Android9 framework 按鍵音調用流程及自定義按鍵音(替換原生按鍵音)和調節按鍵音音量的方法

一、按鍵音調用流程

摘要:按鍵音播放的總體邏輯是先找到系統中按鍵音的資源,然後調用SoundPool.load讓系統加載音頻資源,加載成功後在onLoadComplete回調中會返回一個非0的soundID ,用於播放時指定特定的音頻,最後在需要播放按鍵音的時候直接根據soundID播放

1.Android按鍵音接口

Android按鍵音只有兩個常用接口,分別是:

  1. 原生設置APP中SoundFragment.java調用的設置按鍵音開關的接口: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);
    }

先調用AudioManager的loadSoundEffects方法,然後會調用到AudioService的loadSoundEffects方法

  1. View.java中播放按鍵音的接口: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);//調用會經過ViewRootImpl.java,最終調用到AudioService中
            li.mOnClickListener.onClick(this);
            result = true;
        } else {
   
   
            result = false;
        }

        sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED);

        notifyEnterOrExitForAutoFillIfNeeded(true);

        return result;
    }

最終會調用到AudioService的playSoundEffect方法

2.onLoadSoundEffects()方法

上述的兩個方法調用到AudioService之後,分別通過sendMsg向handler發送MSG_LOAD_SOUND_EFFECTS和MSG_PLAY_SOUND_EFFECT信息,handler在收到信息後會進行相應的操作,但是不管是哪個操作,都會調用到onLoadSoundEffects()方法

loadSoundEffects的調用流程(非重點):

    public boolean loadSoundEffects() {
   
   
        int attempts = 3;
        LoadSoundEffectReply reply = new LoadSoundEffectReply();

        synchronized (reply) {
   
   
        //調用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方法是對handler.sendMessageAtTime的封裝
    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中處理消息
@Override
        public void handleMessage(Message msg) {
   
   
	......
	                case MSG_PLAY_SOUND_EFFECT:
	                //調用onPlaySoundEffect
                    onPlaySoundEffect(msg.arg1, msg.arg2);
                    break;
}



        private void onPlaySoundEffect(int effectType, int volume) {
   
   
            synchronized (mSoundEffectsLock) {
   
   

				//最終會調用到onLoadSoundEffects
                onLoadSoundEffects();
                	......
         }

playSoundEffect的調用流程(非重點):

    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中處理消息
@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();
                ......
                }

如上所述最終都會調用onLoadSoundEffects方法
在onLoadSoundEffects方法中主要完成以下幾件事:

  1. 調用loadTouchSoundAssets方法解析XML文件,獲得音源文件名,初始化數組,將音源文件與數組中元素一一對應
  2. 補全音源文件路徑,調用SoundPool.load方法
  3. 將SoundPool.load方法返回的sampleId保存在數組中,作爲之後play方法的參數

先來看loadTouchSoundAssets方法,代碼如下:

    private void loadTouchSoundAssets() {
   
   
        XmlResourceParser parser = null;

        // only load assets once.
        //SOUND_EFFECT_FILES是一個存放字符串的List,裏面存放的是音頻資源的名稱
        if (!SOUND_EFFECT_FILES.isEmpty()) {
   
   
            return;
        }

		//此方法執行:
		//1.SOUND_EFFECT_FILES.add("Effect_Tick.ogg"); 向SOUND_EFFECT_FILES添加一個音頻資源的名稱
		//2.初始化一個二維數組SOUND_EFFECT_FILES_MAP。行數爲10,列數爲2,第一列都爲0,第二列都爲-1
        loadTouchSoundAssetDefaults();

        try {
   
   
        	//獲得XML對象
            parser = mContext.getResources().getXml(com.android.internal.R.xml.audio_assets);

            XmlUtils.beginDocument(parser, TAG_AUDIO_ASSETS);
            //getAttributeValue方法用於獲取傳入的Attribute名稱對應的Value,這裏是"1.0"
            String version = parser.getAttributeValue(null, ATTR_VERSION);
            boolean inTouchSoundsGroup = false;

            if (ASSET_FILE_VERSION.equals(version)) {
   
   
                while (true) {
   
   
                	//nextElement方法用於切換到XML的下一層
                    XmlUtils.nextElement(parser);
                    //獲取當前parser的名稱,這裏是"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;
                        }
                    }
                }
                //遍歷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的對象是.class文件(.java文件的預編譯產物,只進行一些變量即宏的替換),這裏即AudioManager.class
                        	//根據傳入的id獲得AudioManager.class中對應的對象,例如傳入的是"FX_KEY_CLICK",得到的是AudioManager中定義的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;
                        }

						//根據之前XML中讀取的file取出其在SOUND_EFFECT_FILES的位置
						//此時SOUND_EFFECT_FILES只有一個元素即"Effect_Tick.ogg"
						//如果不存在則加入到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;
        }
    }

經過loadTouchSoundAssets初始化後,SOUND_EFFECT_FILES數組爲:

{
   
    "Effect_Tick.ogg" , "KeypressStandard.ogg" , "KeypressSpacebar.ogg" ,
 "KeypressDelete.ogg" , "KeypressReturn.ogg" , "KeypressInvalid.ogg" }

SOUND_EFFECT_FILES_MAP數組爲:

{
   
   {
   
   0, -1}, {
   
   0, -1}, {
   
   0, -1}, {
   
   0, -1}, {
   
   0, -1}, {
   
   1, -1}, {
   
   2, -1}, {
   
   3, -1}, {
   
   4, -1}, {
   
   5, -1}}

再來看真正的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();//根據XML文件初始化數組,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();
                //這個線程以及下面的代碼主要是去設置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.
                 */
                 //創建一個和SOUND_EFFECT_FILES一樣大的數組並將元素初始化爲-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;
                    }
                    //第一次走到這裏時這個判斷一定爲真,因爲poolId中所有元素都爲-1
                    if (poolId[SOUND_EFFECT_FILES_MAP[effect][0]] == -1) {
   
   
                    	//getSoundEffectFilePath會根據SOUND_EFFECT_FILES中的內容補全出音頻文件的具體路徑
                        String filePath = getSoundEffectFilePath(effect);
                        //調用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;
        }

代碼中難懂的部分基本上都有註釋,核心其實就是爲SoundPool的load方法準備參數,其中有些數組嵌套的部分比較繞,但是隻要把數組都寫出來就一目瞭然了

onLoadSoundEffects基本上就是loadSoundEffects的全部內容,最後再來看一下onPlaySoundEffect的剩餘部分

        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) {
   
   
                	//調用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);
                    }
                }
            }
        }

其中值得注意的點其實就只有SoundPool的play方法,其中傳入了音量大小和之前load返回的sampleId

二、替換原生按鍵音

摘要:替換原生按鍵音的主要思路是:在初始化的時候在相關數組中增加自己自定義的音頻資源,爲了達到這個目的需要在文件中增加一些代表自己文件資源的常量,具體在哪個文件中增加,其實完全可以在熟悉源碼流程之後模仿源碼來增加;之後在播放按鍵音的時候主動調用自己的按鍵音資源就可以了;最後當然別忘了把音頻文件push到設備中去。

需要修改的文件如下:

/frameworks/base/media/java/android/media/AudioManager.java
需要增加自己的音頻種類,起名爲:FX_KEYPRESS_CUSTOM,並把最大音頻數量修改爲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標記,這樣可以免去執行make update-api指令,同時並不會影響使用,之後的修改都會遵循這一原則

/frameworks/base/core/java/android/view/SoundEffectConstants.java
同樣需要增加一個常量:

    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文件中增加一個自己的音頻文件,注意id和之前在AudioManager.java中增加的常量一致,file和push到設備中的文件名保持一致

<audio_assets version="1.0">
    <group name="touch_sounds">
        <asset id="FX_KEY_CLICK" file="Effect_Tick.ogg"/>
        <asset id="FX_FOCUS_NAVIGATION_UP" file="Effect_Tick.ogg"/>
        <asset id="FX_FOCUS_NAVIGATION_DOWN" file="Effect_Tick.ogg"/>
        <asset id="FX_FOCUS_NAVIGATION_LEFT" file="Effect_Tick.ogg"/>
        <asset id="FX_FOCUS_NAVIGATION_RIGHT" file="Effect_Tick.ogg"/>
        <asset id="FX_KEYPRESS_STANDARD" file="KeypressStandard.ogg"/>
        <asset id="FX_KEYPRESS_SPACEBAR" file="KeypressSpacebar.ogg"/>
        <asset id="FX_KEYPRESS_DELETE" file="KeypressDelete.ogg"/>
        <asset id="FX_KEYPRESS_RETURN" file="KeypressReturn.ogg"/>
        <asset id="FX_KEYPRESS_INVALID" file="KeypressInvalid.ogg"/>
        <asset id="FX_KEYPRESS_CUSTOM" file="boom.ogg"/>
    </group>
</audio_assets>

準備工作已經完成了,現在來修改一下調用流程,主動調用自己的按鍵音

/frameworks/base/core/java/android/view/View.java
調用playSoundEffect時傳入之前增加的常量:

    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);//修改這裏
            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之後會調用到ViewRootImpl.java中,在switch/case中加入我們自己的情況:

    @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語句
                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,實際上只有5個文件,比預想的要簡單的多,這全都要歸功於Android源碼出色的設計模式使其在代碼上高度解耦

別忘了把音頻文件push到設備裏面,否則會啓動異常的哦!push的路徑爲:/system/media/audio/ui/

可能有些小夥伴對於爲什麼要修改上面的文件有一些疑問,這裏附上播放按鍵音的UML時序圖,只要熟悉調用流程,就明白了
在這裏插入圖片描述

三、調節按鍵音音量方法

其實在之前的講解過程中已經說到了,在調用SoundPool.play的時候其實會傳入左右聲道的音量值,只要按圖索驥找到之前是在哪裏傳入的音量就可以啦!其實是在playSoundEffectVolume方法傳入的音量值,那麼只要在這個方法的參數中傳入你想要的值就行了。

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