息后会进行相应的操作,但是不管是哪个操作,都会调用到onLoadSoundEffects()方法

loadSoundEffects的调用流程(非重点):

public boolean loadSoundEffects() {

int attempts = 3;

LoadSoundEffectReply reply = new LoadSoundEffectReply();

synchronized (reply) {

//调用sendMsg方法

sendMsg(mAudioHandler, MSG_LOAD_SOUND_EFFECTS, SENDMSG_QUEUE, 0, 0, reply, 0);

while ((reply.mStatus == 1) && (attempts-- > 0)) {

try {

reply.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);

} catch (InterruptedException e) {

Log.w(TAG, "loadSoundEffects Interrupted while waiting sound pool loaded.");

}

}

}

return (reply.mStatus == 0);

}

//sendMsg方法是对handler.sendMessageAtTime的封装

private static void sendMsg(Handler handler, int msg,

int existingMsgPolicy, int arg1, int arg2, Object obj, int delay) {

if (existingMsgPolicy == SENDMSG_REPLACE) {

handler.removeMessages(msg);

} else if (existingMsgPolicy == SENDMSG_NOOP && handler.hasMessages(msg)) {

return;

}

synchronized (mLastDeviceConnectMsgTime) {

long time = SystemClock.uptimeMillis() + delay;

if (msg == MSG_SET_A2DP_SRC_CONNECTION_STATE ||

msg == MSG_SET_A2DP_SINK_CONNECTION_STATE ||

msg == MSG_SET_HEARING_AID_CONNECTION_STATE ||

msg == MSG_SET_WIRED_DEVICE_CONNECTION_STATE ||

msg == MSG_A2DP_DEVICE_CONFIG_CHANGE ||

msg == MSG_BTA2DP_DOCK_TIMEOUT) {

if (mLastDeviceConnectMsgTime >= time) {

// add a little delay to make sure messages are ordered as expected

time = mLastDeviceConnectMsgTime + 30;

}

mLastDeviceConnectMsgTime = time;

}

handler.sendMessageAtTime(handler.obtainMessage(msg, arg1, arg2, obj), time);

}

}

//在handleMessage中处理消息

@Override

public void handleMessage(Message msg) {

......

case MSG_PLAY_SOUND_EFFECT:

//调用onPlaySoundEffect

onPlaySoundEffect(msg.arg1, msg.arg2);

break;

}

private void onPlaySoundEffect(int effectType, int volume) {

synchronized (mSoundEffectsLock) {

//最终会调用到onLoadSoundEffects

onLoadSoundEffects();

......

}playSoundEffect的调用流程(非重点):

public void playSoundEffect(int effectType) {

playSoundEffectVolume(effectType, -1.0f);

}

public void playSoundEffectVolume(int effectType, float volume) {

// do not try to play the sound effect if the system stream is muted

if (isStreamMutedByRingerOrZenMode(STREAM_SYSTEM)) {

return;

}

if (effectType >= AudioManager.NUM_SOUND_EFFECTS || effectType < 0) {

Log.w(TAG, "AudioService effectType value " + effectType + " out of range");

return;

}

sendMsg(mAudioHandler, MSG_PLAY_SOUND_EFFECT, SENDMSG_QUEUE,

effectType, (int) (volume * 1000), null, 0);

}

//在handleMessage中处理消息

@Override

public void handleMessage(Message msg) {

......

case MSG_PLAY_SOUND_EFFECT:

onPlaySoundEffect(msg.arg1, msg.arg2);

break;

}

private void onPlaySoundEffect(int effectType, int volume) {

synchronized (mSoundEffectsLock) {

onLoadSoundEffects();

......

}如上所述最终都会调用onLoadSoundEffects方法

在onLoadSoundEffects方法中主要完成以下几件事:

调用loadTouchSoundAssets方法解析XML文件,获得音源文件名,初始化数组,将音源文件与数组中元素一一对应 补全音源文件路径,调用SoundPool.load方法 将SoundPool.load方法返回的sampleId保存在数组中,作为之后play方法的参数

先来看loadTouchSoundAssets方法,代码如下:

private void loadTouchSoundAssets() {

XmlResourceParser parser = null;

// only load assets once.

//SOUND_EFFECT_FILES是一个存放字符串的List,里面存放的是音频资源的名称

if (!SOUND_EFFECT_FILES.isEmpty()) {

return;

}

//此方法执行:

//1.SOUND_EFFECT_FILES.add("Effect_Tick.ogg"); 向SOUND_EFFECT_FILES添加一个音频资源的名称

//2.初始化一个二维数组SOUND_EFFECT_FILES_MAP。行数为10,列数为2,第一列都为0,第二列都为-1

loadTouchSoundAssetDefaults();

try {

//获得XML对象

parser = mContext.getResources().getXml(com.android.internal.R.xml.audio_assets);

XmlUtils.beginDocument(parser, TAG_AUDIO_ASSETS);

//getAttributeValue方法用于获取传入的Attribute名称对应的Value,这里是"1.0"

String version = parser.getAttributeValue(null, ATTR_VERSION);

boolean inTouchSoundsGroup = false;

if (ASSET_FILE_VERSION.equals(version)) {

while (true) {

//nextElement方法用于切换到XML的下一层

XmlUtils.nextElement(parser);

//获取当前parser的名称,这里是"group"

String element = parser.getName();

if (element == null) {

break;

}

if (element.equals(TAG_GROUP)) {

String name = parser.getAttributeValue(null, ATTR_GROUP_NAME);

if (GROUP_TOUCH_SOUNDS.equals(name)) {

inTouchSoundsGroup = true;

break;

}

}

}

//遍历XML中剩下的所有元素

while (inTouchSoundsGroup) {

XmlUtils.nextElement(parser);

String element = parser.getName();

if (element == null) {

break;

}

if (element.equals(TAG_ASSET)) {

String id = parser.getAttributeValue(null, ATTR_ASSET_ID);

String file = parser.getAttributeValue(null, ATTR_ASSET_FILE);

int fx;

try {

//getField的对象是.class文件(.java文件的预编译产物,只进行一些变量即宏的替换),这里即AudioManager.class

//根据传入的id获得AudioManager.class中对应的对象,例如传入的是"FX_KEY_CLICK",得到的是AudioManager中定义的public static final int FX_KEY_CLICK = 0

Field field = AudioManager.class.getField(id);

fx = field.getInt(null);

} catch (Exception e) {

Log.w(TAG, "Invalid touch sound ID: "+id);

continue;

}

//根据之前XML中读取的file取出其在SOUND_EFFECT_FILES的位置

//此时SOUND_EFFECT_FILES只有一个元素即"Effect_Tick.ogg"

//如果不存在则加入到SOUND_EFFECT_FILES中

int i = SOUND_EFFECT_FILES.indexOf(file);

if (i == -1) {

i = SOUND_EFFECT_FILES.size();

SOUND_EFFECT_FILES.add(file);

}

SOUND_EFFECT_FILES_MAP[fx][0] = i;

} else {

break;

}

}

}

} catch (Resources.NotFoundException e) {

Log.w(TAG, "audio assets file not found", e);

} catch (XmlPullParserException e) {

Log.w(TAG, "XML parser exception reading touch sound assets", e);

} catch (IOException e) {

Log.w(TAG, "I/O exception reading touch sound assets", e);

} finally {

if (parser != null) {

parser.close();

}

}

}

private void loadTouchSoundAssetDefaults() {

SOUND_EFFECT_FILES.add("Effect_Tick.ogg");

for (int i = 0; i < AudioManager.NUM_SOUND_EFFECTS; i++) {

SOUND_EFFECT_FILES_MAP[i][0] = 0;

SOUND_EFFECT_FILES_MAP[i][1] = -1;

}

}

经过loadTouchSoundAssets初始化后,SOUND_EFFECT_FILES数组为:

{ "Effect_Tick.ogg" , "KeypressStandard.ogg" , "KeypressSpacebar.ogg" ,

"KeypressDelete.ogg" , "KeypressReturn.ogg" , "KeypressInvalid.ogg" }SOUND_EFFECT_FILES_MAP数组为:

{{0, -1}, {0, -1}, {0, -1}, {0, -1}, {0, -1}, {1, -1}, {2, -1}, {3, -1}, {4, -1}, {5, -1}}再来看真正的onLoadSoundEffects方法:

private boolean onLoadSoundEffects() {

int status;

synchronized (mSoundEffectsLock) {

if (!mSystemReady) {

Log.w(TAG, "onLoadSoundEffects() called before boot complete");

return false;

}

if (mSoundPool != null) {

return true;

}

loadTouchSoundAssets();//根据XML文件初始化数组,如上所述

//初始化SoundPool

mSoundPool = new SoundPool.Builder()

.setMaxStreams(NUM_SOUNDPOOL_CHANNELS)

.setAudioAttributes(new AudioAttributes.Builder()

.setUsage(AudioAttributes.USAGE_ASSISTANCE_SONIFICATION)

.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)

.build())

.build();

mSoundPoolCallBack = null;

mSoundPoolListenerThread = new SoundPoolListenerThread();

//这个线程以及下面的代码主要是去设置SoundPoolCallback,不求甚解

mSoundPoolListenerThread.start();

int attempts = 3;

while ((mSoundPoolCallBack == null) && (attempts-- > 0)) {

try {

// Wait for mSoundPoolCallBack to be set by the other thread

mSoundEffectsLock.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);

} catch (InterruptedException e) {

Log.w(TAG, "Interrupted while waiting sound pool listener thread.");

}

}

if (mSoundPoolCallBack == null) {

Log.w(TAG, "onLoadSoundEffects() SoundPool listener or thread creation error");

if (mSoundPoolLooper != null) {

mSoundPoolLooper.quit();

mSoundPoolLooper = null;

}

mSoundPoolListenerThread = null;

mSoundPool.release();

mSoundPool = null;

return false;

}

/*

* poolId table: The value -1 in this table indicates that corresponding

* file (same index in SOUND_EFFECT_FILES[] has not been loaded.

* Once loaded, the value in poolId is the sample ID and the same

* sample can be reused for another effect using the same file.

*/

//创建一个和SOUND_EFFECT_FILES一样大的数组并将元素初始化为-1

int[] poolId = new int[SOUND_EFFECT_FILES.size()];

for (int fileIdx = 0; fileIdx < SOUND_EFFECT_FILES.size(); fileIdx++) {

poolId[fileIdx] = -1;

}

/*

* Effects whose value in SOUND_EFFECT_FILES_MAP[effect][1] is -1 must be loaded.

* If load succeeds, value in SOUND_EFFECT_FILES_MAP[effect][1] is > 0:

* this indicates we have a valid sample loaded for this effect.

*/

int numSamples = 0;

for (int effect = 0; effect < AudioManager.NUM_SOUND_EFFECTS; effect++) {

// Do not load sample if this effect uses the MediaPlayer

if (SOUND_EFFECT_FILES_MAP[effect][1] == 0) {

continue;

}

//第一次走到这里时这个判断一定为真,因为poolId中所有元素都为-1

if (poolId[SOUND_EFFECT_FILES_MAP[effect][0]] == -1) {

//getSoundEffectFilePath会根据SOUND_EFFECT_FILES中的内容补全出音频文件的具体路径

String filePath = getSoundEffectFilePath(effect);

//调用SoundPool.load方法,返回的sampleId被保存在SOUND_EFFECT_FILES_MAP和poolId中

int sampleId = mSoundPool.load(filePath, 0);

if (sampleId <= 0) {

Log.w(TAG, "Soundpool could not load file: "+filePath);

} else {

SOUND_EFFECT_FILES_MAP[effect][1] = sampleId;

poolId[SOUND_EFFECT_FILES_MAP[effect][0]] = sampleId;

numSamples++;

}

} else {

SOUND_EFFECT_FILES_MAP[effect][1] =

poolId[SOUND_EFFECT_FILES_MAP[effect][0]];

}

}

// wait for all samples to be loaded

if (numSamples > 0) {

mSoundPoolCallBack.setSamples(poolId);

attempts = 3;

status = 1;

while ((status == 1) && (attempts-- > 0)) {

try {

mSoundEffectsLock.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);

status = mSoundPoolCallBack.status();

} catch (InterruptedException e) {

Log.w(TAG, "Interrupted while waiting sound pool callback.");

}

}

} else {

status = -1;

}

if (mSoundPoolLooper != null) {

mSoundPoolLooper.quit();

mSoundPoolLooper = null;

}

mSoundPoolListenerThread = null;

if (status != 0) {

Log.w(TAG,

"onLoadSoundEffects(), Error "+status+ " while loading samples");

for (int effect = 0; effect < AudioManager.NUM_SOUND_EFFECTS; effect++) {

if (SOUND_EFFECT_FILES_MAP[effect][1] > 0) {

SOUND_EFFECT_FILES_MAP[effect][1] = -1;

}

}

mSoundPool.release();

mSoundPool = null;

}

}

return (status == 0);

}

private String getSoundEffectFilePath(int effectType) {

String filePath = Environment.getProductDirectory() + SOUND_EFFECTS_PATH

+ SOUND_EFFECT_FILES.get(SOUND_EFFECT_FILES_MAP[effectType][0]);

if (!new File(filePath).isFile()) {

filePath = Environment.getRootDirectory() + SOUND_EFFECTS_PATH

+ SOUND_EFFECT_FILES.get(SOUND_EFFECT_FILES_MAP[effectType][0]);

}

Log.d(TAG, "SoundEffectFilePath is : "+filePath);

return filePath;

}

代码中难懂的部分基本上都有注释,核心其实就是为SoundPool的load方法准备参数,其中有些数组嵌套的部分比较绕,但是只要把数组都写出来就一目了然了

onLoadSoundEffects基本上就是loadSoundEffects的全部内容,最后再来看一下onPlaySoundEffect的剩余部分

private void onPlaySoundEffect(int effectType, int volume) {

synchronized (mSoundEffectsLock) {

onLoadSoundEffects();

if (mSoundPool == null) {

return;

}

float volFloat;

// use default if volume is not specified by caller

if (volume < 0) {

volFloat = (float)Math.pow(10, (float)sSoundEffectVolumeDb/20);

} else {

volFloat = volume / 1000.0f;

}

if (SOUND_EFFECT_FILES_MAP[effectType][1] > 0) {

//调用SoundPool的play方法

mSoundPool.play(SOUND_EFFECT_FILES_MAP[effectType][1],

volFloat, volFloat, 0, 0, 1.0f);

Log.w(TAG, "Touch tone played");

} else {

MediaPlayer mediaPlayer = new MediaPlayer();

try {

String filePath = getSoundEffectFilePath(effectType);

mediaPlayer.setDataSource(filePath);

mediaPlayer.setAudioStreamType(AudioSystem.STREAM_SYSTEM);

mediaPlayer.prepare();

mediaPlayer.setVolume(volFloat);

mediaPlayer.setOnCompletionListener(new OnCompletionListener() {

public void onCompletion(MediaPlayer mp) {

cleanupPlayer(mp);

}

});

mediaPlayer.setOnErrorListener(new OnErrorListener() {

public boolean onError(MediaPlayer mp, int what, int extra) {

cleanupPlayer(mp);

return true;

}

});

mediaPlayer.start();

} catch (IOException ex) {

Log.w(TAG, "MediaPlayer IOException: "+ex);

} catch (IllegalArgumentException ex) {

Log.w(TAG, "MediaPlayer IllegalArgumentException: "+ex);

} catch (IllegalStateException ex) {

Log.w(TAG, "MediaPlayer IllegalStateException: "+ex);

}

}

}

}

其中值得注意的点其实就只有SoundPool的play方法,其中传入了音量大小和之前load返回的sampleId

二、替换原生按键音摘要:替换原生按键音的主要思路是:在初始化的时候在相关数组中增加自己自定义的音频资源,为了达到这个目的需要在文件中增加一些代表自己文件资源的常量,具体在哪个文件中增加,其实完全可以在熟悉源码流程之后模仿源码来增加;之后在播放按键音的时候主动调用自己的按键音资源就可以了;最后当然别忘了把音频文件push到设备中去。

需要修改的文件如下:

/frameworks/base/media/java/android/media/AudioManager.java

需要增加自己的音频种类,起名为:FX_KEYPRESS_CUSTOM,并把最大音频数量修改为11

/**

* Invalid keypress sound

* @see #playSoundEffect(int)

*/

public static final int FX_KEYPRESS_INVALID = 9;

/**

* @hide Custom sound

* @see #playSoundEffect(int)

*/

public static final int FX_KEYPRESS_CUSTOM = 10;

/**

* @hide Number of sound effects

*/

public static final int NUM_SOUND_EFFECTS = 11;需要注意的是自己增加的常量最好全部hide标记,这样可以免去执行make update-api指令,同时并不会影响使用,之后的修改都会遵循这一原则

/frameworks/base/core/java/android/view/SoundEffectConstants.java

同样需要增加一个常量:

public static final int CLICK = 0;

public static final int NAVIGATION_LEFT = 1;

public static final int NAVIGATION_UP = 2;

public static final int NAVIGATION_RIGHT = 3;

public static final int NAVIGATION_DOWN = 4;

/**

* @hide Custom click sound

*/

public static final int CLICK_CUSTOM = 5;/frameworks/base/core/res/res/xml/audio_assets.xml

在XML文件中增加一个自己的音频文件,注意id和之前在AudioManager.java中增加的常量一致,file和push到设备中的文件名保持一致

准备工作已经完成了,现在来修改一下调用流程,主动调用自己的按键音

/frameworks/base/core/java/android/view/View.java

调用playSoundEffect时传入之前增加的常量:

public boolean performClick() {

// We still need to call this method to handle the cases where performClick() was called

// externally, instead of through performClickInternal()

notifyAutofillManagerOnClick();

final boolean result;

final ListenerInfo li = mListenerInfo;

if (li != null && li.mOnClickListener != null) {

playSoundEffect(SoundEffectConstants.CLICK_CUSTOM);//修改这里

li.mOnClickListener.onClick(this);

result = true;

} else {

result = false;

}

sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED);

notifyEnterOrExitForAutoFillIfNeeded(true);

return result;

}/frameworks/base/core/java/android/view/ViewRootImpl.java

View.java之后会调用到ViewRootImpl.java中,在switch/case中加入我们自己的情况:

@Override

public void playSoundEffect(int effectId) {

checkThread();

Log.d(mTag, "playSoundEffect");

try {

final AudioManager audioManager = getAudioManager();

switch (effectId) {

case SoundEffectConstants.CLICK:

audioManager.playSoundEffect(AudioManager.FX_KEY_CLICK);

return;

case SoundEffectConstants.NAVIGATION_DOWN:

audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_DOWN);

return;

case SoundEffectConstants.NAVIGATION_LEFT:

audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_LEFT);

return;

case SoundEffectConstants.NAVIGATION_RIGHT:

audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_RIGHT);

return;

case SoundEffectConstants.NAVIGATION_UP:

audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_UP);

return;

//增加的case语句

case SoundEffectConstants.CLICK_CUSTOM:

audioManager.playSoundEffect(AudioManager.FX_KEYPRESS_CUSTOM);

Log.d(mTag, "play my SoundEffect");

return;

default:

throw new IllegalArgumentException("unknown effect id " + effectId +

" not defined in " + SoundEffectConstants.class.getCanonicalName());

}

} catch (IllegalStateException e) {

// Exception thrown by getAudioManager() when mView is null

Log.e(mTag, "FATAL EXCEPTION when attempting to play sound effect: " + e);

e.printStackTrace();

}

}以上就是修改的全部文件了,实际上只有5个文件,比预想的要简单的多,这全都要归功于Android源码出色的设计模式使其在代码上高度解耦

别忘了把音频文件push到设备里面,否则会启动异常的哦!push的路径为:/system/media/audio/ui/

可能有些小伙伴对于为什么要修改上面的文件有一些疑问,这里附上播放按键音的UML时序图,只要熟悉调用流程,就明白了

三、调节按键音音量方法其实在之前的讲解过程中已经说到了,在调用SoundPool.play的时候其实会传入左右声道的音量值,只要按图索骥找到之前是在哪里传入的音量就可以啦!其实是在playSoundEffectVolume方法传入的音量值,那么只要在这个方法的参数中传入你想要的值就行了。


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