docs: Camera API Developer Guide
Change-Id: I63bc055991405c56e9dcc83a54b106b870cf6b29
diff --git a/docs/html/guide/appendix/media-formats.jd b/docs/html/guide/appendix/media-formats.jd
index ccc63a2..137f138 100644
--- a/docs/html/guide/appendix/media-formats.jd
+++ b/docs/html/guide/appendix/media-formats.jd
@@ -14,7 +14,7 @@
<h2>See also</h2>
<ol>
-<li><a href="{@docRoot}guide/topics/media/index.html">Audio and Video</a></li>
+<li><a href="{@docRoot}guide/topics/media/index.html">Multimedia and Camera</a></li>
</ol>
<h2>Key classes</h2>
diff --git a/docs/html/guide/guide_toc.cs b/docs/html/guide/guide_toc.cs
index 1e3e275..950b0cb 100644
--- a/docs/html/guide/guide_toc.cs
+++ b/docs/html/guide/guide_toc.cs
@@ -268,9 +268,26 @@
</ul>
</li>
- <li><a href="<?cs var:toroot ?>guide/topics/media/index.html">
- <span class="en">Media</span>
- </a></li>
+ <li class="toggle-list">
+ <div><a href="<?cs var:toroot ?>guide/topics/media/index.html">
+ <span class="en">Multimedia and Camera</span>
+ </a><span class="new">updated</span></div>
+ <ul>
+ <li><a href="<?cs var:toroot ?>guide/topics/media/mediaplayer.html">
+ <span class="en">Media Playback</span></a>
+ </li>
+ <li><a href="<?cs var:toroot ?>guide/topics/media/jetplayer.html">
+ <span class="en">JetPlayer</span></a>
+ </li>
+ <li><a href="<?cs var:toroot ?>guide/topics/media/camera.html">
+ <span class="en">Camera</span></a>
+ <span class="new">new!</span>
+ </li>
+ <li><a href="<?cs var:toroot ?>guide/topics/media/audio-capture.html">
+ <span class="en">Audio Capture</span></a>
+ </li>
+ </ul>
+ </li>
<li>
<a href="<?cs var:toroot ?>guide/topics/clipboard/copy-paste.html">
<span class="en">Copy and Paste</span>
diff --git a/docs/html/guide/topics/media/audio-capture.jd b/docs/html/guide/topics/media/audio-capture.jd
new file mode 100644
index 0000000..75d294b
--- /dev/null
+++ b/docs/html/guide/topics/media/audio-capture.jd
@@ -0,0 +1,253 @@
+page.title=Audio Capture
+parent.title=Multimedia and Camera
+parent.link=index.html
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+
+<h2>In this document</h2>
+<ol>
+<li><a href="#audiocapture">Performing Audio Capture</a>
+ <ol>
+ <li><a href='#example'>Code Example</a></li>
+ </ol>
+</li>
+</ol>
+
+<h2>Key classes</h2>
+<ol>
+<li>{@link android.media.MediaRecorder}</li>
+</ol>
+
+<h2>See also</h2>
+<ol>
+ <li><a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media Formats</a></li>
+ <li><a href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a></li>
+ <li><a href="{@docRoot}guide/topics/media/mediaplayer.html">MediaPlayer</a>
+</ol>
+
+</div>
+</div>
+
+<p>The Android multimedia framework includes support for capturing and encoding a variety of common
+audio formats, so that you can easily integrate audio into your applications. You can record audio
+using the {@link android.media.MediaRecorder} APIs if supported by the device hardware.</p>
+
+<p>This document shows you how to write an application that captures audio from a device
+microphone, save the audio and play it back.</p>
+
+<p class="note"><strong>Note:</strong> The Android Emulator does not have the ability to capture
+audio, but actual devices are likely to provide these capabilities.</p>
+
+<h2 id="audiocapture">Performing Audio Capture</h2>
+
+<p>Audio capture from the device is a bit more complicated than audio and video playback, but still
+fairly simple:</p>
+<ol>
+ <li>Create a new instance of {@link android.media.MediaRecorder android.media.MediaRecorder}.</li>
+ <li>Set the audio source using
+ {@link android.media.MediaRecorder#setAudioSource MediaRecorder.setAudioSource()}. You will
+probably want to use
+ <code>MediaRecorder.AudioSource.MIC</code>.</li>
+ <li>Set output file format using
+ {@link android.media.MediaRecorder#setOutputFormat MediaRecorder.setOutputFormat()}.
+ </li>
+ <li>Set output file name using
+ {@link android.media.MediaRecorder#setOutputFile MediaRecorder.setOutputFile()}.
+ </li>
+ <li>Set the audio encoder using
+ {@link android.media.MediaRecorder#setAudioEncoder MediaRecorder.setAudioEncoder()}.
+ </li>
+ <li>Call {@link android.media.MediaRecorder#prepare MediaRecorder.prepare()}
+ on the MediaRecorder instance.</li>
+ <li>To start audio capture, call
+ {@link android.media.MediaRecorder#start MediaRecorder.start()}. </li>
+ <li>To stop audio capture, call {@link android.media.MediaRecorder#stop MediaRecorder.stop()}.
+ <li>When you are done with the MediaRecorder instance, call
+{@link android.media.MediaRecorder#release MediaRecorder.release()} on it. Calling
+{@link android.media.MediaRecorder#release MediaRecorder.release()} is always recommended to
+free the resource immediately.</li>
+</ol>
+
+<h3 id="example">Example: Record audio and play the recorded audio</h3>
+<p>The example class below illustrates how to set up, start and stop audio capture, and to play the
+recorded audio file.</p>
+<pre>
+/*
+ * The application needs to have the permission to write to external storage
+ * if the output file is written to the external storage, and also the
+ * permission to record audio. These permissions must be set in the
+ * application's AndroidManifest.xml file, with something like:
+ *
+ * <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
+ * <uses-permission android:name="android.permission.RECORD_AUDIO" />
+ *
+ */
+package com.android.audiorecordtest;
+
+import android.app.Activity;
+import android.widget.LinearLayout;
+import android.os.Bundle;
+import android.os.Environment;
+import android.view.ViewGroup;
+import android.widget.Button;
+import android.view.View;
+import android.view.View.OnClickListener;
+import android.content.Context;
+import android.util.Log;
+import android.media.MediaRecorder;
+import android.media.MediaPlayer;
+
+import java.io.IOException;
+
+
+public class AudioRecordTest extends Activity
+{
+ private static final String LOG_TAG = "AudioRecordTest";
+ private static String mFileName = null;
+
+ private RecordButton mRecordButton = null;
+ private MediaRecorder mRecorder = null;
+
+ private PlayButton mPlayButton = null;
+ private MediaPlayer mPlayer = null;
+
+ private void onRecord(boolean start) {
+ if (start) {
+ startRecording();
+ } else {
+ stopRecording();
+ }
+ }
+
+ private void onPlay(boolean start) {
+ if (start) {
+ startPlaying();
+ } else {
+ stopPlaying();
+ }
+ }
+
+ private void startPlaying() {
+ mPlayer = new MediaPlayer();
+ try {
+ mPlayer.setDataSource(mFileName);
+ mPlayer.prepare();
+ mPlayer.start();
+ } catch (IOException e) {
+ Log.e(LOG_TAG, "prepare() failed");
+ }
+ }
+
+ private void stopPlaying() {
+ mPlayer.release();
+ mPlayer = null;
+ }
+
+ private void startRecording() {
+ mRecorder = new MediaRecorder();
+ mRecorder.setAudioSource(MediaRecorder.AudioSource.MIC);
+ mRecorder.setOutputFormat(MediaRecorder.OutputFormat.THREE_GPP);
+ mRecorder.setOutputFile(mFileName);
+ mRecorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR_NB);
+
+ try {
+ mRecorder.prepare();
+ } catch (IOException e) {
+ Log.e(LOG_TAG, "prepare() failed");
+ }
+
+ mRecorder.start();
+ }
+
+ private void stopRecording() {
+ mRecorder.stop();
+ mRecorder.release();
+ mRecorder = null;
+ }
+
+ class RecordButton extends Button {
+ boolean mStartRecording = true;
+
+ OnClickListener clicker = new OnClickListener() {
+ public void onClick(View v) {
+ onRecord(mStartRecording);
+ if (mStartRecording) {
+ setText("Stop recording");
+ } else {
+ setText("Start recording");
+ }
+ mStartRecording = !mStartRecording;
+ }
+ };
+
+ public RecordButton(Context ctx) {
+ super(ctx);
+ setText("Start recording");
+ setOnClickListener(clicker);
+ }
+ }
+
+ class PlayButton extends Button {
+ boolean mStartPlaying = true;
+
+ OnClickListener clicker = new OnClickListener() {
+ public void onClick(View v) {
+ onPlay(mStartPlaying);
+ if (mStartPlaying) {
+ setText("Stop playing");
+ } else {
+ setText("Start playing");
+ }
+ mStartPlaying = !mStartPlaying;
+ }
+ };
+
+ public PlayButton(Context ctx) {
+ super(ctx);
+ setText("Start playing");
+ setOnClickListener(clicker);
+ }
+ }
+
+ public AudioRecordTest() {
+ mFileName = Environment.getExternalStorageDirectory().getAbsolutePath();
+ mFileName += "/audiorecordtest.3gp";
+ }
+
+ @Override
+ public void onCreate(Bundle icicle) {
+ super.onCreate(icicle);
+
+ LinearLayout ll = new LinearLayout(this);
+ mRecordButton = new RecordButton(this);
+ ll.addView(mRecordButton,
+ new LinearLayout.LayoutParams(
+ ViewGroup.LayoutParams.WRAP_CONTENT,
+ ViewGroup.LayoutParams.WRAP_CONTENT,
+ 0));
+ mPlayButton = new PlayButton(this);
+ ll.addView(mPlayButton,
+ new LinearLayout.LayoutParams(
+ ViewGroup.LayoutParams.WRAP_CONTENT,
+ ViewGroup.LayoutParams.WRAP_CONTENT,
+ 0));
+ setContentView(ll);
+ }
+
+ @Override
+ public void onPause() {
+ super.onPause();
+ if (mRecorder != null) {
+ mRecorder.release();
+ mRecorder = null;
+ }
+
+ if (mPlayer != null) {
+ mPlayer.release();
+ mPlayer = null;
+ }
+ }
+}
+</pre>
\ No newline at end of file
diff --git a/docs/html/guide/topics/media/camera.jd b/docs/html/guide/topics/media/camera.jd
new file mode 100644
index 0000000..877bded
--- /dev/null
+++ b/docs/html/guide/topics/media/camera.jd
@@ -0,0 +1,1055 @@
+page.title=Camera
+parent.title=Multimedia and Camera
+parent.link=index.html
+@jd:body
+
+<div id="qv-wrapper">
+ <div id="qv">
+ <h2>In this document</h2>
+ <ol>
+ <li><a href="#considerations">Considerations</a></li>
+ <li><a href="#basics">The Basics</a>
+ <li><a href="#manifest">Manifest Declarations</a></li>
+ <li><a href="#intents">Using Existing Camera Apps</a>
+ <ol>
+ <li><a href="#intent-image">Image capture intent</a></li>
+ <li><a href="#intent-video">Video capture intent</a></li>
+ <li><a href="#intent-receive">Receiving camera intent result</a></li>
+ </ol>
+ <li><a href="#custom-camera">Building a Camera App</a>
+ <ol>
+ <li><a href="#detect-camera">Detecting camera hardware</a></li>
+ <li><a href="#access-camera">Accessing cameras</a></li>
+ <li><a href="#check-camera-features">Checking camera features</a></li>
+ <li><a href="#camera-preview">Creating a preview class</a></li>
+ <li><a href="#preview-layout">Placing preview in a layout</a></li>
+ <li><a href="#capture-picture">Capturing pictures</a></li>
+ <li><a href="#capture-video">Capturing videos</a></li>
+ <li><a href="#release-camera">Releasing the camera</a></li>
+ </ol>
+ </li>
+ <li><a href="#saving-media">Saving Media Files</a></li>
+ </ol>
+ <h2>Key Classes</h2>
+ <ol>
+ <li>{@link android.hardware.Camera}</li>
+ <li>{@link android.view.SurfaceView}</li>
+ <li>{@link android.media.MediaRecorder}</li>
+ <li>{@link android.content.Intent}</li>
+ </ol>
+ <h2>See also</h2>
+ <ol>
+ <li><a href="{@docRoot}reference/android/hardware/Camera.html">Camera</a></li>
+ <li><a href="{@docRoot}reference/android/media/MediaRecorder.html">MediaRecorder</a></li>
+ <li><a href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a></li>
+ </ol>
+ </div>
+</div>
+
+
+<p>The Android framework includes support for various cameras and camera features available on
+devices, allowing you to capture pictures and videos in your applications. This document discusses a
+quick, simple approach to image and video capture and outlines an advanced approach for creating
+custom camera experiences for your users.</p>
+
+<h2 id="considerations">Considerations</h2>
+<p>Before enabling your application to use cameras on Android devices, you should consider a few
+questions about how your app intends to use this hardware feature.</p>
+
+<ul>
+ <li><strong>Camera Requirement</strong> - Is the use of a camera so important to your
+application that you do not want your application installed on a device that does not have a
+camera? If so, you should declare the <a href="#manifest">camera requirement in your
+manifest</a>.</li>
+
+ <li><strong>Quick Picture or Customized Camera</strong> - How will your application use the
+camera? Are you just interested in snapping a quick picture or video clip, or will your application
+provide a new way to use cameras? For a getting a quick snap or clip, consider
+<a href="#intents">Using Existing Camera Apps</a>. For developing a customized camera feature, check
+out the <a href="#custom-camera">Building a Camera App</a> section.</li>
+
+ <li><strong>Storage</strong> - Are the images or videos your application generates intended to be
+only visible to your application or shared so that other applications such as Gallery or other
+media and social apps can use them? Do you want the pictures and videos to be available even if your
+application is uninstalled? Check out the <a href="#saving-media">Saving Media Files</a> section to
+see how to implement these options.</li>
+</ul>
+
+
+
+<h2 id="basics">The Basics</h2>
+<p>The Android framework supports capturing images and video through the
+{@link android.hardware.Camera} API or camera {@link android.content.Intent}. Here are the relevant
+classes:</p>
+
+<dl>
+ <dt>{@link android.hardware.Camera}</dt>
+ <dd>This class is the primary API for controlling device cameras. This class is used to take
+pictures or videos when you are building a camera application.</a>.</dd>
+
+ <dt>{@link android.view.SurfaceView}</dt>
+ <dd>This class is used to present a live camera preview to the user.</dd>
+
+ <dt>{@link android.media.MediaRecorder}</dt>
+ <dd>This class is used to record video from the camera.</dd>
+
+ <dt>{@link android.content.Intent}</dt>
+ <dd>An intent action type of {@link android.provider.MediaStore#ACTION_IMAGE_CAPTURE
+MediaStore.ACTION_IMAGE_CAPTURE} or {@link android.provider.MediaStore#ACTION_VIDEO_CAPTURE
+MediaStore.ACTION_VIDEO_CAPTURE} can be used to capture images or videos without directly
+using the {@link android.hardware.Camera} object.</dd>
+</dl>
+
+
+<h2 id="manifest">Manifest Declarations</h2>
+<p>Before starting development on your application with the Camera API, you should make sure
+your manifest has the appropriate declarations to allow use of camera hardware and other
+related features.</p>
+
+<ul>
+ <li><strong>Camera Permission</strong> - Your application must request permission to use a device
+camera.
+<pre>
+<uses-permission android:name="android.permission.CAMERA" />
+</pre>
+ <p class="note"><strong>Note:</strong> If you are using the camera <a href="#intents">via an
+intent</a>, your application does not need to request this permission.</p>
+ </li>
+ <li><strong>Camera Features</strong> - Your application must also declare use of camera features,
+for example:
+<pre>
+<uses-feature android:name="android.hardware.camera" />
+</pre>
+ <p>For a list of camera features, see the manifest <a
+href="{@docRoot}guide/topics/manifest/uses-feature-element.html#features-reference">Features
+Reference</a>.</p>
+ <p>Adding camera features to your manifest causes Android Market to prevent your application from
+being installed to devices that do not include a camera or do not support the camera features you
+specify. For more information about using feature-based filtering with Android Market, see <a
+href="{@docRoot}guide/topics/manifest/uses-feature-element.html#market-feature-filtering">Android
+Market and Feature-Based Filtering</a>.</p>
+ <p>If your application <em>can use</em> a camera or camera feature for proper operation, but does
+not <em>require</em> it, you should specify this in the manifest by including the {@code
+android:required} attribute, and setting it to {@code false}:</p>
+<pre>
+<uses-feature android:name="android.hardware.camera" android:required="false" />
+</pre>
+
+ </li>
+ <li><strong>Storage Permission</strong> - If your application saves images or videos to the
+device's external storage (SD Card), you must also specify this in the manifest.
+<pre>
+<uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
+</pre>
+ </li>
+ <li><strong>Audio Recording Permission</strong> - For recording audio with video capture, your
+application must request the audio capture permission.
+<pre>
+<uses-permission android:name="android.permission.RECORD_AUDIO" />
+</pre>
+ </li>
+</ul>
+
+
+<h2 id="intents">Using Existing Camera Apps</h2>
+<p>A quick way to enable taking pictures or videos in your application without a lot of extra code
+is to use an {@link android.content.Intent} to invoke an existing Android camera application. A
+camera intent makes a request to capture a picture or video clip through an existing camera app and
+then returns control back to your application. This section shows you how to capture an image or
+video using this technique.</p>
+
+<p>The procedure for invoking a camera intent follows these general steps:</p>
+
+<ol>
+ <li><strong>Compose a Camera Intent</strong> - Create an {@link android.content.Intent} that
+requests an image or video, using one of these intent types:
+ <ul>
+ <li>{@link android.provider.MediaStore#ACTION_IMAGE_CAPTURE MediaStore.ACTION_IMAGE_CAPTURE} -
+Intent action type for requesting an image from an existing camera application.</li>
+ <li>{@link android.provider.MediaStore#ACTION_VIDEO_CAPTURE MediaStore.ACTION_VIDEO_CAPTURE} -
+Intent action type for requesting a video from an existing camera application. </li>
+ </ul>
+ </li>
+ <li><strong>Start the Camera Intent</strong> - Use the {@link
+android.app.Activity#startActivityForResult(android.content.Intent, int) startActivityForResult()}
+method to execute the camera intent. After you start the intent, the Camera application user
+interface appears on the device screen and the user can take a picture or video.</li>
+ <li><strong>Receive the Intent Result</strong> - Set up an {@link
+android.app.Activity#onActivityResult(int, int, android.content.Intent) onActivityResult()} method
+in your application to receive the callback and data from the camera intent. When the user
+finishes taking a picture or video (or cancels the operation), the system calls this method.</li>
+</ol>
+
+
+<h3 id="intent-image">Image capture intent</h3>
+<p>Capturing images using a camera intent is quick way to enable your application to take pictures
+with minimal coding. An image capture intent can include the following extra information:</p>
+
+<ul>
+ <li>{@link android.provider.MediaStore#EXTRA_OUTPUT MediaStore.EXTRA_OUTPUT} - This setting
+requires a {@link android.net.Uri} object specifying a path and file name where you'd like to
+save the picture. This setting is optional but strongly recommended. If you do not specify this
+value, the camera application saves the requested picture in the default location with a default
+name, specified in the returned intent's {@link android.content.Intent#getData() Intent.getData()}
+field.</li>
+</ul>
+
+<p>The following example demonstrates how to construct a image capture intent and execute it.
+The {@code getOutputMediaFileUri()} method in this example refers to the sample code shown in <a
+href= "#saving-media">Saving Media Files</a>.</p>
+
+<pre>
+private static final int CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE = 100;
+private Uri fileUri;
+
+@Override
+public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.main);
+
+ // create Intent to take a picture and return control to the calling application
+ Intent intent = new Intent(MediaStore.ACTION_IMAGE_CAPTURE);
+
+ fileUri = getOutputMediaFileUri(MEDIA_TYPE_IMAGE); // create a file to save the image
+ intent.putExtra(MediaStore.EXTRA_OUTPUT, fileUri); // set the image file name
+
+ // start the image capture Intent
+ startActivityForResult(intent, CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE);
+}
+</pre>
+
+<p>When the {@link android.app.Activity#startActivityForResult(android.content.Intent, int)
+startActivityForResult()} method is executed, users see a camera application interface.
+After the user finishes taking a picture (or cancels the operation), the user interface returns to
+your application, and you must intercept the {@link
+android.app.Activity#onActivityResult(int, int, android.content.Intent) onActivityResult()}
+method to receive the result of the intent and continue your application execution. For information
+on how to receive the completed intent, see <a href="#intent-receive">Receiving Camera Intent
+Result</a>.</p>
+
+
+<h3 id="intent-video">Video capture intent</h3>
+<p>Capturing video using a camera intent is a quick way to enable your application to take videos
+with minimal coding. A video capture intent can include the following extra information:</p>
+
+<ul>
+ <li>{@link android.provider.MediaStore#EXTRA_OUTPUT MediaStore.EXTRA_OUTPUT} - This setting
+requires a {@link android.net.Uri} specifying a path and file name where you'd like to save the
+video. This setting is optional but strongly recommended. If you do not specify this value, the
+Camera application saves the requested video in the default location with a default name, specified
+in the returned intent's {@link android.content.Intent#getData() Intent.getData()} field.</li>
+ <li>{@link android.provider.MediaStore#EXTRA_VIDEO_QUALITY MediaStore.EXTRA_VIDEO_QUALITY} -
+This value can be 0 for lowest quality and smallest file size or 1 for highest quality and
+larger file size.</li>
+ <li>{@link android.provider.MediaStore#EXTRA_DURATION_LIMIT MediaStore.EXTRA_DURATION_LIMIT} -
+Set this value to limit the length, in seconds, of the video being captured.</li>
+ <li>{@link android.provider.MediaStore#EXTRA_SIZE_LIMIT MediaStore.EXTRA_SIZE_LIMIT} -
+Set this value to limit the file size, in bytes, of the video being captured.
+</li>
+</ul>
+
+<p>The following example demonstrates how to construct a video capture intent and execute it.
+The {@code getOutputMediaFileUri()} method in this example refers to the sample code shown in <a
+href= "#saving-media">Saving Media Files</a>.</p>
+
+<pre>
+private static final int CAPTURE_VIDEO_ACTIVITY_REQUEST_CODE = 200;
+private Uri fileUri;
+
+@Override
+public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.main);
+
+ //create new Intent
+ Intent intent = new Intent(MediaStore.ACTION_VIDEO_CAPTURE);
+
+ fileUri = getOutputMediaFileUri(MEDIA_TYPE_VIDEO); // create a file to save the video
+ intent.putExtra(MediaStore.EXTRA_OUTPUT, fileUri); // set the image file name
+
+ intent.putExtra(MediaStore.EXTRA_VIDEO_QUALITY, 1); // set the video image quality to high
+
+ // start the Video Capture Intent
+ startActivityForResult(intent, CAPTURE_VIDEO_ACTIVITY_REQUEST_CODE);
+}
+</pre>
+
+<p>When the {@link
+android.app.Activity#startActivityForResult(android.content.Intent, int)
+startActivityForResult()} method is executed, users see a modified camera application interface.
+After the user finishes taking a video (or cancels the operation), the user interface
+returns to your application, and you must intercept the {@link
+android.app.Activity#onActivityResult(int, int, android.content.Intent) onActivityResult()}
+method to receive the result of the intent and continue your application execution. For information
+on how to receive the completed intent, see the next section.</p>
+
+<h3 id="intent-receive">Receiving camera intent result</h3>
+<p>Once you have constructed and executed an image or video camera intent, your application must be
+configured to receive the result of the intent. This section shows you how to intercept the callback
+from a camera intent so your application can do further processing of the captured image or
+video.</p>
+
+<p>In order to receive the result of an intent, you must override the {@link
+android.app.Activity#onActivityResult(int, int, android.content.Intent) onActivityResult()} in the
+activity that started the intent. The following example demonstrates how to override {@link
+android.app.Activity#onActivityResult(int, int, android.content.Intent) onActivityResult()} to
+capture the result of the <a href="#intent-image">image camera intent</a> or <a
+href="#intent-video">video camera intent</a> examples shown in the previous sections.</p>
+
+<pre>
+private static final int CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE = 100;
+private static final int CAPTURE_VIDEO_ACTIVITY_REQUEST_CODE = 200;
+
+@Override
+protected void onActivityResult(int requestCode, int resultCode, Intent data) {
+ if (requestCode == CAPTURE_IMAGE_ACTIVITY_REQUEST_CODE) {
+ if (resultCode == RESULT_OK) {
+ // Image captured and saved to fileUri specified in the Intent
+ Toast.makeText(this, "Image saved to:\n" +
+ data.getData(), Toast.LENGTH_LONG).show();
+ } else if (resultCode == RESULT_CANCELED) {
+ // User cancelled the image capture
+ } else {
+ // Image capture failed, advise user
+ }
+ }
+
+ if (requestCode == CAPTURE_VIDEO_ACTIVITY_REQUEST_CODE) {
+ if (resultCode == RESULT_OK) {
+ // Video captured and saved to fileUri specified in the Intent
+ Toast.makeText(this, "Video saved to:\n" +
+ data.getData(), Toast.LENGTH_LONG).show();
+ } else if (resultCode == RESULT_CANCELED) {
+ // User cancelled the video capture
+ } else {
+ // Video capture failed, advise user
+ }
+ }
+}
+</pre>
+
+<p>Once your activity receives a successful result, the captured image or video is available in the
+specified location for your application to access.</p>
+
+
+
+<h2 id="custom-camera">Building a Camera App</h2>
+<p>Some developers may require a camera user interface that is customized to the look of their
+application or provides special features. Creating a customized camera activity requires more
+code than <a href="#intents">using an intent</a>, but it can provide a more compelling experience
+for your users.</p>
+
+<p>The general steps for creating a custom camera interface for your application are as follows:</p>
+
+<ul>
+ <li><strong>Detect and Access Camera</strong> - Create code to check for the existence of
+cameras and request access.</li>
+ <li><strong>Create a Preview Class</strong> - Create a camera preview class that extends {@link
+android.view.SurfaceView} and implements the {@link android.view.SurfaceHolder} interface. This
+class previews the live images from the camera.</li>
+ <li><strong>Build a Preview Layout</strong> - Once you have the camera preview class, create a
+view layout that incorporates the preview and the user interface controls you want.</li>
+ <li><strong>Setup Listeners for Capture</strong> - Connect listeners for your interface
+controls to start image or video capture in response to user actions, such as pressing a
+button.</li>
+ <li><strong>Capture and Save Files</strong> - Setup the code for capturing pictures or
+videos and saving the output.</li>
+ <li><strong>Release the Camera</strong> - After using the camera, your application must
+properly release it for use by other applications.</li>
+</ul>
+
+<p>Camera hardware is a shared resource that must be carefully managed so your application does
+not collide with other applications that may also want to use it. The following sections discusses
+how to detect camera hardware, how to request access to a camera and how to release it when your
+application is done using it.</p>
+
+<p class="caution"><strong>Caution:</strong> Remember to release the {@link android.hardware.Camera}
+object by calling the {@link android.hardware.Camera#release() Camera.release()} when your
+application is done using it! If your application does not properly release the camera, all
+subsequent attempts to access the camera, including those by your own application, will fail and may
+cause your or other applications to be shut down.</p>
+
+
+<h3 id="detect-camera">Detecting camera hardware</h3>
+<p>If your application does not specifically require a camera using a manifest declaration, you
+should check to see if a camera is available at runtime. To perform this check, use the {@link
+android.content.pm.PackageManager#hasSystemFeature(java.lang.String)
+PackageManager.hasSystemFeature()} method, as shown in the example code below:</p>
+
+<pre>
+/** Check if this device has a camera */
+private boolean checkCameraHardware(Context context) {
+ if (context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_CAMERA)){
+ // this device has a camera
+ return true;
+ } else {
+ // no camera on this device
+ return false;
+ }
+}
+</pre>
+
+<p>Android devices can have multiple cameras, for example a back-facing camera for photography and a
+front-facing camera for video calls. Android 2.3 (API Level 9) and later allows you to check the
+number of cameras available on a device using the {@link
+android.hardware.Camera#getNumberOfCameras() Camera.getNumberOfCameras()} method.</p>
+
+<h3 id="access-camera">Accessing cameras</h3>
+<p>If you have determined that the device on which your application is running has a camera, you
+must request to access it by getting an instance of {@link android.hardware.Camera} (unless you
+are using an <a href="#intents">intent to access the camera</a>). </p>
+
+<p>To access the primary camera, use the {@link android.hardware.Camera#open() Camera.open()} method
+and be sure to catch any exceptions, as shown in the code below:</p>
+
+<pre>
+/** A safe way to get an instance of the Camera object. */
+public static Camera getCameraInstance(){
+ Camera c = null;
+ try {
+ c = Camera.open(); // attempt to get a Camera instance
+ }
+ catch (Exception e){
+ // Camera is not available (in use or does not exist)
+ }
+ return c; // returns null if camera is unavailable
+}
+</pre>
+
+<p class="caution"><strong>Caution:</strong> Always check for exceptions when using {@link
+android.hardware.Camera#open() Camera.open()}. Failing to check for exceptions if the camera is in
+use or does not exist will cause your application to be shut down by the system.</p>
+
+<p>On devices running Android 2.3 (API Level 9) or higher, you can access specific cameras using
+{@link android.hardware.Camera#open(int) Camera.open(int)}. The example code above will access
+the first, back-facing camera on a device with more than one camera.</p>
+
+<h3 id="check-camera-features">Checking camera features</h3>
+<p>Once you obtain access to a camera, you can get further information about its capabilties using
+the {@link android.hardware.Camera#getParameters() Camera.getParameters()} method and checking the
+returned {@link android.hardware.Camera.Parameters} object for supported capabilities. When using
+API Level 9 or higher, use the {@link android.hardware.Camera#getCameraInfo(int,
+android.hardware.Camera.CameraInfo) Camera.getCameraInfo()} to determine if a camera is on the front
+or back of the device, and the orientation of the image.</p>
+
+
+
+<h3 id="camera-preview">Creating a preview class</h3>
+<p>For users to effectively take pictures or video, they must be able to see what the device camera
+sees. A camera preview class is a {@link android.view.SurfaceView} that can display the live image
+data coming from a camera, so users can frame and capture a picture or video.</p>
+
+<p>The following example code demonstrates how to create a basic camera preview class that can be
+included in a {@link android.view.View} layout. This class implements {@link
+android.view.SurfaceHolder.Callback SurfaceHolder.Callback} in order to capture the callback events
+for creating and destroying the view, which are needed for assigning the camera preview input.</p>
+
+<pre>
+/** A basic Camera preview class */
+public class CameraPreview extends SurfaceView implements SurfaceHolder.Callback {
+ private SurfaceHolder mHolder;
+ private Camera mCamera;
+
+ public CameraPreview(Context context, Camera camera) {
+ super(context);
+ mCamera = camera;
+
+ // Install a SurfaceHolder.Callback so we get notified when the
+ // underlying surface is created and destroyed.
+ mHolder = getHolder();
+ mHolder.addCallback(this);
+ // deprecated setting, but required on Android versions prior to 3.0
+ mHolder.setType(SurfaceHolder.SURFACE_TYPE_PUSH_BUFFERS);
+ }
+
+ public void surfaceCreated(SurfaceHolder holder) {
+ // The Surface has been created, now tell the camera where to draw the preview.
+ try {
+ mCamera.setPreviewDisplay(holder);
+ mCamera.startPreview();
+ } catch (IOException e) {
+ Log.d(TAG, "Error setting camera preview: " + e.getMessage());
+ }
+ }
+
+ public void surfaceDestroyed(SurfaceHolder holder) {
+ // empty. Take care of releasing the Camera preview in your activity.
+ }
+
+ public void surfaceChanged(SurfaceHolder holder, int format, int w, int h) {
+ // If your preview can change or rotate, take care of those events here.
+ // Make sure to stop the preview before resizing or reformatting it.
+
+ if (mHolder.getSurface() == null){
+ // preview surface does not exist
+ return;
+ }
+
+ // stop preview before making changes
+ try {
+ mCamera.stopPreview();
+ } catch (Exception e){
+ // ignore: tried to stop a non-existent preview
+ }
+
+ // make any resize, rotate or reformatting changes here
+
+ // start preview with new settings
+ try {
+ mCamera.setPreviewDisplay(mHolder);
+ mCamera.startPreview();
+
+ } catch (Exception e){
+ Log.d(TAG, "Error starting camera preview: " + e.getMessage());
+ }
+ }
+}
+</pre>
+
+
+<h3 id="preview-layout">Placing preview in a layout</h3>
+<p>A camera preview class, such as the example shown in the previous section, must be placed in the
+layout of an activity along with other user interface controls for taking a picture or video. This
+section shows you how to build a basic layout and activity for the preview.</p>
+
+<p>The following layout code provides a very basic view that can be used to display a camera
+preview. In this example, the {@link android.widget.FrameLayout} element is meant to be the
+container for the camera preview class. This layout type is used so that additional picture
+information or controls can be overlayed on the live camera preview images.</p>
+
+<pre>
+<?xml version="1.0" encoding="utf-8"?>
+<LinearLayout xmlns:android="http://schemas.android.com/apk/res/android"
+ android:orientation="horizontal"
+ android:layout_width="fill_parent"
+ android:layout_height="fill_parent"
+ >
+ <FrameLayout
+ android:id="@+id/camera_preview"
+ android:layout_width="fill_parent"
+ android:layout_height="fill_parent"
+ android:layout_weight="1"
+ />
+
+ <Button
+ android:id="@+id/button_capture"
+ android:text="Capture"
+ android:layout_width="wrap_content"
+ android:layout_height="wrap_content"
+ android:layout_gravity="center"
+ />
+</LinearLayout>
+</pre>
+
+<p>On most devices, the default orientation of the camera preview is landscape. This example layout
+specifies a horizontal (landscape) layout and the code below fixes the orientation of the
+application to landscape. For simplicity in rendering a camera preview, you should change your
+application's preview activity orientation to landscape by adding the following to your
+manifest.</p>
+
+<pre>
+<activity android:name=".CameraActivity"
+ android:label="@string/app_name"
+
+ android:screenOrientation="landscape">
+ <!-- configure this activity to use landscape orientation -->
+
+ <intent-filter>
+ <action android:name="android.intent.action.MAIN" />
+ <category android:name="android.intent.category.LAUNCHER" />
+ </intent-filter>
+</activity>
+</pre>
+
+<p class="note"><strong>Note:</strong> A camera preview does not have to be in landscape mode.
+Starting in Android 2.2 (API Level 8), you can use the {@link
+android.hardware.Camera#setDisplayOrientation(int) setDisplayOrientation()} method to set the
+rotation of the preview image. In order to change preview orientation as the user re-orients the
+phone, within the {@link
+android.view.SurfaceHolder.Callback#surfaceChanged(android.view.SurfaceHolder, int, int, int)
+surfaceChanged()} method of your preview class, first stop the preview with {@link
+android.hardware.Camera#stopPreview() Camera.stopPreview()} change the orientation and then
+start the preview again with {@link android.hardware.Camera#startPreview()
+Camera.startPreview()}.</p>
+
+<p>In the activity for your camera view, add your preview class to the {@link
+android.widget.FrameLayout} element shown in the example above. Your camera activity must also
+ensure that it releases the camera when it is paused or shut down. The following example shows how
+to modify a camera activity to attach the preview class shown in <a href="#camera-preview">Creating
+a preview class</a>.</p>
+
+<pre>
+public class CameraActivity extends Activity {
+
+ private Camera mCamera;
+ private CameraPreview mPreview;
+
+ @Override
+ public void onCreate(Bundle savedInstanceState) {
+ super.onCreate(savedInstanceState);
+ setContentView(R.layout.main);
+
+ // Create an instance of Camera
+ mCamera = getCameraInstance();
+
+ // Create our Preview view and set it as the content of our activity.
+ mPreview = new CameraPreview(this, mCamera);
+ FrameLayout preview = (FrameLayout) findViewById(id.camera_preview);
+ preview.addView(mPreview);
+ }
+}
+</pre>
+
+<p class="note"><strong>Note:</strong> The {@code getCameraInstance()} method in the example above
+refers to the example method shown in <a href="#access-camera">Accessing cameras</a>.</p>
+
+
+<h3 id="capture-picture">Capturing pictures</h3>
+<p>Once you have built a preview class and a view layout in which to display it, you are ready to
+start capturing images with your application. In your application code, you must set up listeners
+for your user interface controls to respond to a user action by taking a picture.</p>
+
+<p>In order to retrieve a picture, use the {@link
+android.hardware.Camera#takePicture(android.hardware.Camera.ShutterCallback,
+android.hardware.Camera.PictureCallback, android.hardware.Camera.PictureCallback)
+Camera.takePicture()} method. This method takes three parameters which receive data from the camera.
+In order to receive data in a JPEG format, you must implement an {@link
+android.hardware.Camera.PictureCallback} interface to receive the image data and
+write it to a file. The following code shows a basic implementation of the {@link
+android.hardware.Camera.PictureCallback} interface to save an image received from the camera.</p>
+
+<pre>
+private PictureCallback mPicture = new PictureCallback() {
+
+ @Override
+ public void onPictureTaken(byte[] data, Camera camera) {
+
+ File pictureFile = getOutputMediaFile(MEDIA_TYPE_IMAGE);
+ if (pictureFile == null){
+ Log.d(TAG, "Error creating media file, check storage permissions: " +
+ e.getMessage());
+ return;
+ }
+
+ try {
+ FileOutputStream fos = new FileOutputStream(pictureFile);
+ fos.write(data);
+ fos.close();
+ } catch (FileNotFoundException e) {
+ Log.d(TAG, "File not found: " + e.getMessage());
+ } catch (IOException e) {
+ Log.d(TAG, "Error accessing file: " + e.getMessage());
+ }
+ }
+};
+</pre>
+
+<p>Trigger capturing an image by calling the {@link
+android.hardware.Camera#takePicture(android.hardware.Camera.ShutterCallback,
+android.hardware.Camera.PictureCallback, android.hardware.Camera.PictureCallback)
+Camera.takePicture()} method. The following example code shows how to call this method from a
+button {@link android.view.View.OnClickListener}.</p>
+
+<pre>
+// Add a listener to the Capture button
+Button captureButton = (Button) findViewById(id.button_capture);
+ captureButton.setOnClickListener(
+ new View.OnClickListener() {
+ @Override
+ public void onClick(View v) {
+ // get an image from the camera
+ mCamera.takePicture(null, null, mPicture);
+ }
+ }
+);
+</pre>
+
+<p class="note"><strong>Note:</strong> The {@code mPicture} member in the following example refers
+to the example code above.</p>
+
+<p class="caution"><strong>Caution:</strong> Remember to release the {@link android.hardware.Camera}
+object by calling the {@link android.hardware.Camera#release() Camera.release()} when your
+application is done using it! For information about how to release the camera, see <a
+href="#release-camera">Releasing the camera</a>.</p>
+
+
+<h3 id="capture-video">Capturing videos</h3>
+
+<p>Video capture using the Android framework requires careful management of the {@link
+android.hardware.Camera} object and coordination with the {@link android.media.MediaRecorder}
+class. When recording video with {@link android.hardware.Camera}, you must manage the {@link
+android.hardware.Camera#lock() Camera.lock()} and {@link android.hardware.Camera#unlock()
+Camera.unlock()} calls to allow {@link android.media.MediaRecorder} access to the camera hardware,
+in addition to the {@link android.hardware.Camera#open() Camera.open()} and {@link
+android.hardware.Camera#release() Camera.release()} calls.</p>
+
+<p class="note"><strong>Note:</strong> Starting with Android 4.0 (API level 14), the {@link
+android.hardware.Camera#lock() Camera.lock()} and {@link android.hardware.Camera#unlock()
+Camera.unlock()} calls are managed for you automatically.</p>
+
+<p>Unlike taking pictures with a device camera, capturing video requires a very particular call
+order. You must follow a specific order of execution to successfully prepare for and capture video
+with your application, as detailed below.</p>
+
+<ol>
+ <li><strong>Open Camera</strong> - Use the {@link android.hardware.Camera#open() Camera.open()}
+to get an instance of the camera object.</li>
+ <li><strong>Connect Preview</strong> - Prepare a live camera image preview by connecting a {@link
+android.view.SurfaceView} to the camera using {@link
+android.hardware.Camera#setPreviewDisplay(android.view.SurfaceHolder) Camera.setPreviewDisplay()}.
+ </li>
+ <li><strong>Start Preview</strong> - Call {@link android.hardware.Camera#startPreview()
+Camera.startPreview()} to begin displaying the live camera images.</li>
+ <li><strong>Start Recording Video</strong> - The following steps must be completed <em>in
+order</em> to successfully record video:
+ <ol style="list-style-type: lower-alpha;">
+ <li><strong>Unlock the Camera</strong> - Unlock the camera for use by {@link
+android.media.MediaRecorder} by calling {@link android.hardware.Camera#unlock()
+Camera.unlock()}.</li>
+ <li><strong>Configure MediaRecorder</strong> - Call in the following {@link
+android.media.MediaRecorder} methods <em>in this order</em>. For more information, see the {@link
+android.media.MediaRecorder} reference documentation.
+ <ol>
+ <li>{@link android.media.MediaRecorder#setCamera(android.hardware.Camera)
+setCamera()} - Set the camera to be used for video capture, use your application's current instance
+of {@link android.hardware.Camera}.</li>
+ <li>{@link android.media.MediaRecorder#setAudioSource(int) setAudioSource()} - Set the
+audio source, use {@link android.media.MediaRecorder.AudioSource#CAMCORDER
+MediaRecorder.AudioSource.CAMCORDER}. </li>
+ <li>{@link android.media.MediaRecorder#setVideoSource(int) setVideoSource()} - Set
+the video source, use {@link android.media.MediaRecorder.VideoSource#CAMERA
+MediaRecorder.VideoSource.CAMERA}.</li>
+ <li>Set the video output format and encoding. For Android 2.2 (API Level 8) and
+higher, use the {@link android.media.MediaRecorder#setProfile(android.media.CamcorderProfile)
+MediaRecorder.setProfile} method, and get a profile instance using {@link
+android.media.CamcorderProfile#get(int) CamcorderProfile.get()}. For versions of Android prior to
+2.2, you must set the video output format and encoding parameters:
+ <ol style="list-style-type: lower-roman;">
+ <li>{@link android.media.MediaRecorder#setOutputFormat(int) setOutputFormat()} - Set
+the output format, specify the default setting or {@link
+android.media.MediaRecorder.OutputFormat#MPEG_4 MediaRecorder.OutputFormat.MPEG_4}.</li>
+ <li>{@link android.media.MediaRecorder#setAudioEncoder(int) setAudioEncoder()} - Set
+the sound encoding type, specify the default setting or {@link
+android.media.MediaRecorder.AudioEncoder#AMR_NB MediaRecorder.AudioEncoder.AMR_NB}.</li>
+ <li>{@link android.media.MediaRecorder#setVideoEncoder(int) setVideoEncoder()} - Set
+the video encoding type, specify the default setting or {@link
+android.media.MediaRecorder.VideoEncoder#MPEG_4_SP MediaRecorder.VideoEncoder.MPEG_4_SP}.</li>
+ </ol>
+ </li>
+ <li>{@link android.media.MediaRecorder#setOutputFile(java.lang.String) setOutputFile()} -
+Set the output file, use {@code getOutputMediaFile(MEDIA_TYPE_VIDEO).toString()} from the example
+method in the <a href="#saving-media">Saving Media Files</a> section.</li>
+ <li>{@link android.media.MediaRecorder#setPreviewDisplay(android.view.Surface)
+setPreviewDisplay()} - Specify the {@link android.view.SurfaceView} preview layout element for
+your application. Use the same object you specified for <strong>Connect Preview</strong>.</li>
+ </ol>
+ <p class="caution"><strong>Caution:</strong> You must call these {@link
+android.media.MediaRecorder} configuration methods <em>in this order</em>, otherwise your
+application will encounter errors and the recording will fail.</p>
+ </li>
+ <li><strong>Prepare MediaRecorder</strong> - Prepare the {@link android.media.MediaRecorder}
+with provided configuration settings by calling {@link android.media.MediaRecorder#prepare()
+MediaRecorder.prepare()}.</li>
+ <li><strong>Start MediaRecorder</strong> - Start recording video by calling {@link
+android.media.MediaRecorder#start() MediaRecorder.start()}.</li>
+ </ol>
+ </li>
+ <li><strong>Stop Recording Video</strong> - Call the following methods <em>in order</em>, to
+successfully complete a video recording:
+ <ol style="list-style-type: lower-alpha;">
+ <li><strong>Stop MediaRecorder</strong> - Stop recording video by calling {@link
+android.media.MediaRecorder#stop() MediaRecorder.stop()}.</li>
+ <li><strong>Reset MediaRecorder</strong> - Optionally, remove the configuration settings from
+the recorder by calling {@link android.media.MediaRecorder#reset() MediaRecorder.reset()}.</li>
+ <li><strong>Release MediaRecorder</strong> - Release the {@link android.media.MediaRecorder}
+by calling {@link android.media.MediaRecorder#release() MediaRecorder.release()}.</li>
+ <li><strong>Lock the Camera</strong> - Lock the camera so that future {@link
+android.media.MediaRecorder} sessions can use it by calling {@link android.hardware.Camera#lock()
+Camera.lock()}. Starting with Android 4.0 (API level 14), this call is not required unless the
+{@link android.media.MediaRecorder#prepare() MediaRecorder.prepare()} call fails.</li>
+ </ol>
+ </li>
+ <li><strong>Stop the Preview</strong> - When your activity has finished using the camera, stop the
+preview using {@link android.hardware.Camera#stopPreview() Camera.stopPreview()}.</li>
+ <li><strong>Release Camera</strong> - Release the camera so that other applications can use
+it by calling {@link android.hardware.Camera#release() Camera.release()}.</li>
+</ol>
+
+<p class="note"><strong>Note:</strong> It is possible to use {@link android.media.MediaRecorder}
+without creating a camera preview first and skip the first few steps of this process. However,
+since users typically prefer to see a preview before starting a recording, that process is not
+discussed here.</p>
+
+<h4 id="configuring-mediarecorder">Configuring MediaRecorder</h4>
+<p>When using the {@link android.media.MediaRecorder} class to record video, you must perform
+configuration steps in a <em>specific order</em> and then call the {@link
+android.media.MediaRecorder#prepare() MediaRecorder.prepare()} method to check and implement the
+configuration. The following example code demonstrates how to properly configure and prepare the
+{@link android.media.MediaRecorder} class for video recording.</p>
+
+<pre>
+private boolean prepareVideoRecorder(){
+
+ mCamera = getCameraInstance();
+ mMediaRecorder = new MediaRecorder();
+
+ // Step 1: Unlock and set camera to MediaRecorder
+ mCamera.unlock();
+ mMediaRecorder.setCamera(mCamera);
+
+ // Step 2: Set sources
+ mMediaRecorder.setAudioSource(MediaRecorder.AudioSource.CAMCORDER);
+ mMediaRecorder.setVideoSource(MediaRecorder.VideoSource.CAMERA);
+
+ // Step 3: Set a CamcorderProfile (requires API Level 8 or higher)
+ mMediaRecorder.setProfile(CamcorderProfile.get(CamcorderProfile.QUALITY_HIGH));
+
+ // Step 4: Set output file
+ mMediaRecorder.setOutputFile(getOutputMediaFile(MEDIA_TYPE_VIDEO).toString());
+
+ // Step 5: Set the preview output
+ mMediaRecorder.setPreviewDisplay(mPreview.getHolder().getSurface());
+
+ // Step 6: Prepare configured MediaRecorder
+ try {
+ mMediaRecorder.prepare();
+ } catch (IllegalStateException e) {
+ Log.d(TAG, "IllegalStateException preparing MediaRecorder: " + e.getMessage());
+ releaseMediaRecorder();
+ return false;
+ } catch (IOException e) {
+ Log.d(TAG, "IOException preparing MediaRecorder: " + e.getMessage());
+ releaseMediaRecorder();
+ return false;
+ }
+ return true;
+}
+</pre>
+
+<p>Prior to Android 2.2 (API Level 8), you must set the output format and encoding formats
+parameters directly, instead of using {@link android.media.CamcorderProfile}. This approach is
+demonstrated in the following code:</p>
+
+<pre>
+ // Step 3: Set output format and encoding (for versions prior to API Level 8)
+ mMediaRecorder.setOutputFormat(MediaRecorder.OutputFormat.MPEG_4);
+ mMediaRecorder.setAudioEncoder(MediaRecorder.AudioEncoder.DEFAULT);
+ mMediaRecorder.setVideoEncoder(MediaRecorder.VideoEncoder.DEFAULT);
+</pre>
+
+<p>The following video recording parameters for {@link android.media.MediaRecorder} are given
+default settings, however, you may want to adjust these settings for your application:</p>
+
+<ul>
+ <li>{@link android.media.MediaRecorder#setVideoEncodingBitRate(int)
+setVideoEncodingBitRate()}</li>
+ <li>{@link android.media.MediaRecorder#setVideoSize(int, int) setVideoSize()}</li>
+ <li>{@link android.media.MediaRecorder#setVideoFrameRate(int) setVideoFrameRate()}</li>
+ <li>{@link android.media.MediaRecorder#setAudioEncodingBitRate(int)
+setAudioEncodingBitRate()}</li> <li>{@link android.media.MediaRecorder#setAudioChannels(int)
+setAudioChannels()}</li>
+ <li>{@link android.media.MediaRecorder#setAudioSamplingRate(int) setAudioSamplingRate()}</li>
+</ul>
+
+<h4 id="start-stop-mediarecorder">Starting and Stopping MediaRecorder</h4>
+<p>When starting and stopping video recording using the {@link android.media.MediaRecorder} class,
+you must follow a specific order, as listed below.</p>
+
+<ol>
+ <li>Unlock the camera with {@link android.hardware.Camera#unlock() Camera.unlock()}</li>
+ <li>Configure {@link android.media.MediaRecorder} as shown in the code example above</li>
+ <li>Start recording using {@link android.media.MediaRecorder#start()
+MediaRecorder.start()}</li>
+ <li>Record the video</li>
+ <li>Stop recording using {@link
+android.media.MediaRecorder#stop() MediaRecorder.stop()}</li>
+ <li>Release the media recorder with {@link android.media.MediaRecorder#release()
+MediaRecorder.release()}</li>
+ <li>Lock the camera using {@link android.hardware.Camera#lock() Camera.lock()}</li>
+</ol>
+
+<p>The following example code demonstrates how to wire up a button to properly start and stop
+video recording using the camera and the {@link android.media.MediaRecorder} class.</p>
+
+<p class="note"><strong>Note:</strong> When completing a video recording, do not release the camera
+or else your preview will be stopped.</p>
+
+<pre>
+private boolean isRecording = false;
+
+// Add a listener to the Capture button
+Button captureButton = (Button) findViewById(id.button_capture);
+captureButton.setOnClickListener(
+ new View.OnClickListener() {
+ @Override
+ public void onClick(View v) {
+ if (isRecording) {
+ // stop recording and release camera
+ mMediaRecorder.stop(); // stop the recording
+ releaseMediaRecorder(); // release the MediaRecorder object
+ mCamera.lock(); // take camera access back from MediaRecorder
+
+ // inform the user that recording has stopped
+ setCaptureButtonText("Capture");
+ isRecording = false;
+ } else {
+ // initialize video camera
+ if (prepareVideoRecorder()) {
+ // Camera is available and unlocked, MediaRecorder is prepared,
+ // now you can start recording
+ mMediaRecorder.start();
+
+ // inform the user that recording has started
+ setCaptureButtonText("Stop");
+ isRecording = true;
+ } else {
+ // prepare didn't work, release the camera
+ releaseMediaRecorder();
+ // inform user
+ }
+ }
+ }
+ }
+);
+</pre>
+
+<p class="note"><strong>Note:</strong> In the above example, the {@code prepareVideoRecorder()}
+method refers to the example code shown in <a
+href="#configuring-mediarecorder">Configuring MediaRecorder</a>. This method takes care of locking
+the camera, configuring and preparing the {@link android.media.MediaRecorder} instance.</p>
+
+
+<h3 id="release-camera">Releasing the camera</h3>
+<p>Cameras are a resource that is shared by applications on a device. Your application can make
+use of the camera after getting an instance of {@link android.hardware.Camera}, and you must be
+particularly careful to release the camera object when your application stops using it, and as
+soon as your application is paused ({@link android.app.Activity#onPause() Activity.onPause()}). If
+your application does not properly release the camera, all subsequent attempts to access the camera,
+including those by your own application, will fail and may cause your or other applications to be
+shut down.</p>
+
+<p>To release an instance of the {@link android.hardware.Camera} object, use the {@link
+android.hardware.Camera#release() Camera.release()} method, as shown in the example code below.</p>
+
+<pre>
+public class CameraActivity extends Activity {
+ private Camera mCamera;
+ private SurfaceView mPreview;
+ private MediaRecorder mMediaRecorder;
+
+ ...
+
+ @Override
+ protected void onPause() {
+ super.onPause();
+ releaseMediaRecorder(); // if you are using MediaRecorder, release it first
+ releaseCamera(); // release the camera immediately on pause event
+ }
+
+ private void releaseMediaRecorder(){
+ if (mMediaRecorder != null) {
+ mMediaRecorder.reset(); // clear recorder configuration
+ mMediaRecorder.release(); // release the recorder object
+ mMediaRecorder = null;
+ mCamera.lock(); // lock camera for later use
+ }
+ }
+
+ private void releaseCamera(){
+ if (mCamera != null){
+ mCamera.release(); // release the camera for other applications
+ mCamera = null;
+ }
+ }
+}
+</pre>
+
+<p class="caution"><strong>Caution:</strong> If your application does not properly release the
+camera, all subsequent attempts to access the camera, including those by your own application, will
+fail and may cause your or other applications to be shut down.</p>
+
+
+<h2 id="saving-media">Saving Media Files</h2>
+<p>Media files created by users such as pictures and videos should be saved to a device's external
+storage directory (SD Card) to conserve system space and to allow users to access these files
+without their device. There are many possible directory locations to save media files on a device,
+however there are only two standard locations you should consider as a developer:</p>
+
+<ul>
+ <li><strong>{@link android.os.Environment#getExternalStoragePublicDirectory(java.lang.String)
+Environment.getExternalStoragePublicDirectory}({@link android.os.Environment#DIRECTORY_PICTURES
+Environment.DIRECTORY_PICTURES})</strong> - This method returns the standard, shared and recommended
+location for saving pictures and videos. This directory is shared (public), so other applications
+can easily discover, read, change and delete files saved in this location. If your application is
+uninstalled by the user, media files saved to this location will not be removed. To avoid
+interfering with users existing pictures and videos, you should create a sub-directory for your
+application's media files within this directory, as shown in the code sample below. This method is
+available in Android 2.2 (API Level 8), for equivalent calls in earlier API versions, see <a
+href="{@docRoot}guide/topics/data/data-storage.html#SavingSharedFiles">Saving Shared Files</a>.</li>
+ <li><strong>{@link android.content.Context#getExternalFilesDir(java.lang.String)
+Context.getExternalFilesDir}({@link android.os.Environment#DIRECTORY_PICTURES
+Environment.DIRECTORY_PICTURES})</strong> - This method returns a standard location for saving
+pictures and videos which are associated with your application. If your application is uninstalled,
+any files saved in this location are removed. Security is not enforced for files in this
+location and other applications may read, change and delete them.</li>
+</ul>
+
+<p>The following example code demonstrates how to create a {@link java.io.File} or {@link
+android.net.Uri} location for a media file that can be used when invoking a device's camera with
+an {@link android.content.Intent} or as part of a <a href="#custom-camera">Building a Camera
+App</a>.</p>
+
+<pre>
+public static final int MEDIA_TYPE_IMAGE = 1;
+public static final int MEDIA_TYPE_VIDEO = 2;
+
+/** Create a file Uri for saving an image or video */
+private static Uri getOutputMediaFileUri(int type){
+ return Uri.fromFile(getOutputMediaFile(type));
+}
+
+/** Create a File for saving an image or video */
+private static Uri getOutputMediaFile(int type){
+ // To be safe, you should check that the SDCard is mounted
+ // using Environment.getExternalStorageState() before doing this.
+
+ File mediaStorageDir = new File(Environment.getExternalStoragePublicDirectory(
+ Environment.DIRECTORY_PICTURES), "MyCameraApp");
+ // This location works best if you want the created images to be shared
+ // between applications and persist after your app has been uninstalled.
+
+ // Create the storage directory if it does not exist
+ if (! mediaStorageDir.exists()){
+ if (! mediaStorageDir.mkdirs()){
+ Log.d("MyCameraApp", "failed to create directory");
+ return null;
+ }
+ }
+
+ // Create a media file name
+ String timeStamp = new SimpleDateFormat("yyyyMMdd_HHmmss").format(new Date());
+ File mediaFile;
+ if (type == MEDIA_TYPE_IMAGE){
+ mediaFile = new File(mediaStorageDir.getPath() + File.separator +
+ "IMG_"+ timeStamp + ".jpg");
+ } else if(type == MEDIA_TYPE_VIDEO) {
+ mediaFile = new File(mediaStorageDir.getPath() + File.separator +
+ "VID_"+ timeStamp + ".mp4");
+ } else {
+ return null;
+ }
+
+ return mediaFile;
+}
+</pre>
+
+<p class="note"><strong>Note:</strong> {@link
+android.os.Environment#getExternalStoragePublicDirectory(java.lang.String)
+Environment.getExternalStoragePublicDirectory()} is available in Android 2.2 (API Level 8) or
+higher. If you are targeting devices with earlier versions of Android, use {@link
+android.os.Environment#getExternalStorageDirectory() Environment.getExternalStorageDirectory()}
+instead. For more information, see <a
+href="{@docRoot}guide/topics/data/data-storage.html#SavingSharedFiles">Saving Shared Files</a>.</p>
+
+<p>For more information about saving files on an Android device, see <a
+href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a>.</p>
\ No newline at end of file
diff --git a/docs/html/guide/topics/media/index.jd b/docs/html/guide/topics/media/index.jd
index 06e6208..7c1754f 100644
--- a/docs/html/guide/topics/media/index.jd
+++ b/docs/html/guide/topics/media/index.jd
@@ -1,971 +1,62 @@
-page.title=Media
+page.title=Multimedia and Camera
@jd:body
<div id="qv-wrapper">
<div id="qv">
-<h2>Quickview</h2>
-<ul>
-<li>MediaPlayer APIs allow you to play and record media</li>
-<li>You can handle data from raw resources, files, and streams</li>
-<li>The platform supports a variety of media formats. See <a
-href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media Formats</a></li>
-</ul>
-
-<h2>In this document</h2>
+<h2>Topics</h2>
<ol>
-<li><a href="#mediaplayer">Using MediaPlayer</a>
- <ol>
- <li><a href='#preparingasync'>Asynchronous Preparation</a></li>
- <li><a href='#managestate'>Managing State</a></li>
- <li><a href='#releaseplayer'>Releasing the MediaPlayer</a></li>
- </ol>
-</li>
-<li><a href="#mpandservices">Using a Service with MediaPlayer</a>
- <ol>
- <li><a href="#asyncprepare">Running asynchronously</a></li>
- <li><a href="#asyncerror">Handling asynchronous errors</a></li>
- <li><a href="#wakelocks">Using wake locks</a></li>
- <li><a href="#foregroundserv">Running as a foreground service</a></li>
- <li><a href="#audiofocus">Handling audio focus</a></li>
- <li><a href="#cleanup">Performing cleanup</a></li>
- </ol>
-</li>
-<li><a href="#noisyintent">Handling the AUDIO_BECOMING_NOISY Intent</a>
-<li><a href="#viacontentresolver">Retrieving Media from a Content Resolver</a>
-<li><a href="#jetcontent">Playing JET content</a>
-<li><a href="#audiocapture">Performing Audio Capture</a>
+<li><a href="{@docRoot}guide/topics/media/mediaplayer.html">MediaPlayer</a></li>
+<li><a href="{@docRoot}guide/topics/media/jetplayer.html">JetPlayer</a></li>
+<li><a href="{@docRoot}guide/topics/media/camera.html">Camera</a></li>
+<li><a href="{@docRoot}guide/topics/media/audio-capture.html">Audio Capture</a></li>
</ol>
<h2>Key classes</h2>
<ol>
<li>{@link android.media.MediaPlayer}</li>
+<li>{@link android.media.JetPlayer}</li>
+<li>{@link android.hardware.Camera}</li>
<li>{@link android.media.MediaRecorder}</li>
<li>{@link android.media.AudioManager}</li>
-<li>{@link android.media.JetPlayer}</li>
<li>{@link android.media.SoundPool}</li>
</ol>
<h2>See also</h2>
<ol>
-<li><a href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a></li>
-<li><a href="{@docRoot}guide/topics/media/jet/jetcreator_manual.html">JetCreator User Manual</a></li>
+<li></li>
+<li><a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media Formats</a></li>
+<li><a href="{@docRoot}guide/topics/media/jet/jetcreator_manual.html">JetCreator User
+Manual</a></li>
</ol>
</div>
</div>
-<p>The Android multimedia framework includes support for encoding and decoding a
-variety of common media types, so that you can easily integrate audio,
-video and images into your applications. You can play audio or video from media files stored in your
-application's resources (raw resources), from standalone files in the filesystem, or from a data
-stream arriving over a network connection, all using {@link android.media.MediaPlayer} APIs.</p>
+<p>The Android multimedia framework includes support for capturing and playing audio, video and
+images in a variety of common media types, so that you can easily integrate them into your
+applications. You can play audio or video from media files stored in your application's resources,
+from standalone files in the file system, or from a data stream arriving over a
+network connection, all using the {@link android.media.MediaPlayer} or {@link
+android.media.JetPlayer} APIs. You can also record audio, video and take pictures using the {@link
+android.media.MediaRecorder} and {@link android.hardware.Camera} APIs if supported by the device
+hardware.</p>
-<p>You can also record audio and video using the {@link android.media.MediaRecorder} APIs if
-supported by the device hardware. Note that the emulator doesn't have hardware to capture audio or
-video, but actual mobile devices are likely to provide these capabilities.</p>
+<p>The following topics show you how to use the Android framework to implement multimedia capture
+and playback.</p>
-<p>This document shows you how to write a media-playing application that interacts with the user and
-the system in order to obtain good performance and a pleasant user experience.</p>
+<dl>
+ <dt><strong><a href="{@docRoot}guide/topics/media/mediaplayer.html">MediaPlayer</a></strong></dt>
+ <dd>How to play audio and video in your application.</dd>
-<p class="note"><strong>Note:</strong> You can play back the audio data only to the standard output
-device. Currently, that is the mobile device speaker or a Bluetooth headset. You cannot play sound
-files in the conversation audio during a call.</p>
+ <dt><strong><a href="{@docRoot}guide/topics/media/jetplayer.html">JetPlayer</a></strong></dt>
+ <dd>How to play interactive audio and video in your application using content created with
+JetCreator.</dd>
+ <dt><strong><a href="{@docRoot}guide/topics/media/camera.html">Camera</a></strong></dt>
+ <dd>How to use a device camera to take pictures or video in your application.</dd>
-<h2 id="mediaplayer">Using MediaPlayer</h2>
-
-<p>One of the most important components of the media framework is the
-{@link android.media.MediaPlayer MediaPlayer}
-class. An object of this class can fetch, decode, and play both audio and video
-with minimal setup. It supports several different media sources such as:
-<ul>
- <li>Local resources</li>
- <li>Internal URIs, such as one you might obtain from a Content Resolver</li>
- <li>External URLs (streaming)</li>
-</ul>
-</p>
-
-<p>For a list of media formats that Android supports,
-see the <a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media
-Formats</a> document. </p>
-
-<p>Here is an example
-of how to play audio that's available as a local raw resource (saved in your application's
-{@code res/raw/} directory):</p>
-
-<pre>MediaPlayer mediaPlayer = MediaPlayer.create(context, R.raw.sound_file_1);
-mediaPlayer.start(); // no need to call prepare(); create() does that for you
-</pre>
-
-<p>In this case, a "raw" resource is a file that the system does not
-try to parse in any particular way. However, the content of this resource should not
-be raw audio. It should be a properly encoded and formatted media file in one
-of the supported formats.</p>
-
-<p>And here is how you might play from a URI available locally in the system
-(that you obtained through a Content Resolver, for instance):</p>
-
-<pre>Uri myUri = ....; // initialize Uri here
-MediaPlayer mediaPlayer = new MediaPlayer();
-mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
-mediaPlayer.setDataSource(getApplicationContext(), myUri);
-mediaPlayer.prepare();
-mediaPlayer.start();</pre>
-
-<p>Playing from a remote URL via HTTP streaming looks like this:</p>
-
-<pre>String url = "http://........"; // your URL here
-MediaPlayer mediaPlayer = new MediaPlayer();
-mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
-mediaPlayer.setDataSource(url);
-mediaPlayer.prepare(); // might take long! (for buffering, etc)
-mediaPlayer.start();</pre>
-
-<p class="note"><strong>Note:</strong>
-If you're passing a URL to stream an online media file, the file must be capable of
-progressive download.</p>
-
-<p class="caution"><strong>Caution:</strong> You must either catch or pass
-{@link java.lang.IllegalArgumentException} and {@link java.io.IOException} when using
-{@link android.media.MediaPlayer#setDataSource setDataSource()}, because
-the file you are referencing might not exist.</p>
-
-<h3 id='#preparingasync'>Asynchronous Preparation</h3>
-
-<p>Using {@link android.media.MediaPlayer MediaPlayer} can be straightforward in
-principle. However, it's important to keep in mind that a few more things are
-necessary to integrate it correctly with a typical Android application. For
-example, the call to {@link android.media.MediaPlayer#prepare prepare()} can
-take a long time to execute, because
-it might involve fetching and decoding media data. So, as is the case with any
-method that may take long to execute, you should <strong>never call it from your
-application's UI thread</strong>. Doing that will cause the UI to hang until the method returns,
-which is a very bad user experience and can cause an ANR (Application Not Responding) error. Even if
-you expect your resource to load quickly, remember that anything that takes more than a tenth
-of a second to respond in the UI will cause a noticeable pause and will give
-the user the impression that your application is slow.</p>
-
-<p>To avoid hanging your UI thread, spawn another thread to
-prepare the {@link android.media.MediaPlayer} and notify the main thread when done. However, while
-you could write the threading logic
-yourself, this pattern is so common when using {@link android.media.MediaPlayer} that the framework
-supplies a convenient way to accomplish this task by using the
-{@link android.media.MediaPlayer#prepareAsync prepareAsync()} method. This method
-starts preparing the media in the background and returns immediately. When the media
-is done preparing, the {@link android.media.MediaPlayer.OnPreparedListener#onPrepared onPrepared()}
-method of the {@link android.media.MediaPlayer.OnPreparedListener
-MediaPlayer.OnPreparedListener}, configured through
-{@link android.media.MediaPlayer#setOnPreparedListener setOnPreparedListener()} is called.</p>
-
-<h3 id='#managestate'>Managing State</h3>
-
-<p>Another aspect of a {@link android.media.MediaPlayer} that you should keep in mind is
-that it's state-based. That is, the {@link android.media.MediaPlayer} has an internal state
-that you must always be aware of when writing your code, because certain operations
-are only valid when then player is in specific states. If you perform an operation while in the
-wrong state, the system may throw an exception or cause other undesireable behaviors.</p>
-
-<p>The documentation in the
-{@link android.media.MediaPlayer MediaPlayer} class shows a complete state diagram,
-that clarifies which methods move the {@link android.media.MediaPlayer} from one state to another.
-For example, when you create a new {@link android.media.MediaPlayer}, it is in the <em>Idle</em>
-state. At that point, you should initialize it by calling
-{@link android.media.MediaPlayer#setDataSource setDataSource()}, bringing it
-to the <em>Initialized</em> state. After that, you have to prepare it using either the
-{@link android.media.MediaPlayer#prepare prepare()} or
-{@link android.media.MediaPlayer#prepareAsync prepareAsync()} method. When
-the {@link android.media.MediaPlayer} is done preparing, it will then enter the <em>Prepared</em>
-state, which means you can call {@link android.media.MediaPlayer#start start()}
-to make it play the media. At that point, as the diagram illustrates,
-you can move between the <em>Started</em>, <em>Paused</em> and <em>PlaybackCompleted</em> states by
-calling such methods as
-{@link android.media.MediaPlayer#start start()},
-{@link android.media.MediaPlayer#pause pause()}, and
-{@link android.media.MediaPlayer#seekTo seekTo()},
-amongst others. When you
-call {@link android.media.MediaPlayer#stop stop()}, however, notice that you
-cannot call {@link android.media.MediaPlayer#start start()} again until you
-prepare the {@link android.media.MediaPlayer} again.</p>
-
-<p>Always keep <a href='{@docRoot}images/mediaplayer_state_diagram.gif'>the state diagram</a>
-in mind when writing code that interacts with a
-{@link android.media.MediaPlayer} object, because calling its methods from the wrong state is a
-common cause of bugs.</p>
-
-<h3 id='#releaseplayer'>Releasing the MediaPlayer</h3>
-
-<p>A {@link android.media.MediaPlayer MediaPlayer} can consume valuable
-system resources.
-Therefore, you should always take extra precautions to make sure you are not
-hanging on to a {@link android.media.MediaPlayer} instance longer than necessary. When you
-are done with it, you should always call
-{@link android.media.MediaPlayer#release release()} to make sure any
-system resources allocated to it are properly released. For example, if you are
-using a {@link android.media.MediaPlayer} and your activity receives a call to {@link
-android.app.Activity#onStop onStop()}, you must release the {@link android.media.MediaPlayer},
-because it
-makes little sense to hold on to it while your activity is not interacting with
-the user (unless you are playing media in the background, which is discussed in the next section).
-When your activity is resumed or restarted, of course, you need to
-create a new {@link android.media.MediaPlayer} and prepare it again before resuming playback.</p>
-
-<p>Here's how you should release and then nullify your {@link android.media.MediaPlayer}:</p>
-<pre>
-mediaPlayer.release();
-mediaPlayer = null;
-</pre>
-
-<p>As an example, consider the problems that could happen if you
-forgot to release the {@link android.media.MediaPlayer} when your activity is stopped, but create a
-new one when the activity starts again. As you may know, when the user changes the
-screen orientation (or changes the device configuration in another way),
-the system handles that by restarting the activity (by default), so you might quickly
-consume all of the system resources as the user
-rotates the device back and forth between portrait and landscape, because at each
-orientation change, you create a new {@link android.media.MediaPlayer} that you never
-release. (For more information about runtime restarts, see <a
-href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.)</p>
-
-<p>You may be wondering what happens if you want to continue playing
-"background media" even when the user leaves your activity, much in the same
-way that the built-in Music application behaves. In this case, what you need is
-a {@link android.media.MediaPlayer MediaPlayer} controlled by a {@link android.app.Service}, as
-discussed in <a href="mpandservices">Using a Service with MediaPlayer</a>.</p>
-
-<h2 id="mpandservices">Using a Service with MediaPlayer</h2>
-
-<p>If you want your media to play in the background even when your application
-is not onscreen—that is, you want it to continue playing while the user is
-interacting with other applications—then you must start a
-{@link android.app.Service Service} and control the
-{@link android.media.MediaPlayer MediaPlayer} instance from there.
-You should be careful about this setup, because the user and the system have expectations
-about how an application running a background service should interact with the rest of the
-system. If your application does not fulfil those expectations, the user may
-have a bad experience. This section describes the main issues that you should be
-aware of and offers suggestions about how to approach them.</p>
-
-
-<h3 id="asyncprepare">Running asynchronously</h3>
-
-<p>First of all, like an {@link android.app.Activity Activity}, all work in a
-{@link android.app.Service Service} is done in a single thread by
-default—in fact, if you're running an activity and a service from the same application, they
-use the same thread (the "main thread") by default. Therefore, services need to
-process incoming intents quickly
-and never perform lengthy computations when responding to them. If any heavy
-work or blocking calls are expected, you must do those tasks asynchronously: either from
-another thread you implement yourself, or using the framework's many facilities
-for asynchronous processing.</p>
-
-<p>For instance, when using a {@link android.media.MediaPlayer} from your main thread,
-you should call {@link android.media.MediaPlayer#prepareAsync prepareAsync()} rather than
-{@link android.media.MediaPlayer#prepare prepare()}, and implement
-a {@link android.media.MediaPlayer.OnPreparedListener MediaPlayer.OnPreparedListener}
-in order to be notified when the preparation is complete and you can start playing.
-For example:</p>
-
-<pre>
-public class MyService extends Service implements MediaPlayer.OnPreparedListener {
- private static final ACTION_PLAY = "com.example.action.PLAY";
- MediaPlayer mMediaPlayer = null;
-
- public int onStartCommand(Intent intent, int flags, int startId) {
- ...
- if (intent.getAction().equals(ACTION_PLAY)) {
- mMediaPlayer = ... // initialize it here
- mMediaPlayer.setOnPreparedListener(this);
- mMediaPlayer.prepareAsync(); // prepare async to not block main thread
- }
- }
-
- /** Called when MediaPlayer is ready */
- public void onPrepared(MediaPlayer player) {
- player.start();
- }
-}
-</pre>
-
-
-<h3 id="asyncerror">Handling asynchronous errors</h3>
-
-<p>On synchronous operations, errors would normally
-be signaled with an exception or an error code, but whenever you use asynchronous
-resources, you should make sure your application is notified
-of errors appropriately. In the case of a {@link android.media.MediaPlayer MediaPlayer},
-you can accomplish this by implementing a
-{@link android.media.MediaPlayer.OnErrorListener MediaPlayer.OnErrorListener} and
-setting it in your {@link android.media.MediaPlayer} instance:</p>
-
-<pre>
-public class MyService extends Service implements MediaPlayer.OnErrorListener {
- MediaPlayer mMediaPlayer;
-
- public void initMediaPlayer() {
- // ...initialize the MediaPlayer here...
-
- mMediaPlayer.setOnErrorListener(this);
- }
-
- @Override
- public boolean onError(MediaPlayer mp, int what, int extra) {
- // ... react appropriately ...
- // The MediaPlayer has moved to the Error state, must be reset!
- }
-}
-</pre>
-
-<p>It's important to remember that when an error occurs, the {@link android.media.MediaPlayer}
-moves to the <em>Error</em> state (see the documentation for the
-{@link android.media.MediaPlayer MediaPlayer} class for the full state diagram)
-and you must reset it before you can use it again.
-
-
-<h3 id="wakelocks">Using wake locks</h3>
-
-<p>When designing applications that play media
-in the background, the device may go to sleep
-while your service is running. Because the Android system tries to conserve
-battery while the device is sleeping, the system tries to shut off any
-of the phone's features that are
-not necessary, including the CPU and the WiFi hardware.
-However, if your service is playing or streaming music, you want to prevent
-the system from interfering with your playback.</p>
-
-<p>In order to ensure that your service continues to run under
-those conditions, you have to use "wake locks." A wake lock is a way to signal to
-the system that your application is using some feature that should
-stay available even if the phone is idle.</p>
-
-<p class="caution"><strong>Notice:</strong> You should always use wake locks sparingly and hold them
-only for as long as truly necessary, because they significantly reduce the battery life of the
-device.</p>
-
-<p>To ensure that the CPU continues running while your {@link android.media.MediaPlayer} is
-playing, call the {@link android.media.MediaPlayer#setWakeMode
-setWakeMode()} method when initializing your {@link android.media.MediaPlayer}. Once you do,
-the {@link android.media.MediaPlayer} holds the specified lock while playing and releases the lock
-when paused or stopped:</p>
-
-<pre>
-mMediaPlayer = new MediaPlayer();
-// ... other initialization here ...
-mMediaPlayer.setWakeMode(getApplicationContext(), PowerManager.PARTIAL_WAKE_LOCK);
-</pre>
-
-<p>However, the wake lock acquired in this example guarantees only that the CPU remains awake. If
-you are streaming media over the
-network and you are using Wi-Fi, you probably want to hold a
-{@link android.net.wifi.WifiManager.WifiLock WifiLock} as
-well, which you must acquire and release manually. So, when you start preparing the
-{@link android.media.MediaPlayer} with the remote URL, you should create and acquire the Wi-Fi lock.
-For example:</p>
-
-<pre>
-WifiLock wifiLock = ((WifiManager) getSystemService(Context.WIFI_SERVICE))
- .createWifiLock(WifiManager.WIFI_MODE_FULL, "mylock");
-
-wifiLock.acquire();
-</pre>
-
-<p>When you pause or stop your media, or when you no longer need the
-network, you should release the lock:</p>
-
-<pre>
-wifiLock.release();
-</pre>
-
-
-<h3 id="foregroundserv">Running as a foreground service</h3>
-
-<p>Services are often used for performing background tasks, such as fetching emails,
-synchronizing data, downloading content, amongst other possibilities. In these
-cases, the user is not actively aware of the service's execution, and probably
-wouldn't even notice if some of these services were interrupted and later restarted.</p>
-
-<p>But consider the case of a service that is playing music. Clearly this is a service that the user
-is actively aware of and the experience would be severely affected by any interruptions.
-Additionally, it's a service that the user will likely wish to interact with during its execution.
-In this case, the service should run as a "foreground service." A
-foreground service holds a higher level of importance within the system—the system will
-almost never kill the service, because it is of immediate importance to the user. When running
-in the foreground, the service also must provide a status bar notification to ensure that users are
-aware of the running service and allow them to open an activity that can interact with the
-service.</p>
-
-<p>In order to turn your service into a foreground service, you must create a
-{@link android.app.Notification Notification} for the status bar and call
-{@link android.app.Service#startForeground startForeground()} from the {@link
-android.app.Service}. For example:</p>
-
-<pre>String songName;
-// assign the song name to songName
-PendingIntent pi = PendingIntent.getActivity(getApplicationContext(), 0,
- new Intent(getApplicationContext(), MainActivity.class),
- PendingIntent.FLAG_UPDATE_CURRENT);
-Notification notification = new Notification();
-notification.tickerText = text;
-notification.icon = R.drawable.play0;
-notification.flags |= Notification.FLAG_ONGOING_EVENT;
-notification.setLatestEventInfo(getApplicationContext(), "MusicPlayerSample",
- "Playing: " + songName, pi);
-startForeground(NOTIFICATION_ID, notification);
-</pre>
-
-<p>While your service is running in the foreground, the notification you
-configured is visible in the notification area of the device. If the user
-selects the notification, the system invokes the {@link android.app.PendingIntent} you supplied. In
-the example above, it opens an activity ({@code MainActivity}).</p>
-
-<p>Figure 1 shows how your notification appears to the user:</p>
-
-<img src='images/notification1.png' />
-
-<img src='images/notification2.png' />
-<p class="img-caption"><strong>Figure 1.</strong> Screenshots of a foreground service's notification, showing the notification icon in the status bar (left) and the expanded view (right).</p>
-
-<p>You should only hold on to the "foreground service" status while your
-service is actually performing something the user is actively aware of. Once
-that is no longer true, you should release it by calling
-{@link android.app.Service#stopForeground stopForeground()}:</p>
-
-<pre>
-stopForeground(true);
-</pre>
-
-<p>For more information, see the documentation about <a
-href="{@docRoot}guide/topics/fundamentals/services.html#Foreground">Services</a> and
-<a href="{@docRoot}guide/topics/ui/notifiers/notifications.html">Status Bar Notifications</a>.</p>
-
-
-<h3 id="audiofocus">Handling audio focus</h3>
-
-<p>Even though only one activity can run at any given time, Android is a
-multi-tasking environment. This poses a particular challenge to applications
-that use audio, because there is only one audio output and there may be several
-media services competing for its use. Before Android 2.2, there was no built-in
-mechanism to address this issue, which could in some cases lead to a bad user
-experience. For example, when a user is listening to
-music and another application needs to notify the user of something very important,
-the user might not hear the notification tone due to the loud music. Starting with
-Android 2.2, the platform offers a way for applications to negotiate their
-use of the device's audio output. This mechanism is called Audio Focus.</p>
-
-<p>When your application needs to output audio such as music or a notification,
-you should always request audio focus. Once it has focus, it can use the sound output freely, but it should
-always listen for focus changes. If it is notified that it has lost the audio
-focus, it should immediately either kill the audio or lower it to a quiet level
-(known as "ducking"—there is a flag that indicates which one is appropriate) and only resume
-loud playback after it receives focus again.</p>
-
-<p>Audio Focus is cooperative in nature. That is, applications are expected
-(and highly encouraged) to comply with the audio focus guidelines, but the
-rules are not enforced by the system. If an application wants to play loud
-music even after losing audio focus, nothing in the system will prevent that.
-However, the user is more likely to have a bad experience and will be more
-likely to uninstall the misbehaving application.</p>
-
-<p>To request audio focus, you must call
-{@link android.media.AudioManager#requestAudioFocus requestAudioFocus()} from the {@link
-android.media.AudioManager}, as the example below demonstrates:</p>
-
-<pre>
-AudioManager audioManager = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
-int result = audioManager.requestAudioFocus(this, AudioManager.STREAM_MUSIC,
- AudioManager.AUDIOFOCUS_GAIN);
-
-if (result != AudioManager.AUDIOFOCUS_REQUEST_GRANTED) {
- // could not get audio focus.
-}
-</pre>
-
-<p>The first parameter to {@link android.media.AudioManager#requestAudioFocus requestAudioFocus()}
-is an {@link android.media.AudioManager.OnAudioFocusChangeListener
-AudioManager.OnAudioFocusChangeListener},
-whose {@link android.media.AudioManager.OnAudioFocusChangeListener#onAudioFocusChange
-onAudioFocusChange()} method is called whenever there is a change in audio focus. Therefore, you
-should also implement this interface on your service and activities. For example:</p>
-
-<pre>
-class MyService extends Service
- implements AudioManager.OnAudioFocusChangeListener {
- // ....
- public void onAudioFocusChange(int focusChange) {
- // Do something based on focus change...
- }
-}
-</pre>
-
-<p>The <code>focusChange</code> parameter tells you how the audio focus has changed, and
-can be one of the following values (they are all constants defined in
-{@link android.media.AudioManager AudioManager}):</p>
-
-<ul>
-<li>{@link android.media.AudioManager#AUDIOFOCUS_GAIN}: You have gained the audio focus.</li>
-
-<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS}: You have lost the audio focus for a
-presumably long time.
-You must stop all audio playback. Because you should expect not to have focus back
-for a long time, this would be a good place to clean up your resources as much
-as possible. For example, you should release the {@link android.media.MediaPlayer}.</li>
-
-<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS_TRANSIENT}: You have
-temporarily lost audio focus, but should receive it back shortly. You must stop
-all audio playback, but you can keep your resources because you will probably get
-focus back shortly.</li>
-
-<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK}: You have temporarily
-lost audio focus,
-but you are allowed to continue to play audio quietly (at a low volume) instead
-of killing audio completely.</li>
-</ul>
-
-<p>Here is an example implementation:</p>
-
-<pre>
-public void onAudioFocusChange(int focusChange) {
- switch (focusChange) {
- case AudioManager.AUDIOFOCUS_GAIN:
- // resume playback
- if (mMediaPlayer == null) initMediaPlayer();
- else if (!mMediaPlayer.isPlaying()) mMediaPlayer.start();
- mMediaPlayer.setVolume(1.0f, 1.0f);
- break;
-
- case AudioManager.AUDIOFOCUS_LOSS:
- // Lost focus for an unbounded amount of time: stop playback and release media player
- if (mMediaPlayer.isPlaying()) mMediaPlayer.stop();
- mMediaPlayer.release();
- mMediaPlayer = null;
- break;
-
- case AudioManager.AUDIOFOCUS_LOSS_TRANSIENT:
- // Lost focus for a short time, but we have to stop
- // playback. We don't release the media player because playback
- // is likely to resume
- if (mMediaPlayer.isPlaying()) mMediaPlayer.pause();
- break;
-
- case AudioManager.AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK:
- // Lost focus for a short time, but it's ok to keep playing
- // at an attenuated level
- if (mMediaPlayer.isPlaying()) mMediaPlayer.setVolume(0.1f, 0.1f);
- break;
- }
-}
-</pre>
-
-<p>Keep in mind that the audio focus APIs are available only with API level 8 (Android 2.2)
-and above, so if you want to support previous
-versions of Android, you should adopt a backward compatibility strategy that
-allows you to use this feature if available, and fall back seamlessly if not.</p>
-
-<p>You can achieve backward compatibility either by calling the audio focus methods by reflection
-or by implementing all the audio focus features in a separate class (say,
-<code>AudioFocusHelper</code>). Here is an example of such a class:</p>
-
-<pre>
-public class AudioFocusHelper implements AudioManager.OnAudioFocusChangeListener {
- AudioManager mAudioManager;
-
- // other fields here, you'll probably hold a reference to an interface
- // that you can use to communicate the focus changes to your Service
-
- public AudioFocusHelper(Context ctx, /* other arguments here */) {
- mAudioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
- // ...
- }
-
- public boolean requestFocus() {
- return AudioManager.AUDIOFOCUS_REQUEST_GRANTED ==
- mAudioManager.requestAudioFocus(mContext, AudioManager.STREAM_MUSIC,
- AudioManager.AUDIOFOCUS_GAIN);
- }
-
- public boolean abandonFocus() {
- return AudioManager.AUDIOFOCUS_REQUEST_GRANTED ==
- mAudioManager.abandonAudioFocus(this);
- }
-
- @Override
- public void onAudioFocusChange(int focusChange) {
- // let your service know about the focus change
- }
-}
-</pre>
-
-
-<p>You can create an instance of <code>AudioFocusHelper</code> class only if you detect that
-the system is running API level 8 or above. For example:</p>
-
-<pre>
-if (android.os.Build.VERSION.SDK_INT >= 8) {
- mAudioFocusHelper = new AudioFocusHelper(getApplicationContext(), this);
-} else {
- mAudioFocusHelper = null;
-}
-</pre>
-
-
-<h3 id="cleanup">Performing cleanup</h3>
-
-<p>As mentioned earlier, a {@link android.media.MediaPlayer} object can consume a significant
-amount of system resources, so you should keep it only for as long as you need and call
-{@link android.media.MediaPlayer#release release()} when you are done with it. It's important
-to call this cleanup method explicitly rather than rely on system garbage collection because
-it might take some time before the garbage collector reclaims the {@link android.media.MediaPlayer},
-as it's only sensitive to memory needs and not to shortage of other media-related resources.
-So, in the case when you're using a service, you should always override the
-{@link android.app.Service#onDestroy onDestroy()} method to make sure you are releasing
-the {@link android.media.MediaPlayer}:</p>
-
-<pre>
-public class MyService extends Service {
- MediaPlayer mMediaPlayer;
- // ...
-
- @Override
- public void onDestroy() {
- if (mMediaPlayer != null) mMediaPlayer.release();
- }
-}
-</pre>
-
-<p>You should always look for other opportunities to release your {@link android.media.MediaPlayer}
-as well, apart from releasing it when being shut down. For example, if you expect not
-to be able to play media for an extended period of time (after losing audio focus, for example),
-you should definitely release your existing {@link android.media.MediaPlayer} and create it again
-later. On the
-other hand, if you only expect to stop playback for a very short time, you should probably
-hold on to your {@link android.media.MediaPlayer} to avoid the overhead of creating and preparing it
-again.</p>
-
-
-
-<h2 id="noisyintent">Handling the AUDIO_BECOMING_NOISY Intent</h2>
-
-<p>Many well-written applications that play audio automatically stop playback when an event
-occurs that causes the audio to become noisy (ouput through external speakers). For instance,
-this might happen when a user is listening to music through headphones and accidentally
-disconnects the headphones from the device. However, this behavior does not happen automatically.
-If you don't implement this feature, audio plays out of the device's external speakers, which
-might not be what the user wants.</p>
-
-<p>You can ensure your app stops playing music in these situations by handling
-the {@link android.media.AudioManager#ACTION_AUDIO_BECOMING_NOISY} intent, for which you can register a receiver by
-adding the following to your manifest:</p>
-
-<pre>
-<receiver android:name=".MusicIntentReceiver">
- <intent-filter>
- <action android:name="android.media.AUDIO_BECOMING_NOISY" />
- </intent-filter>
-</receiver>
-</pre>
-
-<p>This registers the <code>MusicIntentReceiver</code> class as a broadcast receiver for that
-intent. You should then implement this class:</p>
-
-<pre>
-public class MusicIntentReceiver implements android.content.BroadcastReceiver {
- @Override
- public void onReceive(Context ctx, Intent intent) {
- if (intent.getAction().equals(
- android.media.AudioManager.ACTION_AUDIO_BECOMING_NOISY)) {
- // signal your service to stop playback
- // (via an Intent, for instance)
- }
- }
-}
-</pre>
-
-
-
-
-<h2 id="viacontentresolver">Retrieving Media from a Content Resolver</h2>
-
-<p>Another feature that may be useful in a media player application is the ability to
-retrieve music that the user has on the device. You can do that by querying the {@link
-android.content.ContentResolver} for external media:</p>
-
-<pre>
-ContentResolver contentResolver = getContentResolver();
-Uri uri = android.provider.MediaStore.Audio.Media.EXTERNAL_CONTENT_URI;
-Cursor cursor = contentResolver.query(uri, null, null, null, null);
-if (cursor == null) {
- // query failed, handle error.
-} else if (!cursor.moveToFirst()) {
- // no media on the device
-} else {
- int titleColumn = cursor.getColumnIndex(android.provider.MediaStore.Audio.Media.TITLE);
- int idColumn = cursor.getColumnIndex(android.provider.MediaStore.Audio.Media._ID);
- do {
- long thisId = cursor.getLong(idColumn);
- String thisTitle = cursor.getString(titleColumn);
- // ...process entry...
- } while (cursor.moveToNext());
-}
-</pre>
-
-<p>To use this with the {@link android.media.MediaPlayer}, you can do this:</p>
-
-<pre>
-long id = /* retrieve it from somewhere */;
-Uri contentUri = ContentUris.withAppendedId(
- android.provider.MediaStore.Audio.Media.EXTERNAL_CONTENT_URI, id);
-
-mMediaPlayer = new MediaPlayer();
-mMediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
-mMediaPlayer.setDataSource(getApplicationContext(), contentUri);
-
-// ...prepare and start...
-</pre>
-
-
-
-<h2 id="jetcontent">Playing JET content</h2>
-
-<p>The Android platform includes a JET engine that lets you add interactive playback of JET audio
-content in your applications. You can create JET content for interactive playback using the
-JetCreator authoring application that ships with the SDK. To play and manage JET content from your
-application, use the {@link android.media.JetPlayer JetPlayer} class.</p>
-
-<p>For a description of JET concepts and instructions on how to use the JetCreator authoring tool,
-see the <a href="{@docRoot}guide/topics/media/jet/jetcreator_manual.html">JetCreator User
-Manual</a>. The tool is available on Windows, OS X, and Linux platforms (Linux does not
-support auditioning of imported assets like with the Windows and OS X versions).
-</p>
-
-<p>Here's an example of how to set up JET playback from a <code>.jet</code> file stored on the SD card:</p>
-
-<pre>
-JetPlayer jetPlayer = JetPlayer.getJetPlayer();
-jetPlayer.loadJetFile("/sdcard/level1.jet");
-byte segmentId = 0;
-
-// queue segment 5, repeat once, use General MIDI, transpose by -1 octave
-jetPlayer.queueJetSegment(5, -1, 1, -1, 0, segmentId++);
-// queue segment 2
-jetPlayer.queueJetSegment(2, -1, 0, 0, 0, segmentId++);
-
-jetPlayer.play();
-</pre>
-
-<p>The SDK includes an example application — JetBoy — that shows how to use {@link
-android.media.JetPlayer JetPlayer} to create an interactive music soundtrack in your game. It also
-illustrates how to use JET events to synchronize music and game logic. The application is located at
-<code><sdk>/platforms/android-1.5/samples/JetBoy</code>.</p>
-
-
-<h2 id="audiocapture">Performing Audio Capture</h2>
-
-<p>Audio capture from the device is a bit more complicated than audio and video playback, but still fairly simple:</p>
-<ol>
- <li>Create a new instance of {@link android.media.MediaRecorder android.media.MediaRecorder}.</li>
- <li>Set the audio source using
- {@link android.media.MediaRecorder#setAudioSource MediaRecorder.setAudioSource()}. You will probably want to use
- <code>MediaRecorder.AudioSource.MIC</code>.</li>
- <li>Set output file format using
- {@link android.media.MediaRecorder#setOutputFormat MediaRecorder.setOutputFormat()}.
- </li>
- <li>Set output file name using
- {@link android.media.MediaRecorder#setOutputFile MediaRecorder.setOutputFile()}.
- </li>
- <li>Set the audio encoder using
- {@link android.media.MediaRecorder#setAudioEncoder MediaRecorder.setAudioEncoder()}.
- </li>
- <li>Call {@link android.media.MediaRecorder#prepare MediaRecorder.prepare()}
- on the MediaRecorder instance.</li>
- <li>To start audio capture, call
- {@link android.media.MediaRecorder#start MediaRecorder.start()}. </li>
- <li>To stop audio capture, call {@link android.media.MediaRecorder#stop MediaRecorder.stop()}.
- <li>When you are done with the MediaRecorder instance, call
-{@link android.media.MediaRecorder#release MediaRecorder.release()} on it. Calling
-{@link android.media.MediaRecorder#release MediaRecorder.release()} is always recommended to
-free the resource immediately.</li>
-</ol>
-
-<h3>Example: Record audio and play the recorded audio</h3>
-<p>The example class below illustrates how to set up, start and stop audio capture, and to play the recorded audio file.</p>
-<pre>
-/*
- * The application needs to have the permission to write to external storage
- * if the output file is written to the external storage, and also the
- * permission to record audio. These permissions must be set in the
- * application's AndroidManifest.xml file, with something like:
- *
- * <uses-permission android:name="android.permission.WRITE_EXTERNAL_STORAGE" />
- * <uses-permission android:name="android.permission.RECORD_AUDIO" />
- *
- */
-package com.android.audiorecordtest;
-
-import android.app.Activity;
-import android.widget.LinearLayout;
-import android.os.Bundle;
-import android.os.Environment;
-import android.view.ViewGroup;
-import android.widget.Button;
-import android.view.View;
-import android.view.View.OnClickListener;
-import android.content.Context;
-import android.util.Log;
-import android.media.MediaRecorder;
-import android.media.MediaPlayer;
-
-import java.io.IOException;
-
-
-public class AudioRecordTest extends Activity
-{
- private static final String LOG_TAG = "AudioRecordTest";
- private static String mFileName = null;
-
- private RecordButton mRecordButton = null;
- private MediaRecorder mRecorder = null;
-
- private PlayButton mPlayButton = null;
- private MediaPlayer mPlayer = null;
-
- private void onRecord(boolean start) {
- if (start) {
- startRecording();
- } else {
- stopRecording();
- }
- }
-
- private void onPlay(boolean start) {
- if (start) {
- startPlaying();
- } else {
- stopPlaying();
- }
- }
-
- private void startPlaying() {
- mPlayer = new MediaPlayer();
- try {
- mPlayer.setDataSource(mFileName);
- mPlayer.prepare();
- mPlayer.start();
- } catch (IOException e) {
- Log.e(LOG_TAG, "prepare() failed");
- }
- }
-
- private void stopPlaying() {
- mPlayer.release();
- mPlayer = null;
- }
-
- private void startRecording() {
- mRecorder = new MediaRecorder();
- mRecorder.setAudioSource(MediaRecorder.AudioSource.MIC);
- mRecorder.setOutputFormat(MediaRecorder.OutputFormat.THREE_GPP);
- mRecorder.setOutputFile(mFileName);
- mRecorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR_NB);
-
- try {
- mRecorder.prepare();
- } catch (IOException e) {
- Log.e(LOG_TAG, "prepare() failed");
- }
-
- mRecorder.start();
- }
-
- private void stopRecording() {
- mRecorder.stop();
- mRecorder.release();
- mRecorder = null;
- }
-
- class RecordButton extends Button {
- boolean mStartRecording = true;
-
- OnClickListener clicker = new OnClickListener() {
- public void onClick(View v) {
- onRecord(mStartRecording);
- if (mStartRecording) {
- setText("Stop recording");
- } else {
- setText("Start recording");
- }
- mStartRecording = !mStartRecording;
- }
- };
-
- public RecordButton(Context ctx) {
- super(ctx);
- setText("Start recording");
- setOnClickListener(clicker);
- }
- }
-
- class PlayButton extends Button {
- boolean mStartPlaying = true;
-
- OnClickListener clicker = new OnClickListener() {
- public void onClick(View v) {
- onPlay(mStartPlaying);
- if (mStartPlaying) {
- setText("Stop playing");
- } else {
- setText("Start playing");
- }
- mStartPlaying = !mStartPlaying;
- }
- };
-
- public PlayButton(Context ctx) {
- super(ctx);
- setText("Start playing");
- setOnClickListener(clicker);
- }
- }
-
- public AudioRecordTest() {
- mFileName = Environment.getExternalStorageDirectory().getAbsolutePath();
- mFileName += "/audiorecordtest.3gp";
- }
-
- @Override
- public void onCreate(Bundle icicle) {
- super.onCreate(icicle);
-
- LinearLayout ll = new LinearLayout(this);
- mRecordButton = new RecordButton(this);
- ll.addView(mRecordButton,
- new LinearLayout.LayoutParams(
- ViewGroup.LayoutParams.WRAP_CONTENT,
- ViewGroup.LayoutParams.WRAP_CONTENT,
- 0));
- mPlayButton = new PlayButton(this);
- ll.addView(mPlayButton,
- new LinearLayout.LayoutParams(
- ViewGroup.LayoutParams.WRAP_CONTENT,
- ViewGroup.LayoutParams.WRAP_CONTENT,
- 0));
- setContentView(ll);
- }
-
- @Override
- public void onPause() {
- super.onPause();
- if (mRecorder != null) {
- mRecorder.release();
- mRecorder = null;
- }
-
- if (mPlayer != null) {
- mPlayer.release();
- mPlayer = null;
- }
- }
-}
-</pre>
-
-
-
+ <dt><strong><a href="{@docRoot}guide/topics/media/audio-capture.html">Audio
+Capture</a></strong></dt>
+ <dd>How to record sound in your application.</dd>
+</dl>
\ No newline at end of file
diff --git a/docs/html/guide/topics/media/jetplayer.jd b/docs/html/guide/topics/media/jetplayer.jd
new file mode 100644
index 0000000..f3d55f9
--- /dev/null
+++ b/docs/html/guide/topics/media/jetplayer.jd
@@ -0,0 +1,70 @@
+page.title=JetPlayer
+parent.title=Multimedia and Camera
+parent.link=index.html
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+
+<h2>In this document</h2>
+<ol>
+<li><a href="#jetcontent">Playing JET content</a>
+</ol>
+
+<h2>Key classes</h2>
+<ol>
+<li>{@link android.media.JetPlayer}</li>
+</ol>
+
+<h2>Related Samples</h2>
+<ol>
+<li><a href="{@docRoot}resources/samples/JetBoy/index.html">JetBoy</a></li>
+</ol>
+
+<h2>See also</h2>
+<ol>
+<li><a href="{@docRoot}guide/topics/media/jet/jetcreator_manual.html">JetCreator User
+Manual</a></li>
+<li><a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media Formats</a></li>
+<li><a href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a></li>
+<li><a href="{@docRoot}guide/topics/media/mediaplayer.html">MediaPlayer</a></li>
+</ol>
+
+</div>
+</div>
+
+<p>The Android platform includes a JET engine that lets you add interactive playback of JET audio
+content in your applications. You can create JET content for interactive playback using the
+JetCreator authoring application that ships with the SDK. To play and manage JET content from your
+application, use the {@link android.media.JetPlayer JetPlayer} class.</p>
+
+
+<h2 id="jetcontent">Playing JET content</h2>
+
+<p>This section shows you how to write, set up and play JET content. For a description of JET
+concepts and instructions on how to use the JetCreator authoring tool, see the <a
+href="{@docRoot}guide/topics/media/jet/jetcreator_manual.html">JetCreator User
+Manual</a>. The tool is available on Windows, OS X, and Linux platforms (Linux does not
+support auditioning of imported assets like with the Windows and OS X versions).
+</p>
+
+<p>Here's an example of how to set up JET playback from a <code>.jet</code> file stored on the SD
+card:</p>
+
+<pre>
+JetPlayer jetPlayer = JetPlayer.getJetPlayer();
+jetPlayer.loadJetFile("/sdcard/level1.jet");
+byte segmentId = 0;
+
+// queue segment 5, repeat once, use General MIDI, transpose by -1 octave
+jetPlayer.queueJetSegment(5, -1, 1, -1, 0, segmentId++);
+// queue segment 2
+jetPlayer.queueJetSegment(2, -1, 0, 0, 0, segmentId++);
+
+jetPlayer.play();
+</pre>
+
+<a>The SDK includes an example application — JetBoy — that shows how to use {@link
+android.media.JetPlayer JetPlayer} to create an interactive music soundtrack in your game. It also
+illustrates how to use JET events to synchronize music and game logic. The application is located at
+<a href="{@docRoot}resources/samples/JetBoy/index.html">JetBoy</a>.</p>
\ No newline at end of file
diff --git a/docs/html/guide/topics/media/mediaplayer.jd b/docs/html/guide/topics/media/mediaplayer.jd
new file mode 100644
index 0000000..b3ca7dd
--- /dev/null
+++ b/docs/html/guide/topics/media/mediaplayer.jd
@@ -0,0 +1,747 @@
+page.title=Media Playback
+parent.title=Multimedia and Camera
+parent.link=index.html
+@jd:body
+
+ <div id="qv-wrapper">
+ <div id="qv">
+
+<h2>In this document</h2>
+<ol>
+<li><a href="#basics">The Basics</a>
+<li><a href="#manifest">Manifest Declarations</a></li>
+<li><a href="#mediaplayer">Using MediaPlayer</a>
+ <ol>
+ <li><a href='#preparingasync'>Asynchronous Preparation</a></li>
+ <li><a href='#managestate'>Managing State</a></li>
+ <li><a href='#releaseplayer'>Releasing the MediaPlayer</a></li>
+ </ol>
+</li>
+<li><a href="#mpandservices">Using a Service with MediaPlayer</a>
+ <ol>
+ <li><a href="#asyncprepare">Running asynchronously</a></li>
+ <li><a href="#asyncerror">Handling asynchronous errors</a></li>
+ <li><a href="#wakelocks">Using wake locks</a></li>
+ <li><a href="#foregroundserv">Running as a foreground service</a></li>
+ <li><a href="#audiofocus">Handling audio focus</a></li>
+ <li><a href="#cleanup">Performing cleanup</a></li>
+ </ol>
+</li>
+<li><a href="#noisyintent">Handling the AUDIO_BECOMING_NOISY Intent</a>
+<li><a href="#viacontentresolver">Retrieving Media from a Content Resolver</a>
+</ol>
+
+<h2>Key classes</h2>
+<ol>
+<li>{@link android.media.MediaPlayer}</li>
+<li>{@link android.media.AudioManager}</li>
+<li>{@link android.media.SoundPool}</li>
+</ol>
+
+<h2>See also</h2>
+<ol>
+<li><a href="{@docRoot}guide/topics/media/jetplayer.html">JetPlayer</a></li>
+<li><a href="{@docRoot}guide/topics/media/audio-capture.html">Audio Capture</a></li>
+<li><a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media Formats</a></li>
+<li><a href="{@docRoot}guide/topics/data/data-storage.html">Data Storage</a></li>
+</ol>
+
+</div>
+</div>
+
+<p>The Android multimedia framework includes support for playing variety of common media types, so
+that you can easily integrate audio, video and images into your applications. You can play audio or
+video from media files stored in your application's resources (raw resources), from standalone files
+in the filesystem, or from a data stream arriving over a network connection, all using {@link
+android.media.MediaPlayer} APIs.</p>
+
+<p>This document shows you how to write a media-playing application that interacts with the user and
+the system in order to obtain good performance and a pleasant user experience.</p>
+
+<p class="note"><strong>Note:</strong> You can play back the audio data only to the standard output
+device. Currently, that is the mobile device speaker or a Bluetooth headset. You cannot play sound
+files in the conversation audio during a call.</p>
+
+<h2 id="basics">The Basics</h2>
+<p>The following classes are used to play sound and video in the Android framework:</p>
+
+<dl>
+ <dt>{@link android.media.MediaPlayer}</dt>
+ <dd>This class is the primary API for playing sound and video.</dd>
+ <dt>{@link android.media.AudioManager}</dt>
+ <dd>This class manages audio sources and audio output on a device.</dd>
+</dl>
+
+<h2 id="manifest">Manifest Declarations</h2>
+<p>Before starting development on your application using MediaPlayer, make sure your manifest has
+the appropriate declarations to allow use of related features.</p>
+
+<ul>
+ <li><strong>Internet Permission</strong> - If you are using MediaPlayer to stream network-based
+content, your application must request network access.
+<pre>
+<uses-permission android:name="android.permission.INTERNET" />
+</pre>
+ </li>
+ <li><strong>Wake Lock Permission</strong> - If your player application needs to keep the screen
+from dimming or the processor from sleeping, or uses the {@link
+android.media.MediaPlayer#setScreenOnWhilePlaying(boolean) MediaPlayer.setScreenOnWhilePlaying()} or
+{@link android.media.MediaPlayer#setWakeMode(android.content.Context, int)
+MediaPlayer.setWakeMode()} methods, you must request this permission.
+<pre>
+<uses-permission android:name="android.permission.WAKE_LOCK" />
+</pre>
+ </li>
+</ul>
+
+<h2 id="mediaplayer">Using MediaPlayer</h2>
+<p>One of the most important components of the media framework is the
+{@link android.media.MediaPlayer MediaPlayer}
+class. An object of this class can fetch, decode, and play both audio and video
+with minimal setup. It supports several different media sources such as:
+<ul>
+ <li>Local resources</li>
+ <li>Internal URIs, such as one you might obtain from a Content Resolver</li>
+ <li>External URLs (streaming)</li>
+</ul>
+</p>
+
+<p>For a list of media formats that Android supports,
+see the <a href="{@docRoot}guide/appendix/media-formats.html">Android Supported Media
+Formats</a> document. </p>
+
+<p>Here is an example
+of how to play audio that's available as a local raw resource (saved in your application's
+{@code res/raw/} directory):</p>
+
+<pre>MediaPlayer mediaPlayer = MediaPlayer.create(context, R.raw.sound_file_1);
+mediaPlayer.start(); // no need to call prepare(); create() does that for you
+</pre>
+
+<p>In this case, a "raw" resource is a file that the system does not
+try to parse in any particular way. However, the content of this resource should not
+be raw audio. It should be a properly encoded and formatted media file in one
+of the supported formats.</p>
+
+<p>And here is how you might play from a URI available locally in the system
+(that you obtained through a Content Resolver, for instance):</p>
+
+<pre>Uri myUri = ....; // initialize Uri here
+MediaPlayer mediaPlayer = new MediaPlayer();
+mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
+mediaPlayer.setDataSource(getApplicationContext(), myUri);
+mediaPlayer.prepare();
+mediaPlayer.start();</pre>
+
+<p>Playing from a remote URL via HTTP streaming looks like this:</p>
+
+<pre>String url = "http://........"; // your URL here
+MediaPlayer mediaPlayer = new MediaPlayer();
+mediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
+mediaPlayer.setDataSource(url);
+mediaPlayer.prepare(); // might take long! (for buffering, etc)
+mediaPlayer.start();</pre>
+
+<p class="note"><strong>Note:</strong>
+If you're passing a URL to stream an online media file, the file must be capable of
+progressive download.</p>
+
+<p class="caution"><strong>Caution:</strong> You must either catch or pass
+{@link java.lang.IllegalArgumentException} and {@link java.io.IOException} when using
+{@link android.media.MediaPlayer#setDataSource setDataSource()}, because
+the file you are referencing might not exist.</p>
+
+<h3 id='preparingasync'>Asynchronous Preparation</h3>
+
+<p>Using {@link android.media.MediaPlayer MediaPlayer} can be straightforward in
+principle. However, it's important to keep in mind that a few more things are
+necessary to integrate it correctly with a typical Android application. For
+example, the call to {@link android.media.MediaPlayer#prepare prepare()} can
+take a long time to execute, because
+it might involve fetching and decoding media data. So, as is the case with any
+method that may take long to execute, you should <strong>never call it from your
+application's UI thread</strong>. Doing that will cause the UI to hang until the method returns,
+which is a very bad user experience and can cause an ANR (Application Not Responding) error. Even if
+you expect your resource to load quickly, remember that anything that takes more than a tenth
+of a second to respond in the UI will cause a noticeable pause and will give
+the user the impression that your application is slow.</p>
+
+<p>To avoid hanging your UI thread, spawn another thread to
+prepare the {@link android.media.MediaPlayer} and notify the main thread when done. However, while
+you could write the threading logic
+yourself, this pattern is so common when using {@link android.media.MediaPlayer} that the framework
+supplies a convenient way to accomplish this task by using the
+{@link android.media.MediaPlayer#prepareAsync prepareAsync()} method. This method
+starts preparing the media in the background and returns immediately. When the media
+is done preparing, the {@link android.media.MediaPlayer.OnPreparedListener#onPrepared onPrepared()}
+method of the {@link android.media.MediaPlayer.OnPreparedListener
+MediaPlayer.OnPreparedListener}, configured through
+{@link android.media.MediaPlayer#setOnPreparedListener setOnPreparedListener()} is called.</p>
+
+<h3 id='managestate'>Managing State</h3>
+
+<p>Another aspect of a {@link android.media.MediaPlayer} that you should keep in mind is
+that it's state-based. That is, the {@link android.media.MediaPlayer} has an internal state
+that you must always be aware of when writing your code, because certain operations
+are only valid when then player is in specific states. If you perform an operation while in the
+wrong state, the system may throw an exception or cause other undesireable behaviors.</p>
+
+<p>The documentation in the
+{@link android.media.MediaPlayer MediaPlayer} class shows a complete state diagram,
+that clarifies which methods move the {@link android.media.MediaPlayer} from one state to another.
+For example, when you create a new {@link android.media.MediaPlayer}, it is in the <em>Idle</em>
+state. At that point, you should initialize it by calling
+{@link android.media.MediaPlayer#setDataSource setDataSource()}, bringing it
+to the <em>Initialized</em> state. After that, you have to prepare it using either the
+{@link android.media.MediaPlayer#prepare prepare()} or
+{@link android.media.MediaPlayer#prepareAsync prepareAsync()} method. When
+the {@link android.media.MediaPlayer} is done preparing, it will then enter the <em>Prepared</em>
+state, which means you can call {@link android.media.MediaPlayer#start start()}
+to make it play the media. At that point, as the diagram illustrates,
+you can move between the <em>Started</em>, <em>Paused</em> and <em>PlaybackCompleted</em> states by
+calling such methods as
+{@link android.media.MediaPlayer#start start()},
+{@link android.media.MediaPlayer#pause pause()}, and
+{@link android.media.MediaPlayer#seekTo seekTo()},
+amongst others. When you
+call {@link android.media.MediaPlayer#stop stop()}, however, notice that you
+cannot call {@link android.media.MediaPlayer#start start()} again until you
+prepare the {@link android.media.MediaPlayer} again.</p>
+
+<p>Always keep <a href='{@docRoot}images/mediaplayer_state_diagram.gif'>the state diagram</a>
+in mind when writing code that interacts with a
+{@link android.media.MediaPlayer} object, because calling its methods from the wrong state is a
+common cause of bugs.</p>
+
+<h3 id='releaseplayer'>Releasing the MediaPlayer</h3>
+
+<p>A {@link android.media.MediaPlayer MediaPlayer} can consume valuable
+system resources.
+Therefore, you should always take extra precautions to make sure you are not
+hanging on to a {@link android.media.MediaPlayer} instance longer than necessary. When you
+are done with it, you should always call
+{@link android.media.MediaPlayer#release release()} to make sure any
+system resources allocated to it are properly released. For example, if you are
+using a {@link android.media.MediaPlayer} and your activity receives a call to {@link
+android.app.Activity#onStop onStop()}, you must release the {@link android.media.MediaPlayer},
+because it
+makes little sense to hold on to it while your activity is not interacting with
+the user (unless you are playing media in the background, which is discussed in the next section).
+When your activity is resumed or restarted, of course, you need to
+create a new {@link android.media.MediaPlayer} and prepare it again before resuming playback.</p>
+
+<p>Here's how you should release and then nullify your {@link android.media.MediaPlayer}:</p>
+<pre>
+mediaPlayer.release();
+mediaPlayer = null;
+</pre>
+
+<p>As an example, consider the problems that could happen if you
+forgot to release the {@link android.media.MediaPlayer} when your activity is stopped, but create a
+new one when the activity starts again. As you may know, when the user changes the
+screen orientation (or changes the device configuration in another way),
+the system handles that by restarting the activity (by default), so you might quickly
+consume all of the system resources as the user
+rotates the device back and forth between portrait and landscape, because at each
+orientation change, you create a new {@link android.media.MediaPlayer} that you never
+release. (For more information about runtime restarts, see <a
+href="{@docRoot}guide/topics/resources/runtime-changes.html">Handling Runtime Changes</a>.)</p>
+
+<p>You may be wondering what happens if you want to continue playing
+"background media" even when the user leaves your activity, much in the same
+way that the built-in Music application behaves. In this case, what you need is
+a {@link android.media.MediaPlayer MediaPlayer} controlled by a {@link android.app.Service}, as
+discussed in <a href="mpandservices">Using a Service with MediaPlayer</a>.</p>
+
+<h2 id="mpandservices">Using a Service with MediaPlayer</h2>
+
+<p>If you want your media to play in the background even when your application
+is not onscreen—that is, you want it to continue playing while the user is
+interacting with other applications—then you must start a
+{@link android.app.Service Service} and control the
+{@link android.media.MediaPlayer MediaPlayer} instance from there.
+You should be careful about this setup, because the user and the system have expectations
+about how an application running a background service should interact with the rest of the
+system. If your application does not fulfil those expectations, the user may
+have a bad experience. This section describes the main issues that you should be
+aware of and offers suggestions about how to approach them.</p>
+
+
+<h3 id="asyncprepare">Running asynchronously</h3>
+
+<p>First of all, like an {@link android.app.Activity Activity}, all work in a
+{@link android.app.Service Service} is done in a single thread by
+default—in fact, if you're running an activity and a service from the same application, they
+use the same thread (the "main thread") by default. Therefore, services need to
+process incoming intents quickly
+and never perform lengthy computations when responding to them. If any heavy
+work or blocking calls are expected, you must do those tasks asynchronously: either from
+another thread you implement yourself, or using the framework's many facilities
+for asynchronous processing.</p>
+
+<p>For instance, when using a {@link android.media.MediaPlayer} from your main thread,
+you should call {@link android.media.MediaPlayer#prepareAsync prepareAsync()} rather than
+{@link android.media.MediaPlayer#prepare prepare()}, and implement
+a {@link android.media.MediaPlayer.OnPreparedListener MediaPlayer.OnPreparedListener}
+in order to be notified when the preparation is complete and you can start playing.
+For example:</p>
+
+<pre>
+public class MyService extends Service implements MediaPlayer.OnPreparedListener {
+ private static final ACTION_PLAY = "com.example.action.PLAY";
+ MediaPlayer mMediaPlayer = null;
+
+ public int onStartCommand(Intent intent, int flags, int startId) {
+ ...
+ if (intent.getAction().equals(ACTION_PLAY)) {
+ mMediaPlayer = ... // initialize it here
+ mMediaPlayer.setOnPreparedListener(this);
+ mMediaPlayer.prepareAsync(); // prepare async to not block main thread
+ }
+ }
+
+ /** Called when MediaPlayer is ready */
+ public void onPrepared(MediaPlayer player) {
+ player.start();
+ }
+}
+</pre>
+
+
+<h3 id="asyncerror">Handling asynchronous errors</h3>
+
+<p>On synchronous operations, errors would normally
+be signaled with an exception or an error code, but whenever you use asynchronous
+resources, you should make sure your application is notified
+of errors appropriately. In the case of a {@link android.media.MediaPlayer MediaPlayer},
+you can accomplish this by implementing a
+{@link android.media.MediaPlayer.OnErrorListener MediaPlayer.OnErrorListener} and
+setting it in your {@link android.media.MediaPlayer} instance:</p>
+
+<pre>
+public class MyService extends Service implements MediaPlayer.OnErrorListener {
+ MediaPlayer mMediaPlayer;
+
+ public void initMediaPlayer() {
+ // ...initialize the MediaPlayer here...
+
+ mMediaPlayer.setOnErrorListener(this);
+ }
+
+ @Override
+ public boolean onError(MediaPlayer mp, int what, int extra) {
+ // ... react appropriately ...
+ // The MediaPlayer has moved to the Error state, must be reset!
+ }
+}
+</pre>
+
+<p>It's important to remember that when an error occurs, the {@link android.media.MediaPlayer}
+moves to the <em>Error</em> state (see the documentation for the
+{@link android.media.MediaPlayer MediaPlayer} class for the full state diagram)
+and you must reset it before you can use it again.
+
+
+<h3 id="wakelocks">Using wake locks</h3>
+
+<p>When designing applications that play media
+in the background, the device may go to sleep
+while your service is running. Because the Android system tries to conserve
+battery while the device is sleeping, the system tries to shut off any
+of the phone's features that are
+not necessary, including the CPU and the WiFi hardware.
+However, if your service is playing or streaming music, you want to prevent
+the system from interfering with your playback.</p>
+
+<p>In order to ensure that your service continues to run under
+those conditions, you have to use "wake locks." A wake lock is a way to signal to
+the system that your application is using some feature that should
+stay available even if the phone is idle.</p>
+
+<p class="caution"><strong>Notice:</strong> You should always use wake locks sparingly and hold them
+only for as long as truly necessary, because they significantly reduce the battery life of the
+device.</p>
+
+<p>To ensure that the CPU continues running while your {@link android.media.MediaPlayer} is
+playing, call the {@link android.media.MediaPlayer#setWakeMode
+setWakeMode()} method when initializing your {@link android.media.MediaPlayer}. Once you do,
+the {@link android.media.MediaPlayer} holds the specified lock while playing and releases the lock
+when paused or stopped:</p>
+
+<pre>
+mMediaPlayer = new MediaPlayer();
+// ... other initialization here ...
+mMediaPlayer.setWakeMode(getApplicationContext(), PowerManager.PARTIAL_WAKE_LOCK);
+</pre>
+
+<p>However, the wake lock acquired in this example guarantees only that the CPU remains awake. If
+you are streaming media over the
+network and you are using Wi-Fi, you probably want to hold a
+{@link android.net.wifi.WifiManager.WifiLock WifiLock} as
+well, which you must acquire and release manually. So, when you start preparing the
+{@link android.media.MediaPlayer} with the remote URL, you should create and acquire the Wi-Fi lock.
+For example:</p>
+
+<pre>
+WifiLock wifiLock = ((WifiManager) getSystemService(Context.WIFI_SERVICE))
+ .createWifiLock(WifiManager.WIFI_MODE_FULL, "mylock");
+
+wifiLock.acquire();
+</pre>
+
+<p>When you pause or stop your media, or when you no longer need the
+network, you should release the lock:</p>
+
+<pre>
+wifiLock.release();
+</pre>
+
+
+<h3 id="foregroundserv">Running as a foreground service</h3>
+
+<p>Services are often used for performing background tasks, such as fetching emails,
+synchronizing data, downloading content, amongst other possibilities. In these
+cases, the user is not actively aware of the service's execution, and probably
+wouldn't even notice if some of these services were interrupted and later restarted.</p>
+
+<p>But consider the case of a service that is playing music. Clearly this is a service that the user
+is actively aware of and the experience would be severely affected by any interruptions.
+Additionally, it's a service that the user will likely wish to interact with during its execution.
+In this case, the service should run as a "foreground service." A
+foreground service holds a higher level of importance within the system—the system will
+almost never kill the service, because it is of immediate importance to the user. When running
+in the foreground, the service also must provide a status bar notification to ensure that users are
+aware of the running service and allow them to open an activity that can interact with the
+service.</p>
+
+<p>In order to turn your service into a foreground service, you must create a
+{@link android.app.Notification Notification} for the status bar and call
+{@link android.app.Service#startForeground startForeground()} from the {@link
+android.app.Service}. For example:</p>
+
+<pre>String songName;
+// assign the song name to songName
+PendingIntent pi = PendingIntent.getActivity(getApplicationContext(), 0,
+ new Intent(getApplicationContext(), MainActivity.class),
+ PendingIntent.FLAG_UPDATE_CURRENT);
+Notification notification = new Notification();
+notification.tickerText = text;
+notification.icon = R.drawable.play0;
+notification.flags |= Notification.FLAG_ONGOING_EVENT;
+notification.setLatestEventInfo(getApplicationContext(), "MusicPlayerSample",
+ "Playing: " + songName, pi);
+startForeground(NOTIFICATION_ID, notification);
+</pre>
+
+<p>While your service is running in the foreground, the notification you
+configured is visible in the notification area of the device. If the user
+selects the notification, the system invokes the {@link android.app.PendingIntent} you supplied. In
+the example above, it opens an activity ({@code MainActivity}).</p>
+
+<p>Figure 1 shows how your notification appears to the user:</p>
+
+<img src='images/notification1.png' />
+
+<img src='images/notification2.png' />
+<p class="img-caption"><strong>Figure 1.</strong> Screenshots of a foreground service's
+notification, showing the notification icon in the status bar (left) and the expanded view
+(right).</p>
+
+<p>You should only hold on to the "foreground service" status while your
+service is actually performing something the user is actively aware of. Once
+that is no longer true, you should release it by calling
+{@link android.app.Service#stopForeground stopForeground()}:</p>
+
+<pre>
+stopForeground(true);
+</pre>
+
+<p>For more information, see the documentation about <a
+href="{@docRoot}guide/topics/fundamentals/services.html#Foreground">Services</a> and
+<a href="{@docRoot}guide/topics/ui/notifiers/notifications.html">Status Bar Notifications</a>.</p>
+
+
+<h3 id="audiofocus">Handling audio focus</h3>
+
+<p>Even though only one activity can run at any given time, Android is a
+multi-tasking environment. This poses a particular challenge to applications
+that use audio, because there is only one audio output and there may be several
+media services competing for its use. Before Android 2.2, there was no built-in
+mechanism to address this issue, which could in some cases lead to a bad user
+experience. For example, when a user is listening to
+music and another application needs to notify the user of something very important,
+the user might not hear the notification tone due to the loud music. Starting with
+Android 2.2, the platform offers a way for applications to negotiate their
+use of the device's audio output. This mechanism is called Audio Focus.</p>
+
+<p>When your application needs to output audio such as music or a notification,
+you should always request audio focus. Once it has focus, it can use the sound output freely, but it
+should
+always listen for focus changes. If it is notified that it has lost the audio
+focus, it should immediately either kill the audio or lower it to a quiet level
+(known as "ducking"—there is a flag that indicates which one is appropriate) and only resume
+loud playback after it receives focus again.</p>
+
+<p>Audio Focus is cooperative in nature. That is, applications are expected
+(and highly encouraged) to comply with the audio focus guidelines, but the
+rules are not enforced by the system. If an application wants to play loud
+music even after losing audio focus, nothing in the system will prevent that.
+However, the user is more likely to have a bad experience and will be more
+likely to uninstall the misbehaving application.</p>
+
+<p>To request audio focus, you must call
+{@link android.media.AudioManager#requestAudioFocus requestAudioFocus()} from the {@link
+android.media.AudioManager}, as the example below demonstrates:</p>
+
+<pre>
+AudioManager audioManager = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
+int result = audioManager.requestAudioFocus(this, AudioManager.STREAM_MUSIC,
+ AudioManager.AUDIOFOCUS_GAIN);
+
+if (result != AudioManager.AUDIOFOCUS_REQUEST_GRANTED) {
+ // could not get audio focus.
+}
+</pre>
+
+<p>The first parameter to {@link android.media.AudioManager#requestAudioFocus requestAudioFocus()}
+is an {@link android.media.AudioManager.OnAudioFocusChangeListener
+AudioManager.OnAudioFocusChangeListener},
+whose {@link android.media.AudioManager.OnAudioFocusChangeListener#onAudioFocusChange
+onAudioFocusChange()} method is called whenever there is a change in audio focus. Therefore, you
+should also implement this interface on your service and activities. For example:</p>
+
+<pre>
+class MyService extends Service
+ implements AudioManager.OnAudioFocusChangeListener {
+ // ....
+ public void onAudioFocusChange(int focusChange) {
+ // Do something based on focus change...
+ }
+}
+</pre>
+
+<p>The <code>focusChange</code> parameter tells you how the audio focus has changed, and
+can be one of the following values (they are all constants defined in
+{@link android.media.AudioManager AudioManager}):</p>
+
+<ul>
+<li>{@link android.media.AudioManager#AUDIOFOCUS_GAIN}: You have gained the audio focus.</li>
+
+<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS}: You have lost the audio focus for a
+presumably long time.
+You must stop all audio playback. Because you should expect not to have focus back
+for a long time, this would be a good place to clean up your resources as much
+as possible. For example, you should release the {@link android.media.MediaPlayer}.</li>
+
+<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS_TRANSIENT}: You have
+temporarily lost audio focus, but should receive it back shortly. You must stop
+all audio playback, but you can keep your resources because you will probably get
+focus back shortly.</li>
+
+<li>{@link android.media.AudioManager#AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK}: You have temporarily
+lost audio focus,
+but you are allowed to continue to play audio quietly (at a low volume) instead
+of killing audio completely.</li>
+</ul>
+
+<p>Here is an example implementation:</p>
+
+<pre>
+public void onAudioFocusChange(int focusChange) {
+ switch (focusChange) {
+ case AudioManager.AUDIOFOCUS_GAIN:
+ // resume playback
+ if (mMediaPlayer == null) initMediaPlayer();
+ else if (!mMediaPlayer.isPlaying()) mMediaPlayer.start();
+ mMediaPlayer.setVolume(1.0f, 1.0f);
+ break;
+
+ case AudioManager.AUDIOFOCUS_LOSS:
+ // Lost focus for an unbounded amount of time: stop playback and release media player
+ if (mMediaPlayer.isPlaying()) mMediaPlayer.stop();
+ mMediaPlayer.release();
+ mMediaPlayer = null;
+ break;
+
+ case AudioManager.AUDIOFOCUS_LOSS_TRANSIENT:
+ // Lost focus for a short time, but we have to stop
+ // playback. We don't release the media player because playback
+ // is likely to resume
+ if (mMediaPlayer.isPlaying()) mMediaPlayer.pause();
+ break;
+
+ case AudioManager.AUDIOFOCUS_LOSS_TRANSIENT_CAN_DUCK:
+ // Lost focus for a short time, but it's ok to keep playing
+ // at an attenuated level
+ if (mMediaPlayer.isPlaying()) mMediaPlayer.setVolume(0.1f, 0.1f);
+ break;
+ }
+}
+</pre>
+
+<p>Keep in mind that the audio focus APIs are available only with API level 8 (Android 2.2)
+and above, so if you want to support previous
+versions of Android, you should adopt a backward compatibility strategy that
+allows you to use this feature if available, and fall back seamlessly if not.</p>
+
+<p>You can achieve backward compatibility either by calling the audio focus methods by reflection
+or by implementing all the audio focus features in a separate class (say,
+<code>AudioFocusHelper</code>). Here is an example of such a class:</p>
+
+<pre>
+public class AudioFocusHelper implements AudioManager.OnAudioFocusChangeListener {
+ AudioManager mAudioManager;
+
+ // other fields here, you'll probably hold a reference to an interface
+ // that you can use to communicate the focus changes to your Service
+
+ public AudioFocusHelper(Context ctx, /* other arguments here */) {
+ mAudioManager = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
+ // ...
+ }
+
+ public boolean requestFocus() {
+ return AudioManager.AUDIOFOCUS_REQUEST_GRANTED ==
+ mAudioManager.requestAudioFocus(mContext, AudioManager.STREAM_MUSIC,
+ AudioManager.AUDIOFOCUS_GAIN);
+ }
+
+ public boolean abandonFocus() {
+ return AudioManager.AUDIOFOCUS_REQUEST_GRANTED ==
+ mAudioManager.abandonAudioFocus(this);
+ }
+
+ @Override
+ public void onAudioFocusChange(int focusChange) {
+ // let your service know about the focus change
+ }
+}
+</pre>
+
+
+<p>You can create an instance of <code>AudioFocusHelper</code> class only if you detect that
+the system is running API level 8 or above. For example:</p>
+
+<pre>
+if (android.os.Build.VERSION.SDK_INT >= 8) {
+ mAudioFocusHelper = new AudioFocusHelper(getApplicationContext(), this);
+} else {
+ mAudioFocusHelper = null;
+}
+</pre>
+
+
+<h3 id="cleanup">Performing cleanup</h3>
+
+<p>As mentioned earlier, a {@link android.media.MediaPlayer} object can consume a significant
+amount of system resources, so you should keep it only for as long as you need and call
+{@link android.media.MediaPlayer#release release()} when you are done with it. It's important
+to call this cleanup method explicitly rather than rely on system garbage collection because
+it might take some time before the garbage collector reclaims the {@link android.media.MediaPlayer},
+as it's only sensitive to memory needs and not to shortage of other media-related resources.
+So, in the case when you're using a service, you should always override the
+{@link android.app.Service#onDestroy onDestroy()} method to make sure you are releasing
+the {@link android.media.MediaPlayer}:</p>
+
+<pre>
+public class MyService extends Service {
+ MediaPlayer mMediaPlayer;
+ // ...
+
+ @Override
+ public void onDestroy() {
+ if (mMediaPlayer != null) mMediaPlayer.release();
+ }
+}
+</pre>
+
+<p>You should always look for other opportunities to release your {@link android.media.MediaPlayer}
+as well, apart from releasing it when being shut down. For example, if you expect not
+to be able to play media for an extended period of time (after losing audio focus, for example),
+you should definitely release your existing {@link android.media.MediaPlayer} and create it again
+later. On the
+other hand, if you only expect to stop playback for a very short time, you should probably
+hold on to your {@link android.media.MediaPlayer} to avoid the overhead of creating and preparing it
+again.</p>
+
+
+
+<h2 id="noisyintent">Handling the AUDIO_BECOMING_NOISY Intent</h2>
+
+<p>Many well-written applications that play audio automatically stop playback when an event
+occurs that causes the audio to become noisy (ouput through external speakers). For instance,
+this might happen when a user is listening to music through headphones and accidentally
+disconnects the headphones from the device. However, this behavior does not happen automatically.
+If you don't implement this feature, audio plays out of the device's external speakers, which
+might not be what the user wants.</p>
+
+<p>You can ensure your app stops playing music in these situations by handling
+the {@link android.media.AudioManager#ACTION_AUDIO_BECOMING_NOISY} intent, for which you can
+register a receiver by
+adding the following to your manifest:</p>
+
+<pre>
+<receiver android:name=".MusicIntentReceiver">
+ <intent-filter>
+ <action android:name="android.media.AUDIO_BECOMING_NOISY" />
+ </intent-filter>
+</receiver>
+</pre>
+
+<p>This registers the <code>MusicIntentReceiver</code> class as a broadcast receiver for that
+intent. You should then implement this class:</p>
+
+<pre>
+public class MusicIntentReceiver implements android.content.BroadcastReceiver {
+ @Override
+ public void onReceive(Context ctx, Intent intent) {
+ if (intent.getAction().equals(
+ android.media.AudioManager.ACTION_AUDIO_BECOMING_NOISY)) {
+ // signal your service to stop playback
+ // (via an Intent, for instance)
+ }
+ }
+}
+</pre>
+
+
+
+
+<h2 id="viacontentresolver">Retrieving Media from a Content Resolver</h2>
+
+<p>Another feature that may be useful in a media player application is the ability to
+retrieve music that the user has on the device. You can do that by querying the {@link
+android.content.ContentResolver} for external media:</p>
+
+<pre>
+ContentResolver contentResolver = getContentResolver();
+Uri uri = android.provider.MediaStore.Audio.Media.EXTERNAL_CONTENT_URI;
+Cursor cursor = contentResolver.query(uri, null, null, null, null);
+if (cursor == null) {
+ // query failed, handle error.
+} else if (!cursor.moveToFirst()) {
+ // no media on the device
+} else {
+ int titleColumn = cursor.getColumnIndex(android.provider.MediaStore.Audio.Media.TITLE);
+ int idColumn = cursor.getColumnIndex(android.provider.MediaStore.Audio.Media._ID);
+ do {
+ long thisId = cursor.getLong(idColumn);
+ String thisTitle = cursor.getString(titleColumn);
+ // ...process entry...
+ } while (cursor.moveToNext());
+}
+</pre>
+
+<p>To use this with the {@link android.media.MediaPlayer}, you can do this:</p>
+
+<pre>
+long id = /* retrieve it from somewhere */;
+Uri contentUri = ContentUris.withAppendedId(
+ android.provider.MediaStore.Audio.Media.EXTERNAL_CONTENT_URI, id);
+
+mMediaPlayer = new MediaPlayer();
+mMediaPlayer.setAudioStreamType(AudioManager.STREAM_MUSIC);
+mMediaPlayer.setDataSource(getApplicationContext(), contentUri);
+
+// ...prepare and start...
+</pre>
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