/* * Copyright 2023 jacqueline * * SPDX-License-Identifier: GPL-3.0-only */ #include "audio_fsm.hpp" #include #include #include #include "audio_decoder.hpp" #include "audio_events.hpp" #include "audio_task.hpp" #include "bluetooth.hpp" #include "bt_audio_output.hpp" #include "esp_log.h" #include "event_queue.hpp" #include "fatfs_audio_input.hpp" #include "freertos/portmacro.h" #include "freertos/projdefs.h" #include "future_fetcher.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 AudioState::sDac; std::weak_ptr AudioState::sDatabase; std::unique_ptr AudioState::sTask; std::unique_ptr AudioState::sFileSource; std::unique_ptr AudioState::sI2SOutput; std::unique_ptr AudioState::sBtOutput; TrackQueue* AudioState::sTrackQueue; std::optional AudioState::sCurrentTrack; auto AudioState::Init(drivers::IGpios* gpio_expander, std::weak_ptr database, std::shared_ptr tag_parser, drivers::Bluetooth* bluetooth, 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(tag_parser)); sI2SOutput.reset(new I2SAudioOutput(sIGpios, sDac)); sBtOutput.reset(new BluetoothAudioOutput(bluetooth)); AudioTask::Start(sFileSource.get(), sI2SOutput.get()); // AudioTask::Start(sFileSource.get(), sBtOutput.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::Ui().Dispatch(VolumeChanged{}); } } void AudioState::react(const system_fsm::KeyDownChanged& ev) { if (ev.falling && sI2SOutput->AdjustVolumeDown()) { ESP_LOGI(kTag, "volume down!"); events::Ui().Dispatch(VolumeChanged{}); } } 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(); } void Standby::react(const PlayFile& ev) { sFileSource->SetPath(ev.filename); } void Playback::react(const PlayFile& ev) { sFileSource->SetPath(ev.filename); } void Standby::react(const internal::InputFileOpened& ev) { transit(); } void Standby::react(const QueueUpdate& ev) { auto current_track = sTrackQueue->GetCurrent(); if (!current_track || (sCurrentTrack && *sCurrentTrack == *current_track)) { return; } sCurrentTrack = current_track; auto db = sDatabase.lock(); if (!db) { ESP_LOGW(kTag, "database not open; ignoring play request"); return; } sFileSource->SetPath(db->GetTrackPath(*current_track)); } void Playback::entry() { ESP_LOGI(kTag, "beginning playback"); sI2SOutput->SetInUse(true); // sBtOutput->SetInUse(true); } void Playback::exit() { ESP_LOGI(kTag, "finishing playback"); // TODO(jacqueline): Second case where it's useful to wait for the i2s buffer // to drain. vTaskDelay(pdMS_TO_TICKS(250)); sI2SOutput->SetInUse(false); // sBtOutput->SetInUse(false); } void Playback::react(const QueueUpdate& ev) { if (!ev.current_changed) { return; } auto current_track = sTrackQueue->GetCurrent(); if (!current_track) { sFileSource->SetPath(); sCurrentTrack.reset(); transit(); return; } sCurrentTrack = current_track; auto db = sDatabase.lock(); if (!db) { return; } sFileSource->SetPath(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) {} void Playback::react(const internal::InputFileFinished& ev) { ESP_LOGI(kTag, "finished playing file"); sTrackQueue->Next(); if (!sTrackQueue->GetCurrent()) { transit(); } } void Playback::react(const internal::AudioPipelineIdle& ev) { transit(); } } // namespace states } // namespace audio FSM_INITIAL_STATE(audio::AudioState, audio::states::Uninitialised)