Hi Droid-expert
For stock bootanimation in JB, there is a single threaded animation process/class inside. If I'd like to implement the power-on sound/tune as well. What's the best programming scheme/model it could be?
So far, by my understanding, I did something in BootAnimation.cpp in the following:
Did I do wrong? The handset boots up, it shows the animation first, and then the sound is played.
However, in a normal AOS adb shell session, try to run bootanimation, and it works fine (I mean both animation and sound are played at the same time)
Does the init is multi-threaded?
Anthony
class PlayerListener: public MediaPlayerListener, public Thread
{
public:
PlayerListener(): Thread(false), mp(NULL) {}
~PlayerListener() { delete mp; mp = NULL; }
virtual void notify(int, int, int, const Parcel *) {}
virtual bool threadLoop();
virtual status_t readyToRun();
private:
MediaPlayer* mp;
};
// ----------------------------------------------------------------------
bool PlayerListener::threadLoop()
{
if (mp != NULL)
mp->start();
sleep(100);
requestExit();
return false;
}
status_t PlayerListener::readyToRun()
{
int index = 7;
audio_devices_t device;
bool r;
mp = new MediaPlayer();
mp->setListener(this);
if (mp->setDataSource(SYSTEM_BOOTANIMATION_SOUND_FILE, NULL) == NO_ERROR) {
mp->setAudioStreamType(AUDIO_STREAM_ENFORCED_AUDIBLE);
mp->prepare();
mp->setLooping(false);
}
// AudioSystem::getStreamVolumeIndex(AUDIO_STREAM_ENFORCED_AUDIBLE, &index);
device = AudioSystem::getDevicesForStream(AUDIO_STREAM_ENFORCED_AUDIBLE);
r = AudioSystem::setStreamVolumeIndex(AUDIO_STREAM_ENFORCED_AUDIBLE, index, device);
r = AudioSystem::getStreamVolumeIndex(AUDIO_STREAM_ENFORCED_AUDIBLE, &index, device);
if (index != 0) {
mp->seekTo(0);
// mp->start();
}
return NO_ERROR;
}
bool BootAnimation::threadLoop()
{
bool r;
sp<PlayerListener> player = new PlayerListener();
player->run("BootAnimatedMelody", PRIORITY_AUDIO);
if (mAndroidAnimation) {
r = android();
} else {
r = movie();
}