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/*
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* Copyright 2023 jacqueline <me@jacqueline.id.au>
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*
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* SPDX-License-Identifier: GPL-3.0-only
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*/
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#include "audio_fsm.hpp"
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#include <future>
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#include <memory>
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#include <variant>
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#include "audio_sink.hpp"
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#include "esp_log.h"
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#include "freertos/portmacro.h"
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#include "freertos/projdefs.h"
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#include "audio_converter.hpp"
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#include "audio_decoder.hpp"
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#include "audio_events.hpp"
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#include "bluetooth.hpp"
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#include "bt_audio_output.hpp"
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#include "event_queue.hpp"
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#include "fatfs_audio_input.hpp"
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#include "future_fetcher.hpp"
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#include "i2s_audio_output.hpp"
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#include "i2s_dac.hpp"
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#include "service_locator.hpp"
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#include "system_events.hpp"
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#include "track.hpp"
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#include "track_queue.hpp"
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namespace audio {
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static const char kTag[] = "audio_fsm";
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std::shared_ptr<system_fsm::ServiceLocator> AudioState::sServices;
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std::shared_ptr<FatfsAudioInput> AudioState::sFileSource;
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std::unique_ptr<Decoder> AudioState::sDecoder;
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std::shared_ptr<SampleConverter> AudioState::sSampleConverter;
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std::shared_ptr<IAudioOutput> AudioState::sOutput;
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std::optional<database::TrackId> AudioState::sCurrentTrack;
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void AudioState::react(const system_fsm::KeyUpChanged& ev) {
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if (ev.falling && sOutput->AdjustVolumeUp()) {
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ESP_LOGI(kTag, "volume up!");
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events::Ui().Dispatch(VolumeChanged{});
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}
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}
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void AudioState::react(const system_fsm::KeyDownChanged& ev) {
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if (ev.falling && sOutput->AdjustVolumeDown()) {
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ESP_LOGI(kTag, "volume down!");
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events::Ui().Dispatch(VolumeChanged{});
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}
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}
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void AudioState::react(const system_fsm::HasPhonesChanged& ev) {
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if (ev.falling) {
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// ESP_LOGI(kTag, "headphones in!");
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} else {
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// ESP_LOGI(kTag, "headphones out!");
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}
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}
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namespace states {
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void Uninitialised::react(const system_fsm::BootComplete& ev) {
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sServices = ev.services;
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auto dac = drivers::I2SDac::create(sServices->gpios());
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if (!dac) {
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events::System().Dispatch(system_fsm::FatalError{});
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events::Ui().Dispatch(system_fsm::FatalError{});
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return;
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}
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sFileSource.reset(new FatfsAudioInput(sServices->tag_parser()));
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sOutput.reset(new I2SAudioOutput(sServices->gpios(),
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std::unique_ptr<drivers::I2SDac>{*dac}));
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// sOutput.reset(new BluetoothAudioOutput(bluetooth));
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sSampleConverter.reset(new SampleConverter());
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sSampleConverter->SetOutput(sOutput);
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Decoder::Start(sFileSource, sSampleConverter);
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transit<Standby>();
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}
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void Standby::react(const PlayFile& ev) {
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sFileSource->SetPath(ev.filename);
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}
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void Playback::react(const PlayFile& ev) {
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sFileSource->SetPath(ev.filename);
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}
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void Standby::react(const internal::InputFileOpened& ev) {
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transit<Playback>();
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}
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void Standby::react(const QueueUpdate& ev) {
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auto current_track = sServices->track_queue().GetCurrent();
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if (!current_track || (sCurrentTrack && *sCurrentTrack == *current_track)) {
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return;
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}
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sCurrentTrack = current_track;
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auto db = sServices->database().lock();
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if (!db) {
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ESP_LOGW(kTag, "database not open; ignoring play request");
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return;
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}
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sFileSource->SetPath(db->GetTrackPath(*current_track));
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}
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void Standby::react(const TogglePlayPause& ev) {
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if (sCurrentTrack) {
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transit<Playback>();
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}
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}
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void Playback::entry() {
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ESP_LOGI(kTag, "beginning playback");
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sOutput->SetInUse(true);
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}
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void Playback::exit() {
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ESP_LOGI(kTag, "finishing playback");
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// TODO(jacqueline): Second case where it's useful to wait for the i2s buffer
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// to drain.
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vTaskDelay(pdMS_TO_TICKS(10));
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sOutput->SetInUse(false);
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events::System().Dispatch(PlaybackFinished{});
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}
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void Playback::react(const QueueUpdate& ev) {
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if (!ev.current_changed) {
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return;
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}
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auto current_track = sServices->track_queue().GetCurrent();
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if (!current_track) {
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sFileSource->SetPath();
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sCurrentTrack.reset();
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transit<Standby>();
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return;
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}
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sCurrentTrack = current_track;
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auto db = sServices->database().lock();
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if (!db) {
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return;
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}
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sFileSource->SetPath(db->GetTrackPath(*current_track));
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}
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void Playback::react(const TogglePlayPause& ev) {
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transit<Standby>();
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}
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void Playback::react(const PlaybackUpdate& ev) {
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ESP_LOGI(kTag, "elapsed: %lu, total: %lu", ev.seconds_elapsed,
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ev.seconds_total);
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}
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void Playback::react(const internal::InputFileOpened& ev) {}
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void Playback::react(const internal::InputFileClosed& ev) {}
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void Playback::react(const internal::InputFileFinished& ev) {
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ESP_LOGI(kTag, "finished playing file");
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sServices->track_queue().Next();
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if (!sServices->track_queue().GetCurrent()) {
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transit<Standby>();
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}
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}
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void Playback::react(const internal::AudioPipelineIdle& ev) {
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transit<Standby>();
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}
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} // namespace states
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} // namespace audio
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FSM_INITIAL_STATE(audio::AudioState, audio::states::Uninitialised)
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