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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 2022-03-12 21:33:27
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