Fork of Tangara with customizations
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tangara-fw/src/audio/audio_fsm.cpp

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4.4 KiB

/*
* Copyright 2023 jacqueline <me@jacqueline.id.au>
*
* SPDX-License-Identifier: GPL-3.0-only
*/
#include "audio_fsm.hpp"
#include <future>
#include <memory>
#include <variant>
#include "audio_decoder.hpp"
#include "audio_events.hpp"
#include "audio_task.hpp"
#include "esp_log.h"
#include "event_queue.hpp"
#include "fatfs_audio_input.hpp"
#include "i2s_audio_output.hpp"
#include "i2s_dac.hpp"
#include "pipeline.hpp"
#include "system_events.hpp"
#include "track.hpp"
#include "track_queue.hpp"
namespace audio {
static const char kTag[] = "audio_fsm";
drivers::IGpios* AudioState::sIGpios;
std::shared_ptr<drivers::I2SDac> AudioState::sDac;
std::weak_ptr<database::Database> AudioState::sDatabase;
std::unique_ptr<FatfsAudioInput> AudioState::sFileSource;
std::unique_ptr<I2SAudioOutput> AudioState::sI2SOutput;
std::vector<std::unique_ptr<IAudioElement>> AudioState::sPipeline;
TrackQueue* AudioState::sTrackQueue;
auto AudioState::Init(drivers::IGpios* gpio_expander,
std::weak_ptr<database::Database> database,
TrackQueue* queue) -> bool {
sIGpios = gpio_expander;
sTrackQueue = queue;
auto dac = drivers::I2SDac::create(gpio_expander);
if (!dac) {
return false;
}
sDac.reset(dac.value());
sDatabase = database;
sFileSource.reset(new FatfsAudioInput());
sI2SOutput.reset(new I2SAudioOutput(sIGpios, sDac));
// Perform initial pipeline configuration.
// TODO(jacqueline): Factor this out once we have any kind of dynamic
// reconfiguration.
AudioDecoder* codec = new AudioDecoder();
sPipeline.emplace_back(codec);
Pipeline* pipeline = new Pipeline(sPipeline.front().get());
pipeline->AddInput(sFileSource.get());
task::StartPipeline(pipeline, sI2SOutput.get());
return true;
}
void AudioState::react(const system_fsm::StorageMounted& ev) {
sDatabase = ev.db;
}
void AudioState::react(const system_fsm::KeyUpChanged& ev) {
if (ev.falling && sI2SOutput->AdjustVolumeUp()) {
ESP_LOGI(kTag, "volume up!");
events::Dispatch<VolumeChanged, ui::UiState>({});
}
}
void AudioState::react(const system_fsm::KeyDownChanged& ev) {
if (ev.falling && sI2SOutput->AdjustVolumeDown()) {
ESP_LOGI(kTag, "volume down!");
events::Dispatch<VolumeChanged, ui::UiState>({});
}
}
void AudioState::react(const system_fsm::HasPhonesChanged& ev) {
if (ev.falling) {
ESP_LOGI(kTag, "headphones in!");
} else {
ESP_LOGI(kTag, "headphones out!");
}
}
namespace states {
void Uninitialised::react(const system_fsm::BootComplete&) {
transit<Standby>();
}
void Standby::react(const internal::InputFileOpened& ev) {
transit<Playback>();
}
void Standby::react(const QueueUpdate& ev) {
auto current_track = sTrackQueue->GetCurrent();
if (!current_track) {
return;
}
auto db = sDatabase.lock();
if (!db) {
ESP_LOGW(kTag, "database not open; ignoring play request");
return;
}
sFileSource->OpenFile(db->GetTrackPath(*current_track));
}
void Playback::entry() {
ESP_LOGI(kTag, "beginning playback");
sI2SOutput->SetInUse(true);
}
void Playback::exit() {
ESP_LOGI(kTag, "finishing playback");
sI2SOutput->SetInUse(false);
}
void Playback::react(const QueueUpdate& ev) {
auto current_track = sTrackQueue->GetCurrent();
if (!current_track) {
// TODO: return to standby?
return;
}
auto db = sDatabase.lock();
if (!db) {
return;
}
// TODO: what if we just finished this, and are preemptively loading the next
// one?
sFileSource->OpenFile(db->GetTrackPath(*current_track));
}
void Playback::react(const PlaybackUpdate& ev) {
// ESP_LOGI(kTag, "elapsed: %lu, total: %lu", ev.seconds_elapsed,
// ev.seconds_total);
}
void Playback::react(const internal::InputFileOpened& ev) {}
void Playback::react(const internal::InputFileClosed& ev) {
ESP_LOGI(kTag, "finished reading file");
auto upcoming = sTrackQueue->GetUpcoming(1);
if (upcoming.empty()) {
return;
}
auto db = sDatabase.lock();
if (!db) {
return;
}
ESP_LOGI(kTag, "preemptively opening next file");
sFileSource->OpenFile(db->GetTrackPath(upcoming.front()));
}
void Playback::react(const internal::InputFileFinished& ev) {
ESP_LOGI(kTag, "finished playing file");
sTrackQueue->Next();
}
void Playback::react(const internal::AudioPipelineIdle& ev) {
transit<Standby>();
}
} // namespace states
} // namespace audio
FSM_INITIAL_STATE(audio::AudioState, audio::states::Uninitialised)