欢迎您访问程序员文章站本站旨在为大家提供分享程序员计算机编程知识!
您现在的位置是: 首页  >  IT编程

Android9 framework 按键音调用流程及自定义按键音(替换原生按键音)和调节按键音音量的方法

程序员文章站 2022-07-02 23:21:45
Android9 framework 按键音调用流程及替换原生按键音、调节按键音音量方法摘要:按键音的总体逻辑是先找到系统中按键音的资源,然后调用SoundPool.load让系统加载音频资源,加载成功后在onLoadComplete回调中会返回一个非0的soundID ,用于播放时指定特定的音频,最后在需要播放按键音的时候直接根据soundID播放;如果需要替换原生按键音,只需要一、按键音调用流程1.Android按键音接口Android按键音只有两个常用接口,分别是:原生设置APP中Soun...

一、按键音调用流程

摘要:按键音播放的总体逻辑是先找到系统中按键音的资源,然后调用SoundPool.load让系统加载音频资源,加载成功后在onLoadComplete回调中会返回一个非0的soundID ,用于播放时指定特定的音频,最后在需要播放按键音的时候直接根据soundID播放

1.Android按键音接口

Android按键音只有两个常用接口,分别是:

  1. 原生设置APP中SoundFragment.java调用的设置按键音开关的接口:mAudioManager.loadSoundEffects()和mAudioManager.unloadSoundEffects()
    private void setSoundEffectsEnabled(boolean enabled) {
            mAudioManager = (AudioManager) getActivity().getSystemService(Context.AUDIO_SERVICE); //1
        if (enabled) {
            mAudioManager.loadSoundEffects();   
        } else {
            mAudioManager.unloadSoundEffects();
        }
        Settings.System.putInt(getActivity().getContentResolver(),
                Settings.System.SOUND_EFFECTS_ENABLED, enabled ? 1 : 0);
    }

先调用AudioManager的loadSoundEffects方法,然后会调用到AudioService的loadSoundEffects方法

  1. View.java中播放按键音的接口:playSoundEffect
    public boolean performClick() {
        // We still need to call this method to handle the cases where performClick() was called
        // externally, instead of through performClickInternal()
        notifyAutofillManagerOnClick();

        final boolean result;
        final ListenerInfo li = mListenerInfo;
        if (li != null && li.mOnClickListener != null) {
            playSoundEffect(SoundEffectConstants.CLICK);//调用会经过ViewRootImpl.java,最终调用到AudioService中
            li.mOnClickListener.onClick(this);
            result = true;
        } else {
            result = false;
        }

        sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED);

        notifyEnterOrExitForAutoFillIfNeeded(true);

        return result;
    }

最终会调用到AudioService的playSoundEffect方法

2.onLoadSoundEffects()方法

上述的两个方法调用到AudioService之后,分别通过sendMsg向handler发送MSG_LOAD_SOUND_EFFECTS和MSG_PLAY_SOUND_EFFECT信息,handler在收到信息后会进行相应的操作,但是不管是哪个操作,都会调用到onLoadSoundEffects()方法

loadSoundEffects的调用流程(非重点):

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

        synchronized (reply) {
        //调用sendMsg方法
            sendMsg(mAudioHandler, MSG_LOAD_SOUND_EFFECTS, SENDMSG_QUEUE, 0, 0, reply, 0);
            while ((reply.mStatus == 1) && (attempts-- > 0)) {
                try {
                    reply.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);
                } catch (InterruptedException e) {
                    Log.w(TAG, "loadSoundEffects Interrupted while waiting sound pool loaded.");
                }
            }
        }
        return (reply.mStatus == 0);
    }

//sendMsg方法是对handler.sendMessageAtTime的封装
    private static void sendMsg(Handler handler, int msg,
            int existingMsgPolicy, int arg1, int arg2, Object obj, int delay) {

        if (existingMsgPolicy == SENDMSG_REPLACE) {
            handler.removeMessages(msg);
        } else if (existingMsgPolicy == SENDMSG_NOOP && handler.hasMessages(msg)) {
            return;
        }
        synchronized (mLastDeviceConnectMsgTime) {
            long time = SystemClock.uptimeMillis() + delay;

            if (msg == MSG_SET_A2DP_SRC_CONNECTION_STATE ||
                msg == MSG_SET_A2DP_SINK_CONNECTION_STATE ||
                msg == MSG_SET_HEARING_AID_CONNECTION_STATE ||
                msg == MSG_SET_WIRED_DEVICE_CONNECTION_STATE ||
                msg == MSG_A2DP_DEVICE_CONFIG_CHANGE ||
                msg == MSG_BTA2DP_DOCK_TIMEOUT) {
                if (mLastDeviceConnectMsgTime >= time) {
                  // add a little delay to make sure messages are ordered as expected
                  time = mLastDeviceConnectMsgTime + 30;
                }
                mLastDeviceConnectMsgTime = time;
            }

            handler.sendMessageAtTime(handler.obtainMessage(msg, arg1, arg2, obj), time);
        }
    }


//在handleMessage中处理消息
@Override
        public void handleMessage(Message msg) {
	......
	                case MSG_PLAY_SOUND_EFFECT:
	                //调用onPlaySoundEffect
                    onPlaySoundEffect(msg.arg1, msg.arg2);
                    break;
}



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

				//最终会调用到onLoadSoundEffects
                onLoadSoundEffects();
                	......
         }

playSoundEffect的调用流程(非重点):

    public void playSoundEffect(int effectType) {
        playSoundEffectVolume(effectType, -1.0f);
    }


    public void playSoundEffectVolume(int effectType, float volume) {
        // do not try to play the sound effect if the system stream is muted
        if (isStreamMutedByRingerOrZenMode(STREAM_SYSTEM)) {
            return;
        }

        if (effectType >= AudioManager.NUM_SOUND_EFFECTS || effectType < 0) {
            Log.w(TAG, "AudioService effectType value " + effectType + " out of range");
            return;
        }

        sendMsg(mAudioHandler, MSG_PLAY_SOUND_EFFECT, SENDMSG_QUEUE,
                effectType, (int) (volume * 1000), null, 0);
    }



//在handleMessage中处理消息
@Override
        public void handleMessage(Message msg) {
	......
                case MSG_PLAY_SOUND_EFFECT:
                    onPlaySoundEffect(msg.arg1, msg.arg2);
                    break;
}



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

                onLoadSoundEffects();
                ......
                }

如上所述最终都会调用onLoadSoundEffects方法
在onLoadSoundEffects方法中主要完成以下几件事:

  1. 调用loadTouchSoundAssets方法解析XML文件,获得音源文件名,初始化数组,将音源文件与数组中元素一一对应
  2. 补全音源文件路径,调用SoundPool.load方法
  3. 将SoundPool.load方法返回的sampleId保存在数组中,作为之后play方法的参数

先来看loadTouchSoundAssets方法,代码如下:

    private void loadTouchSoundAssets() {
        XmlResourceParser parser = null;

        // only load assets once.
        //SOUND_EFFECT_FILES是一个存放字符串的List,里面存放的是音频资源的名称
        if (!SOUND_EFFECT_FILES.isEmpty()) {
            return;
        }

		//此方法执行:
		//1.SOUND_EFFECT_FILES.add("Effect_Tick.ogg"); 向SOUND_EFFECT_FILES添加一个音频资源的名称
		//2.初始化一个二维数组SOUND_EFFECT_FILES_MAP。行数为10,列数为2,第一列都为0,第二列都为-1
        loadTouchSoundAssetDefaults();

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

            XmlUtils.beginDocument(parser, TAG_AUDIO_ASSETS);
            //getAttributeValue方法用于获取传入的Attribute名称对应的Value,这里是"1.0"
            String version = parser.getAttributeValue(null, ATTR_VERSION);
            boolean inTouchSoundsGroup = false;

            if (ASSET_FILE_VERSION.equals(version)) {
                while (true) {
                	//nextElement方法用于切换到XML的下一层
                    XmlUtils.nextElement(parser);
                    //获取当前parser的名称,这里是"group"
                    String element = parser.getName();
                    if (element == null) {
                        break;
                    }
                    if (element.equals(TAG_GROUP)) {
                        String name = parser.getAttributeValue(null, ATTR_GROUP_NAME);
                        if (GROUP_TOUCH_SOUNDS.equals(name)) {
                            inTouchSoundsGroup = true;
                            break;
                        }
                    }
                }
                //遍历XML中剩下的所有元素
                while (inTouchSoundsGroup) {
                    XmlUtils.nextElement(parser);
                    String element = parser.getName();
                    if (element == null) {
                        break;
                    }
                    if (element.equals(TAG_ASSET)) {
                        String id = parser.getAttributeValue(null, ATTR_ASSET_ID);
                        String file = parser.getAttributeValue(null, ATTR_ASSET_FILE);
                        int fx;

                        try {
                        	//getField的对象是.class文件(.java文件的预编译产物,只进行一些变量即宏的替换),这里即AudioManager.class
                        	//根据传入的id获得AudioManager.class中对应的对象,例如传入的是"FX_KEY_CLICK",得到的是AudioManager中定义的public static final int FX_KEY_CLICK = 0
                            Field field = AudioManager.class.getField(id);
                            fx = field.getInt(null);
                        } catch (Exception e) {
                            Log.w(TAG, "Invalid touch sound ID: "+id);
                            continue;
                        }

						//根据之前XML中读取的file取出其在SOUND_EFFECT_FILES的位置
						//此时SOUND_EFFECT_FILES只有一个元素即"Effect_Tick.ogg"
						//如果不存在则加入到SOUND_EFFECT_FILES中
                        int i = SOUND_EFFECT_FILES.indexOf(file);
                        if (i == -1) {
                            i = SOUND_EFFECT_FILES.size();
                            SOUND_EFFECT_FILES.add(file);
                        }
                        SOUND_EFFECT_FILES_MAP[fx][0] = i;
                    } else {
                        break;
                    }
                }
            }
        } catch (Resources.NotFoundException e) {
            Log.w(TAG, "audio assets file not found", e);
        } catch (XmlPullParserException e) {
            Log.w(TAG, "XML parser exception reading touch sound assets", e);
        } catch (IOException e) {
            Log.w(TAG, "I/O exception reading touch sound assets", e);
        } finally {
            if (parser != null) {
                parser.close();
            }
        }
    }


    private void loadTouchSoundAssetDefaults() {
        SOUND_EFFECT_FILES.add("Effect_Tick.ogg");
        for (int i = 0; i < AudioManager.NUM_SOUND_EFFECTS; i++) {
            SOUND_EFFECT_FILES_MAP[i][0] = 0;
            SOUND_EFFECT_FILES_MAP[i][1] = -1;
        }
    }

经过loadTouchSoundAssets初始化后,SOUND_EFFECT_FILES数组为:

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

SOUND_EFFECT_FILES_MAP数组为:

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

再来看真正的onLoadSoundEffects方法:

        private boolean onLoadSoundEffects() {
            int status;

            synchronized (mSoundEffectsLock) {
                if (!mSystemReady) {
                    Log.w(TAG, "onLoadSoundEffects() called before boot complete");
                    return false;
                }

                if (mSoundPool != null) {
                    return true;
                }

                loadTouchSoundAssets();//根据XML文件初始化数组,如上所述

				//初始化SoundPool
                mSoundPool = new SoundPool.Builder()
                        .setMaxStreams(NUM_SOUNDPOOL_CHANNELS)
                        .setAudioAttributes(new AudioAttributes.Builder()
                            .setUsage(AudioAttributes.USAGE_ASSISTANCE_SONIFICATION)
                            .setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
                            .build())
                        .build();
                mSoundPoolCallBack = null;
                mSoundPoolListenerThread = new SoundPoolListenerThread();
                //这个线程以及下面的代码主要是去设置SoundPoolCallback,不求甚解
                mSoundPoolListenerThread.start();
                int attempts = 3;
                while ((mSoundPoolCallBack == null) && (attempts-- > 0)) {
                    try {
                        // Wait for mSoundPoolCallBack to be set by the other thread
                        mSoundEffectsLock.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);
                    } catch (InterruptedException e) {
                        Log.w(TAG, "Interrupted while waiting sound pool listener thread.");
                    }
                }

                if (mSoundPoolCallBack == null) {
                    Log.w(TAG, "onLoadSoundEffects() SoundPool listener or thread creation error");
                    if (mSoundPoolLooper != null) {
                        mSoundPoolLooper.quit();
                        mSoundPoolLooper = null;
                    }
                    mSoundPoolListenerThread = null;
                    mSoundPool.release();
                    mSoundPool = null;
                    return false;
                }
                /*
                 * poolId table: The value -1 in this table indicates that corresponding
                 * file (same index in SOUND_EFFECT_FILES[] has not been loaded.
                 * Once loaded, the value in poolId is the sample ID and the same
                 * sample can be reused for another effect using the same file.
                 */
                 //创建一个和SOUND_EFFECT_FILES一样大的数组并将元素初始化为-1
                int[] poolId = new int[SOUND_EFFECT_FILES.size()];
                for (int fileIdx = 0; fileIdx < SOUND_EFFECT_FILES.size(); fileIdx++) {
                    poolId[fileIdx] = -1;
                }
                /*
                 * Effects whose value in SOUND_EFFECT_FILES_MAP[effect][1] is -1 must be loaded.
                 * If load succeeds, value in SOUND_EFFECT_FILES_MAP[effect][1] is > 0:
                 * this indicates we have a valid sample loaded for this effect.
                 */

                int numSamples = 0;
                for (int effect = 0; effect < AudioManager.NUM_SOUND_EFFECTS; effect++) {
                    // Do not load sample if this effect uses the MediaPlayer
                    if (SOUND_EFFECT_FILES_MAP[effect][1] == 0) {
                        continue;
                    }
                    //第一次走到这里时这个判断一定为真,因为poolId中所有元素都为-1
                    if (poolId[SOUND_EFFECT_FILES_MAP[effect][0]] == -1) {
                    	//getSoundEffectFilePath会根据SOUND_EFFECT_FILES中的内容补全出音频文件的具体路径
                        String filePath = getSoundEffectFilePath(effect);
                        //调用SoundPool.load方法,返回的sampleId被保存在SOUND_EFFECT_FILES_MAP和poolId中
                        int sampleId = mSoundPool.load(filePath, 0);
                        if (sampleId <= 0) {
                            Log.w(TAG, "Soundpool could not load file: "+filePath);
                        } else {
                            SOUND_EFFECT_FILES_MAP[effect][1] = sampleId;
                            poolId[SOUND_EFFECT_FILES_MAP[effect][0]] = sampleId;
                            numSamples++;
                        }
                    } else {
                        SOUND_EFFECT_FILES_MAP[effect][1] =
                                poolId[SOUND_EFFECT_FILES_MAP[effect][0]];
                    }
                }
                // wait for all samples to be loaded
                if (numSamples > 0) {
                    mSoundPoolCallBack.setSamples(poolId);

                    attempts = 3;
                    status = 1;
                    while ((status == 1) && (attempts-- > 0)) {
                        try {
                            mSoundEffectsLock.wait(SOUND_EFFECTS_LOAD_TIMEOUT_MS);
                            status = mSoundPoolCallBack.status();
                        } catch (InterruptedException e) {
                            Log.w(TAG, "Interrupted while waiting sound pool callback.");
                        }
                    }
                } else {
                    status = -1;
                }

                if (mSoundPoolLooper != null) {
                    mSoundPoolLooper.quit();
                    mSoundPoolLooper = null;
                }
                mSoundPoolListenerThread = null;
                if (status != 0) {
                    Log.w(TAG,
                            "onLoadSoundEffects(), Error "+status+ " while loading samples");
                    for (int effect = 0; effect < AudioManager.NUM_SOUND_EFFECTS; effect++) {
                        if (SOUND_EFFECT_FILES_MAP[effect][1] > 0) {
                            SOUND_EFFECT_FILES_MAP[effect][1] = -1;
                        }
                    }

                    mSoundPool.release();
                    mSoundPool = null;
                }
            }
            return (status == 0);
        }


        private String getSoundEffectFilePath(int effectType) {
            String filePath = Environment.getProductDirectory() + SOUND_EFFECTS_PATH
                    + SOUND_EFFECT_FILES.get(SOUND_EFFECT_FILES_MAP[effectType][0]);
            if (!new File(filePath).isFile()) {
                filePath = Environment.getRootDirectory() + SOUND_EFFECTS_PATH
                        + SOUND_EFFECT_FILES.get(SOUND_EFFECT_FILES_MAP[effectType][0]);
            }
            Log.d(TAG, "SoundEffectFilePath is : "+filePath);
            return filePath;
        }

代码中难懂的部分基本上都有注释,核心其实就是为SoundPool的load方法准备参数,其中有些数组嵌套的部分比较绕,但是只要把数组都写出来就一目了然了

onLoadSoundEffects基本上就是loadSoundEffects的全部内容,最后再来看一下onPlaySoundEffect的剩余部分

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

                onLoadSoundEffects();

                if (mSoundPool == null) {
                    return;
                }
                float volFloat;
                // use default if volume is not specified by caller
                if (volume < 0) {
                   volFloat = (float)Math.pow(10, (float)sSoundEffectVolumeDb/20);
                } else {
                    volFloat = volume / 1000.0f;
                }

                if (SOUND_EFFECT_FILES_MAP[effectType][1] > 0) {
                	//调用SoundPool的play方法
                    mSoundPool.play(SOUND_EFFECT_FILES_MAP[effectType][1],
                                        volFloat, volFloat, 0, 0, 1.0f);
                    Log.w(TAG, "Touch tone played");
                } else {
                    MediaPlayer mediaPlayer = new MediaPlayer();
                    try {
                        String filePath = getSoundEffectFilePath(effectType);
                        mediaPlayer.setDataSource(filePath);
                        mediaPlayer.setAudioStreamType(AudioSystem.STREAM_SYSTEM);
                        mediaPlayer.prepare();
                        mediaPlayer.setVolume(volFloat);
                        mediaPlayer.setOnCompletionListener(new OnCompletionListener() {
                            public void onCompletion(MediaPlayer mp) {
                                cleanupPlayer(mp);
                            }
                        });
                        mediaPlayer.setOnErrorListener(new OnErrorListener() {
                            public boolean onError(MediaPlayer mp, int what, int extra) {
                                cleanupPlayer(mp);
                                return true;
                            }
                        });
                        mediaPlayer.start();
                    } catch (IOException ex) {
                        Log.w(TAG, "MediaPlayer IOException: "+ex);
                    } catch (IllegalArgumentException ex) {
                        Log.w(TAG, "MediaPlayer IllegalArgumentException: "+ex);
                    } catch (IllegalStateException ex) {
                        Log.w(TAG, "MediaPlayer IllegalStateException: "+ex);
                    }
                }
            }
        }

其中值得注意的点其实就只有SoundPool的play方法,其中传入了音量大小和之前load返回的sampleId

二、替换原生按键音

摘要:替换原生按键音的主要思路是:在初始化的时候在相关数组中增加自己自定义的音频资源,为了达到这个目的需要在文件中增加一些代表自己文件资源的常量,具体在哪个文件中增加,其实完全可以在熟悉源码流程之后模仿源码来增加;之后在播放按键音的时候主动调用自己的按键音资源就可以了;最后当然别忘了把音频文件push到设备中去。

需要修改的文件如下:

/frameworks/base/media/java/android/media/AudioManager.java
需要增加自己的音频种类,起名为:FX_KEYPRESS_CUSTOM,并把最大音频数量修改为11

    /**
     * Invalid keypress sound
     * @see #playSoundEffect(int)
     */
    public static final int FX_KEYPRESS_INVALID = 9;
     /**
     * @hide Custom sound
     * @see #playSoundEffect(int)
     */
    public static final int FX_KEYPRESS_CUSTOM = 10;
    /**
     * @hide Number of sound effects
     */
    public static final int NUM_SOUND_EFFECTS = 11;

需要注意的是自己增加的常量最好全部hide标记,这样可以免去执行make update-api指令,同时并不会影响使用,之后的修改都会遵循这一原则

/frameworks/base/core/java/android/view/SoundEffectConstants.java
同样需要增加一个常量:

    public static final int CLICK = 0;

    public static final int NAVIGATION_LEFT = 1;
    public static final int NAVIGATION_UP = 2;
    public static final int NAVIGATION_RIGHT = 3;
    public static final int NAVIGATION_DOWN = 4;
     /**
     * @hide Custom click sound
     */
    public static final int CLICK_CUSTOM = 5;

/frameworks/base/core/res/res/xml/audio_assets.xml
在XML文件中增加一个自己的音频文件,注意id和之前在AudioManager.java中增加的常量一致,file和push到设备中的文件名保持一致

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

准备工作已经完成了,现在来修改一下调用流程,主动调用自己的按键音

/frameworks/base/core/java/android/view/View.java
调用playSoundEffect时传入之前增加的常量:

    public boolean performClick() {
        // We still need to call this method to handle the cases where performClick() was called
        // externally, instead of through performClickInternal()
        notifyAutofillManagerOnClick();

        final boolean result;
        final ListenerInfo li = mListenerInfo;
        if (li != null && li.mOnClickListener != null) {
            playSoundEffect(SoundEffectConstants.CLICK_CUSTOM);//修改这里
            li.mOnClickListener.onClick(this);
            result = true;
        } else {
            result = false;
        }

        sendAccessibilityEvent(AccessibilityEvent.TYPE_VIEW_CLICKED);

        notifyEnterOrExitForAutoFillIfNeeded(true);

        return result;
    }

/frameworks/base/core/java/android/view/ViewRootImpl.java
View.java之后会调用到ViewRootImpl.java中,在switch/case中加入我们自己的情况:

    @Override
    public void playSoundEffect(int effectId) {
        checkThread();
        Log.d(mTag, "playSoundEffect");

        try {
            final AudioManager audioManager = getAudioManager();

            switch (effectId) {
                case SoundEffectConstants.CLICK:
                    audioManager.playSoundEffect(AudioManager.FX_KEY_CLICK);
                    return;
                case SoundEffectConstants.NAVIGATION_DOWN:
                    audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_DOWN);
                    return;
                case SoundEffectConstants.NAVIGATION_LEFT:
                    audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_LEFT);
                    return;
                case SoundEffectConstants.NAVIGATION_RIGHT:
                    audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_RIGHT);
                    return;
                case SoundEffectConstants.NAVIGATION_UP:
                    audioManager.playSoundEffect(AudioManager.FX_FOCUS_NAVIGATION_UP);
                    return;
                //增加的case语句
                case SoundEffectConstants.CLICK_CUSTOM:
                    audioManager.playSoundEffect(AudioManager.FX_KEYPRESS_CUSTOM);
                    Log.d(mTag, "play my SoundEffect");
                    return;
                default:
                    throw new IllegalArgumentException("unknown effect id " + effectId +
                            " not defined in " + SoundEffectConstants.class.getCanonicalName());
            }
        } catch (IllegalStateException e) {
            // Exception thrown by getAudioManager() when mView is null
            Log.e(mTag, "FATAL EXCEPTION when attempting to play sound effect: " + e);
            e.printStackTrace();
        }
    }

以上就是修改的全部文件了,实际上只有5个文件,比预想的要简单的多,这全都要归功于Android源码出色的设计模式使其在代码上高度解耦

别忘了把音频文件push到设备里面,否则会启动异常的哦!push的路径为:/system/media/audio/ui/

可能有些小伙伴对于为什么要修改上面的文件有一些疑问,这里附上播放按键音的UML时序图,只要熟悉调用流程,就明白了
Android9 framework 按键音调用流程及自定义按键音(替换原生按键音)和调节按键音音量的方法

三、调节按键音音量方法

其实在之前的讲解过程中已经说到了,在调用SoundPool.play的时候其实会传入左右声道的音量值,只要按图索骥找到之前是在哪里传入的音量就可以啦!其实是在playSoundEffectVolume方法传入的音量值,那么只要在这个方法的参数中传入你想要的值就行了。

本文地址:https://blog.csdn.net/u012773843/article/details/111869320