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#include "audio_decoder.hpp"
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#include <string.h>
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#include <cstddef>
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#include <cstdint>
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#include <memory>
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#include "freertos/FreeRTOS.h"
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#include "esp_heap_caps.h"
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#include "freertos/message_buffer.h"
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#include "freertos/portmacro.h"
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#include "audio_element.hpp"
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#include "chunk.hpp"
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#include "fatfs_audio_input.hpp"
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#include "stream_info.hpp"
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namespace audio {
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static const char* kTag = "DEC";
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static const std::size_t kSamplesPerChunk = 256;
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AudioDecoder::AudioDecoder()
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: IAudioElement(),
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stream_info_({}),
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has_samples_to_send_(false),
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needs_more_input_(true) {}
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AudioDecoder::~AudioDecoder() {}
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auto AudioDecoder::HasUnprocessedInput() -> bool {
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return !needs_more_input_ || has_samples_to_send_;
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}
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auto AudioDecoder::ProcessStreamInfo(const StreamInfo& info)
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-> cpp::result<void, AudioProcessingError> {
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stream_info_ = info;
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if (info.chunk_size) {
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chunk_reader_.emplace(*info.chunk_size);
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} else {
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// TODO.
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}
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// Reuse the existing codec if we can. This will help with gapless playback,
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// since we can potentially just continue to decode as we were before,
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// without any setup overhead.
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if (current_codec_->CanHandleFile(info.path.value_or(""))) {
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current_codec_->ResetForNewStream();
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return {};
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}
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auto result = codecs::CreateCodecForFile(*info.path);
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if (result) {
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current_codec_ = std::move(*result);
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} else {
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return cpp::fail(UNSUPPORTED_STREAM);
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}
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// TODO: defer until first header read, so we can give better info about
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// sample rate, chunk size, etc.
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StreamInfo downstream_info(info);
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downstream_info.bits_per_sample = 32;
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downstream_info.sample_rate = 48'000;
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chunk_size_ = 128;
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downstream_info.chunk_size = chunk_size_;
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auto event = StreamEvent::CreateStreamInfo(input_events_, downstream_info);
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SendOrBufferEvent(std::unique_ptr<StreamEvent>(event));
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return {};
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}
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auto AudioDecoder::ProcessChunk(const cpp::span<std::byte>& chunk)
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-> cpp::result<size_t, AudioProcessingError> {
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if (current_codec_ == nullptr || !chunk_reader_) {
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// Should never happen, but fail explicitly anyway.
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return cpp::fail(UNSUPPORTED_STREAM);
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}
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current_codec_->SetInput(chunk_reader_->HandleNewData(chunk));
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return {};
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}
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auto AudioDecoder::Process() -> cpp::result<void, AudioProcessingError> {
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if (has_samples_to_send_) {
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ESP_LOGI(kTag, "sending samples");
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// Writing samples is relatively quick (it's just a bunch of memcopy's), so
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// do them all at once.
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while (has_samples_to_send_ && !IsOverBuffered()) {
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auto chunk = std::unique_ptr<StreamEvent>(
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StreamEvent::CreateChunkData(input_events_, chunk_size_));
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auto write_res =
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current_codec_->WriteOutputSamples(chunk->chunk_data.bytes);
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chunk->chunk_data.bytes = chunk->chunk_data.bytes.first(write_res.first);
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has_samples_to_send_ = !write_res.second;
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if (!SendOrBufferEvent(std::move(chunk))) {
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return {};
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}
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}
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// We will process the next frame during the next call to this method.
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return {};
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}
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if (!needs_more_input_) {
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ESP_LOGI(kTag, "decoding frame");
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auto res = current_codec_->ProcessNextFrame();
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if (res.has_error()) {
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// todo
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return {};
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}
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needs_more_input_ = res.value();
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has_samples_to_send_ = true;
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if (needs_more_input_) {
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chunk_reader_->HandleLeftovers(current_codec_->GetInputPosition());
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}
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}
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return {};
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}
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} // namespace audio
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