Concurrent playback behavior when bit-perfect client is active.
1. Mute system sound on bit-perfect output thread. System sound such as
touch sound can be triggered often. To provide better bit-perfect
playback experience, mute system sound on bit-perfect output thread.
2. Mute bit-perfect track when there are other clients playing. When
there are other clients, such as notification, playing, the
bit-perfect client can no longer be played bit-perfectly. As the
bit-perfect client can turn out to be noise if it cannot be played
bit-perfectly, mute bit-perfect client when there are other clients
playing.
3. Do not allow creating bit-perfect client if there is any other high
priority use case, such as ringtone, alarm, active. The reason is
that the high priority clients will always take the audio focus for
the playback and there is no need for those clients to be played over
bit-perfect path.
Bug: 339515899
Test: atest audiopolicy_tests
Test: Manually
Change-Id: I8483d08085fd4076fa64ed4de278e45e6f6c0af0
diff --git a/services/audioflinger/Threads.h b/services/audioflinger/Threads.h
index 86e1894..7e9bef1 100644
--- a/services/audioflinger/Threads.h
+++ b/services/audioflinger/Threads.h
@@ -1200,6 +1200,11 @@
}
return mHalStarted;
}
+
+ void setTracksInternalMute(std::map<audio_port_handle_t, bool>* /* tracksInternalMute */)
+ override EXCLUDES_ThreadBase_Mutex {
+ // Do nothing. It is only used for bit perfect thread
+ }
protected:
// updated by readOutputParameters_l()
size_t mNormalFrameCount; // normal mixer and effects
@@ -2449,12 +2454,17 @@
BitPerfectThread(const sp<IAfThreadCallback>& afThreadCallback, AudioStreamOut *output,
audio_io_handle_t id, bool systemReady);
+ void setTracksInternalMute(std::map<audio_port_handle_t, bool>* tracksInternalMuted)
+ final EXCLUDES_ThreadBase_Mutex;
+
protected:
mixer_state prepareTracks_l(Vector<sp<IAfTrack>>* tracksToRemove) final
REQUIRES(mutex(), ThreadBase_ThreadLoop);
void threadLoop_mix() final REQUIRES(ThreadBase_ThreadLoop);
private:
+ sp<IAfTrack> getTrackToStreamBitPerfectly_l() REQUIRES(mutex());
+
// These variables are only accessed on the threadLoop; hence need no mutex.
bool mIsBitPerfect GUARDED_BY(ThreadBase_ThreadLoop) = false;
float mVolumeLeft GUARDED_BY(ThreadBase_ThreadLoop) = 0.f;