咱們在作Android開發的時候,免不了會使用到Notification,並且在android設備的設置中還能夠設置通知音的優先級,以及播放的聲音種類。那麼通知音是如何播放的呢,今天咱們就來談談這個。android
NotificationManager notificationManager=(NotificationManager)getSystemService(Context.NOTIFICATION_SERVICE); //重點:先建立通知渠道 if(android.os.Build.VERSION.SDK_INT>=android.os.Build.VERSION_CODES.O){ NotificationChannel mChannel=new NotificationChannel(getString(R.string.app_name),getString(R.string.app_name),NotificationManager.IMPORTANCE_MAX); NotificationChannel channel=new NotificationChannel(channelId, channelName,NotificationManager.IMPORTANCE_DEFAULT); channel.enableLights(true); //設置開啓指示燈,若是設備有的話 channel.setLightColor(Color.RED); //設置指示燈顏色 channel.setShowBadge(true); //設置是否顯示角標 channel.setLockscreenVisibility(Notification.VISIBILITY_PRIVATE);//設置是否應在鎖定屏幕上顯示此頻道的通知 channel.setDescription(channelDescription);//設置渠道描述 channel.setVibrationPattern(new long[]{100,200,300,400,500,600});//設置震動頻率 channel.setBypassDnd(true);//設置是否繞過免打擾模式 notificationManager.createNotificationChannel(mChannel); } //再建立通知 NotificationCompat.Builder builder=new NotificationCompat.Builder(this,getString(R.string.app_name)); //設置通知欄大圖標,上圖中右邊的大圖 builder.setLargeIcon(BitmapFactory.decodeResource(getResources(),R.mipmap.ic_launcher)) // 設置狀態欄和通知欄小圖標 .setSmallIcon(R.drawable.ic_launcher_background) // 設置通知欄應用名稱 .setTicker("通知欄應用名稱") // 設置通知欄顯示時間 .setWhen(System.currentTimeMillis()) // 設置通知欄標題 .setContentTitle("通知欄標題") // 設置通知欄內容 .setContentText("通知欄內") // 設置通知欄點擊後是否清除,設置爲true,當點擊此通知欄後,它會自動消失 .setAutoCancel(false) // 將Ongoing設爲true 那麼左滑右滑將不能刪除通知欄 .setOngoing(true) // 設置通知欄點擊意圖 .setContentIntent(pendingIntent) // 鈴聲、閃光、震動均系統默認 .setDefaults(Notification.DEFAULT_ALL) //設置通知時間 .setWhen(System.currentTimeMillis()) // 設置爲public後,通知欄將在鎖屏界面顯示 .setVisibility(NotificationCompat.VISIBILITY_PRIVATE); //發送通知 notificationManager.notify(10, builder.build());
ANdroid O主要增長了NotificationChannel,詳細用法可參照其API。app
那麼就從發送通知的notify開始入手oop
public void notify(String tag, int id, Notification notification) { //當咱們調用Notification的notify()發送通知時,會繼續調到notifyAsUser notifyAsUser(tag, id, notification, new UserHandle(UserHandle.myUserId())); } public void notifyAsUser(String tag, int id, Notification notification, UserHandle user) { //獲得NotificationManagerService INotificationManager service = getService(); //………… ActivityManager am = (ActivityManager) mContext.getSystemService(Context.ACTIVITY_SERVICE); boolean isLowRam = am.isLowRamDevice(); final Notification copy = Builder.maybeCloneStrippedForDelivery(notification, isLowRam); try { //把Nofitication copy到了NofificationManagerservie中 service.enqueueNotificationWithTag(pkg, mContext.getOpPackageName(), tag, id, copy, user.getIdentifier()); } catch (RemoteException e) { throw e.rethrowFromSystemServer(); } }
而enqueueNotificationWithTag()又調用了 enqueueNotificationInternal()
在enqueueNotificationInternal()中須要注意下面這行代碼:post
final NotificationRecord r = new NotificationRecord(getContext(), n, channel);
咱們來看下NotificationRecord的初始化,在NotificationRecoder的構造方法中ui
mAttributes = calculateAttributes();
mAttributes 是否是很熟悉,就是audio播放時須要傳入的那個AudioAttributes,在this
calculateAttributes()中會取咱們在建立channel時傳入的AudioAttributes,若是沒有則使用默認的,若是ANdroid O以前的版本,沒有channel,則會使用Notification中默認的AudioAttributes,(NotificationChannel中的AudioAttributes是經過setSounde()方法設置下來的)。默認的AudioAttributes
是什麼呢?就是線程
//通知中默認的AudioAttributes public static final AudioAttributes AUDIO_ATTRIBUTES_DEFAULT = new AudioAttributes.Builder() .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION) .setUsage(AudioAttributes.USAGE_NOTIFICATION) .build();
在enqueueNotificationInternal()中有將notificationRecord放到了EnqueueNotificationRunnable中線程運行代碼以下:code
mHandler.post(new EnqueueNotificationRunnable(userId, r));
而在EnqueueNotificationRunnable線程中又調用的PostNotificationRunnable線程中執行,代碼以下ip
mHandler.post(new PostNotificationRunnable(r.getKey()));
在PostNotificationRunnable中 經過buzzBeepBlinkLocked(r)方法播放開發
if (hasValidSound) { mSoundNotificationKey = key; //若是電話中則playInCallNotification() if (mInCall) { playInCallNotification(); beep = true; } else { //不然調用playSound(), beep = playSound(record, soundUri); } }
不管哪一個方法方法都是同樣的,只是 AudioAttributes不一樣,playInCallNotification()使用的mInCallNotificationAudioAttributes即
mInCallNotificationAudioAttributes = new AudioAttributes.Builder() .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION) .setUsage(AudioAttributes.USAGE_VOICE_COMMUNICATION) .build();
而playSound()使用的AudioAttributes若是未經過channel傳入,則使用上面提到的默認的,那麼看看究竟是如何播放的呢,通知音的播放是經過
final IRingtonePlayer player = mAudioManager.getRingtonePlayer();
來播放的,代碼略過,簡單說下RingTonePlayer的play()和playerAsync()這倆方法,仍是有點區別的,play使用的Ringtone來播放的,源碼:
client.mRingtone.setLooping(looping); client.mRingtone.setVolume(volume); client.mRingtone.play();
而playerAsync()是經過NotificationPlayer來播放的,對於NotificationPlayer的play()會經過enqueueLocked()建立CmdThread線程。在CmdThread線程中startSound(),在startSound()中建立CreationAndCompletionThread線程
mCompletionThread = new CreationAndCompletionThread(cmd); synchronized (mCompletionThread) { mCompletionThread.start(); mCompletionThread.wait(); }
在CreationAndCompletionThread線程中經過mediaplayer播放
private final class CreationAndCompletionThread extends Thread { public Command mCmd; public CreationAndCompletionThread(Command cmd) { super(); mCmd = cmd; } public void run() { Looper.prepare(); // ok to modify mLooper as here we are // synchronized on mCompletionHandlingLock due to the Object.wait() in startSound(cmd) mLooper = Looper.myLooper(); if (DEBUG) Log.d(mTag, "in run: new looper " + mLooper); synchronized(this) { AudioManager audioManager = (AudioManager) mCmd.context.getSystemService(Context.AUDIO_SERVICE); try { //饒了一大圈居然也用mediaplayer來播放 MediaPlayer player = new MediaPlayer(); //attributes 就是從NotificationChannel傳下來的attributes if (mCmd.attributes == null) { mCmd.attributes = new AudioAttributes.Builder() .setUsage(AudioAttributes.USAGE_NOTIFICATION) .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION) .build(); } player.setAudioAttributes(mCmd.attributes); player.setDataSource(mCmd.context, mCmd.uri); player.setLooping(mCmd.looping); player.setOnCompletionListener(NotificationPlayer.this); player.setOnErrorListener(NotificationPlayer.this); player.prepare(); if ((mCmd.uri != null) && (mCmd.uri.getEncodedPath() != null) && (mCmd.uri.getEncodedPath().length() > 0)) { if (!audioManager.isMusicActiveRemotely()) { synchronized (mQueueAudioFocusLock) { if (mAudioManagerWithAudioFocus == null) { if (DEBUG) Log.d(mTag, "requesting AudioFocus"); int focusGain = AudioManager.AUDIOFOCUS_GAIN_TRANSIENT_MAY_DUCK; if (mCmd.looping) { focusGain = AudioManager.AUDIOFOCUS_GAIN; } mNotificationRampTimeMs = audioManager.getFocusRampTimeMs( focusGain, mCmd.attributes); //須要注意i,通知音是會申請焦點的。 audioManager.requestAudioFocus(null, mCmd.attributes, focusGain, 0); mAudioManagerWithAudioFocus = audioManager; } else { if (DEBUG) Log.d(mTag, "AudioFocus was previously requested"); } } } } // FIXME Having to start a new thread so we can receive completion callbacks // is wrong, as we kill this thread whenever a new sound is to be played. This // can lead to AudioFocus being released too early, before the second sound is // done playing. This class should be modified to use a single thread, on which // command are issued, and on which it receives the completion callbacks. if (DEBUG) { Log.d(mTag, "notification will be delayed by " + mNotificationRampTimeMs + "ms"); } try { Thread.sleep(mNotificationRampTimeMs); player.start(); } catch (InterruptedException e) { Log.e(mTag, "Exception while sleeping to sync notification playback" + " with ducking", e); } if (DEBUG) { Log.d(mTag, "player.start"); } if (mPlayer != null) { if (DEBUG) { Log.d(mTag, "mPlayer.release"); } mPlayer.release(); } mPlayer = player; } catch (Exception e) { Log.w(mTag, "error loading sound for " + mCmd.uri, e); } this.notify(); } Looper.loop(); } };
到此over,代碼邏輯很複雜,涉及的類也比較多,有興趣的能夠去看看源碼,我就很少說了。
Notification從建立到播放的流程基本就這樣,至於聲音的區分是否電話中,若是incall則使用RingTone播放,反之mediaplayer播放。
而使用的attributes也區分是否incall。
以上。