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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 kChunkSize = 1024;
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static const std::size_t kReadahead = 8;
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AudioDecoder::AudioDecoder()
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: IAudioElement(),
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arena_(kChunkSize, kReadahead, MALLOC_CAP_SPIRAM),
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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.value());
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} else {
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ESP_LOGE(kTag, "no chunk size given");
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return cpp::fail(UNSUPPORTED_STREAM);
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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_ != nullptr &&
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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.value_or(""));
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if (result.has_value()) {
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current_codec_ = std::move(result.value());
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} else {
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ESP_LOGE(kTag, "no codec for this file");
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return cpp::fail(UNSUPPORTED_STREAM);
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}
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stream_info_ = info;
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has_sent_stream_info_ = false;
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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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ESP_LOGW(kTag, "received chunk without chunk size or codec");
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return cpp::fail(UNSUPPORTED_STREAM);
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}
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ESP_LOGI(kTag, "received new chunk (size %u)", chunk.size());
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current_codec_->SetInput(chunk_reader_->HandleNewData(chunk));
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needs_more_input_ = false;
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return {};
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}
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auto AudioDecoder::ProcessEndOfStream() -> void {
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has_samples_to_send_ = false;
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needs_more_input_ = true;
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current_codec_.reset();
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SendOrBufferEvent(std::unique_ptr<StreamEvent>(
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StreamEvent::CreateEndOfStream(input_events_)));
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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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// 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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if (!has_sent_stream_info_) {
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has_sent_stream_info_ = true;
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auto format = current_codec_->GetOutputFormat();
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stream_info_->bits_per_sample = format.bits_per_sample;
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stream_info_->sample_rate = format.sample_rate_hz;
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stream_info_->channels = format.num_channels;
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stream_info_->chunk_size = kChunkSize;
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auto event =
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StreamEvent::CreateStreamInfo(input_events_, *stream_info_);
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SendOrBufferEvent(std::unique_ptr<StreamEvent>(event));
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}
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auto block = arena_.Acquire();
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if (!block) {
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return {};
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}
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auto write_res =
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current_codec_->WriteOutputSamples({block->start, block->size});
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block->used_size = write_res.first;
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has_samples_to_send_ = !write_res.second;
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auto chunk = std::unique_ptr<StreamEvent>(
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StreamEvent::CreateArenaChunk(input_events_, *block));
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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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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_->HandleBytesUsed(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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