I'm trying to play an alarm sound through the speakers via the alarm channel at max volume. For that I'm using the AudioManager and a MediaPlayer. If I plug in headphones, the alarm is still played through the speakers, however the volume of the alarm played through the speakers decreases drastically making it useless for my purpose.
Is there a way to prevent this decrease in volume?
The code I'm using is this:
public void startAlarmSound() {
audioManager = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
audioManager.setSpeakerphoneOn(false);
audioManager.setStreamVolume(AudioManager.STREAM_ALARM, audioManager.getStreamMaxVolume(AudioManager.STREAM_ALARM), 0);
if (!alreadyPlaying)
playAlarmSound();
alreadyPlaying = true;
}
private void playAlarmSound() {
mediaPlayer = new MediaPlayer();
mediaPlayer.setAudioStreamType(AudioManager.STREAM_ALARM);
mediaPlayer.setOnPreparedListener(new MediaPlayer.OnPreparedListener() {
#Override
public void onPrepared(MediaPlayer mp) {
mediaPlayer.start();
}
});
try {
mediaPlayer.setDataSource(this, Uri.parse("android.resource://com.mystuff.mine/" + R.raw.alarm_sound));
mediaPlayer.prepare();
} catch (IOException e) {
e.printStackTrace();
}
}
To ensure that the volume has not been lowered, I'm calling the following every 5 seconds.
audioManager.setStreamVolume(AudioManager.STREAM_ALARM, audioManager.getStreamMaxVolume(AudioManager.STREAM_ALARM), 0);
I'm located within the EU, so it could be caused by that regulation that deals with max volume when plugging in headphones. Since I only care about speaker output I need a workaround even if that is the case.
Edit:
This problem occurs both with my app as well as with system apps (like the alarm clock), and with both Nexus 5 and 6. As I've also read reports of that issue from other phone manufacturers, so I don't think the problem is exclusive to the nexus line of phones. I need a workaround.
I just checked the result of both getStreamMaxVolume(AudioManager.STREAM_ALARM) and getStreamVolume(AudioManager.STREAM_ALARM). Both display 7, regardless of if the headphones are plugged in or not.
I did notice that with headphones plugged in, while the volume indicator is set to max, if I reduce it and quickly increase it again, it will increase to the volume that it has without headphones. However as this requires user interaction, it's not the solution I'm looking for.
According to john saying,
This is built in feature of devices, you cannot set volume so high until user will not allow it by himself as it can hurt ears, and the problem is that speaker and headphone volume is not separated
I think that you may not be able to make your volume full. I'dd suggest you trying to look if you can disable headphones (even if plugged in) then play the alarm (full volume as headphones are disabled), then re-enable headphone after alarm is shut down.
Take a look at this or this in order to disable headphones.
Related
I have a media player which plays song files. However, no matter how I try to initialize its volume, the only way to change it is manually with the volume buttons. I've tried
mAudioManager = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
int maxVolume = mAudioManager.getStreamMaxVolume(AudioManager.STREAM_ALARM);
mAudioManager.setStreamVolume(AudioManager.STREAM_ALARM, maxVolume, 0); // Sets volume to max
and even
mMediaPlayer.setVolume(1, 1);
but none work. I've used this code in the past without problem. I've tried my app on both 5.1.1 and 7.1.1 and no luck. It doesn't matter whether the phone's volume starts in a muted state or not. I checked and maxVolume is non-zero (I've tried just hardcoding numbers too). How can I set the initial volume programmatically? The media player starts playing automatically. (I've tried calling this within the media player's onPrepared listener too in case it made a difference. It doesn't.) I also checked whether the phone volume is "fixed". It's not.
How can I get my player to start playing at max volume (no matter what the phone was set for)?
I found the problem. I had the stream wrong. Instead of STREAM_ALARM it should have been STREAM_MUSIC. The list of streams can be found here:
https://developer.android.com/reference/android/media/AudioManager.html
I have tried finding an answer to this, but my searches kept returning irrelevant results...
So the problem is - I am writing a game that plays sound effects (no music just yet), and I set the stream type to Music. However, when I put my phone in silent mode (no vibration either, if that matters) the app still plays sounds. I can turn off the sound in the app using the volume keys, but what I expected (and what my future users would probably expect too) was that the app won't make a sound when the phone is in silent mode.
At this point, I am not sure if this should be automatically managed by the OS, or if I am expected to do something about it. I can surely detect the silent mode, set the volume to 0 in e.g onResume, but that will probably overwrite the setting the users set up by pressing the volume buttons - so when they unmute the phone, the app either has to set the volume programmatically to a predefined value, or ideally, to a saved one from sharedPrefs... which sounds relatively cumbersome. Is there a nicer solution?
This is how I initialize & then use sounds:
soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 100);
soundPoolMap = new SparseIntArray();
soundPoolMap.put(CLICK_1, soundPool.load(activity, R.raw.click1, 1));
soundPoolMap.put(CLICK_2, soundPool.load(activity, R.raw.click2, 2));
...
float volume = 1.0f;
soundPool.play(soundPoolMap.get(soundID), volume, volume, 1, 0, 1f);
What I understand from your question is you want to mute your app when device is on silent mode.
Try to check the the RingerMode every time before your app play sound/music and play sound only when the ringer RingerMode is normal.
Here is the sample code.
AudioManager audio = (AudioManager) mContext.getSystemService(Context.AUDIO_SERVICE);
switch (audio.getRingerMode())
{
case AudioManager.RINGER_MODE_NORMAL:
// Device is on Normal mode.
// you can play music.
break;
case AudioManager.RINGER_MODE_SILENT:
// Device is on Silent mode.
// you should not play sound now.
break;
case AudioManager.RINGER_MODE_VIBRATE:
// Device is on Vibrate/Meeting mode.
// you should not play sound but you can make vibrate device (if you want).
break;
}
I'm playing an audio clip using OpenSL ES. In my code I have
audioManager.setMode(AudioManager.MODE_IN_CALL);
audioManager.setSpeakerphoneOn(true);
to force audio through the speaker while the headset is plugged in. It works fine, but I can't control the volume. Pressing the volume buttons while the clip is playing makes the volume seekbar appear and move, but the volume doesn't change.
Calling setVolumeControlStream(AudioManager.STREAM_VOICE_CALL) or setVolumeControlStream(AudioManager.STREAM_MUSIC) before playing doesn't seem to help.
Changing any of the volumes outside of my app (e.g. in the Android settings) doesn't affect the playing volume. Volume control works well on both headset and speaker when no routing is applied.
I've also tried routing the audio to the speaker using this code I found in another answer
Class audioSystemClass = Class.forName("android.media.AudioSystem");
Method setForceUse = audioSystemClass.getMethod("setForceUse", int.class, int.class);
// First 1 == FOR_MEDIA, second 1 == FORCE_SPEAKER. To go back to the default
// behavior, use FORCE_NONE (0).
setForceUse.invoke(null, 1, 1);
but it doesn't work on my Android 4.3 Nexus 4. I need the most compatible way to to that anyway.
Any ideas?
Thanks.
Here is a couple ideas:
MODE_IN_CALL sets all sorts of priority/policy on STREAM_VOICE_CALL. During this time, other STREAM may loose volume control focus. See if your audio clip is played over STREAM_VOICE_CALL.
MODE_IN_COMMUNICATION (for VoIP) may be a better fit for you. MODE_IN_CALL is for cellular call and can degrade your audio quality.
You may want to try grab audio focus and see if that helps. http://developer.android.com/training/managing-audio/audio-focus.html
I'm developing a game in Android and I came across a very annoying, hard-to-find bug. The issue is that when you are using SoundPool to play your sounds, you can actually loop whatever sound you are playing. In this case, the issue is the "running steps" sound; this sound gets executed quite fast and continually (around every 400ms) when the main character is running.
Now when playing the sound on a regular (not so powerful) device e.g. Samsung SII, the sound is played every 500ms - however, if I run the very same code on another device (let's say, Samsung SIV, Samsung SIII), the sound plays twice or even three times faster.
It seems like the more powerful the device hardware specs are, the faster it plays. On some devices, it plays so fast that you almost hear one solid continuous sound. I've been looking for techniques to set a specific ratio on the time period between sound plays, but it doesn't work properly and the issue remains. Does anyone know how to fix it, either using SoundPool, MediaPlayer, or any other sound-controlling API on Android?
You could use an AudioTrack to play a continuous stream of PCM data, since you would pass a stream you could be sure about the interval between sounds. the downside could be a little delay when first starting the sound but it depends on the minimum buffer size, and it depends, I think, on android version and device. On my galaxy s2 android 4.1 it was about 20ms.if you think this could be an option I can post some code
The problem with just looping or using a regular interval for something like footsteps is that you have a possible decoupling of sound and visuals. If your sound gets delays or sped up, or your visuals get delayed or sped up, you would have to adjust for that delay dynamically and automatically. You already have that issue right here
A better solution would be to place a trigger on the exact event which should trigger the sound (in this case, the foot being placed down), which then plays the sound. This also means that if you have multiple sources of the sound (like multiple footsteps), you don't have to manually start the sound with the right interval.
I can't seem to replicate the issue on Galaxy Nexus and Nexus S, does that mean I fixed it? Or maybe you could show what you're doing differently from this:
SoundPool soundPool = new SoundPool(4, AudioManager.STREAM_MUSIC, 100);
Integer sound1 = soundPool.load(this, R.raw.file1, 1);
Integer sound2 = soundPool.load(this, R.raw.file2, 1);
playSound(sound1);
public void playSound(int sound) {
AudioManager mgr = (AudioManager)getSystemService(Context.AUDIO_SERVICE);
float volume = mgr.getStreamVolume(AudioManager.STREAM_MUSIC)
/ mgr.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
soundPool.play(sound, volume, volume, 1, -1, 1.0f);
}
If the problem is that you want to control the interval between the discrete sounds, The easiest way to do this is with a handler.
Basically you start a sound playing which is an asynchronous process. Then you use a handler to schedule a message to play the next sound sometime in the future. It will take some trial and error to get it right, but you will be guaranteed that the sound will start at the same interval after the previous sound on every device.
Here is some code to illustrate what I am talking about.
Here is a handler implementation you could use:
handler = new Handler() {
/* (non-Javadoc)
* #see android.os.Handler#handleMessage(android.os.Message)
*/
#Override
public void handleMessage(Message msg) {
if (msg.what == NEXT_ITEM_MSG) {
playNextSound();
}
else if (msg.what == SEQUENCE_COMPLETE_MSG) {
// notify a listener
listener.onSoundComplete()
}
}
};
Then you could write playNextSound like this:
private void playNextSound() {
if (mRunning) {
// Get the first item
SoundSequenceItem item = currentSequence.getNextSequenceItem();
if (item == null) {
Message msg = handler.obtainMessage(SEQUENCE_COMPLETE_MSG);
handler.sendMessage(msg);
return;
}
// Play the sound
int iSoundResId = item.getSoundResId();
if (iSoundResId != -1) {
player.playSoundNow(soundResId);
}
// schedule a message to advance to next item after duration
Message msg = handler.obtainMessage(NEXT_ITEM_MSG);
handler.sendMessageDelayed(msg, item.getDuration());
}
}
and your SoundSequenceItem could just be a simple class that has a sound file resource id and a duration. If you want to keep playing the sound while the character is moving you could do something like this:
public void onSoundComplete() {
if (character.isRunning()) {
currentSequence.addSequenceItem(new SoundSequenceItem(R.id.footsteps,500);
playNextSound();
}
}
Or you could modify playNextSound to continually play the same sound. Mine is written this way to be able to play different sounds in sequence.
I have had a lot of problems developing apps which used sounds and stuff like that. I would not suggest you to use SoundPool since it is bug-affected, and also be aware that looping sounds with SoundPool won't work on devices which are 4.3 and higher, see this open issue, at AOSP - Issue tracker.
I think that the solution is to go native and use OpenSL ES o similar libraries.
My Android application uses MediaRecorder on a SurfaceHolder to show a live preview of what the camera is capturing. Every time the user presses the REC button on the app, the app starts to record.
Every time the state of the MediaRecorder switches to/from 'start', Android automatically (?) fires off a beep. This beep sounds different from phone to phone, which makes me think that this beep is natively attached to the state change of MediaRecorder.
The beep is not played if the volume of the phone is set to silent.
I google it and did some research but I couldn't find a way to turn this beep off. Is it possible? If so, how?
The app was tested on: Nexus One 2.3.4, Desire HD 2.3.3
Ok the accepted answer did not work for me. On a Galaxy Nexus Running 4.2.1 (Jelly Bean) when recording via MediaRecorder I needed to use AudioManager.STREAM_RING because AudiManager.STREAM_SYSTEM did not work. It would always play a "chime" sound at beginning of each recording.
Here is my solution using "STREAM_RING" and others.
// disable sound when recording.
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_ALARM,true);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_DTMF,true);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_MUSIC,true);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_RING,true);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_SYSTEM,true);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_VOICE_CALL,true);
// re-enable sound after recording.
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_ALARM,false);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_DTMF,false);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_MUSIC,false);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_RING,false);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_SYSTEM,false);
((AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_VOICE_CALL,false);
Also as the documentation states be sure to re-enable audio in the onPause() method.
I hope this helps someone tearing their hair out over this problem. This disables all sound streams. You can go through and work out which ones you specifically need. I found that different versions of android use different streams for the chime when mediarecorder runs. ie, STREAM_RING works for android 4.2.1 but for ICS it doesn't work.
Edit: As my comment below mentions, I can't get the sound disabled for Android OS 2.3.3 on a Samsung Galaxy S1. Anyone have luck with this?
Darrenp's solution helps to tidy up code but in a recent update to my phone (galaxy nexus android 4.3) the volume / recording beep started up again! The solution by user1944526 definitely helps. In an effort to make it easier to understand...
Use something like ,
// class variables.
Integer oldStreamVolume;
AudioManager audioMgr;
enableSound() {
setMuteAll(false);
if (audioMgr != null && oldStreamVolume != null) {
audioMgr.setStreamVolume(AudioManager.STREAM_RING, oldStreamVolume, 0);
}
}
disableSound() {
audioMgr = (AudioManager)activity.getApplicationContext().getSystemService(Context.AUDIO_SERVICE);
oldStreamVolume = audioMgr.getStreamVolume(AudioManager.STREAM_RING);
audioMgr.setStreamVolume(AudioManager.STREAM_RING, 0, 0);
}
For completeness each of those functions you could also call either darrenp's solution in a function or include all of the above STREAM_ lines. but for me now, these combined are working. Hope this helps someone...
try
((AudioManager)context.getSystemService(Context.AUDIO_SERVICE)).setStreamMute(AudioManager.STREAM_SYSTEM,true);
That mute all sounds.
Following on from #wired00's answer, the code can be simplified as follows:
private void setMuteAll(boolean mute) {
AudioManager manager = (AudioManager) getSystemService(Context.AUDIO_SERVICE);
int[] streams = new int[] { AudioManager.STREAM_ALARM,
AudioManager.STREAM_DTMF, AudioManager.STREAM_MUSIC,
AudioManager.STREAM_RING, AudioManager.STREAM_SYSTEM,
AudioManager.STREAM_VOICE_CALL };
for (int stream : streams)
manager.setStreamMute(stream, mute);
}
This works fine for now but if more streams are introduced in the future, this method may need updating. A more robust approach (though perhaps overkill) is to use reflection to get all the STREAM_* static fields:
List<Integer> streams = new ArrayList<Integer>();
Field[] fields = AudioManager.class.getFields();
for (Field field : fields) {
if (field.getName().startsWith("STREAM_")
&& Modifier.isStatic(field.getModifiers())
&& field.getType() == int.class) {
try {
Integer stream = (Integer) field.get(null);
streams.add(stream);
} catch (IllegalArgumentException e) {
// do nothing
} catch (IllegalAccessException e) {
// do nothing
}
}
}
Interestingly, there seem to be some streams that are not documented, namely STREAM_BLUETOOTH_SCO, STREAM_SYSTEM_ENFORCED and STREAM_TTS. I'm guessing/hoping there's no harm in muting these too!
I just had this problem on a Lenovo K900 running Android 4.2.1.
setStreamMute doesn't seem to do anything for me, but setStreamVolume works...
AudioManager audioMgr = (AudioManager)getSystemService(Context.AUDIO_SERVICE);
int oldStreamVolume = audioMgr.getStreamVolume(AudioManager.STREAM_RING);
audioMgr.setStreamVolume(AudioManager.STREAM_RING, 0, 0);
... do recording ...
audioMgr.setStreamVolume(AudioManager.STREAM_RING, oldStreamVolume, 0);
Add this code before the start:
AudioManager audioManager = (AudioManager) getApplicationContext().getSystemService(Context.AUDIO_SERVICE);
audioManager.setStreamMute(AudioManager.STREAM_SYSTEM, true);
audioManager.setStreamMute(AudioManager.STREAM_MUSIC,true);
And add this code after the stop:
AudioManager audioManager = (AudioManager) getApplicationContext().getSystemService(Context.AUDIO_SERVICE);
audioManager.setStreamMute(AudioManager.STREAM_SYSTEM, false);
audioManager.setStreamMute(AudioManager.STREAM_MUSIC,false);
There are countries/firmwares that use STREAM_SYSTEM and others using STREAM_MUSIC. There are also countries where this is illegal but use a different channel.