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

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4.7 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_sink.hpp"
#include "esp_log.h"
#include "freertos/portmacro.h"
#include "freertos/projdefs.h"
#include "audio_events.hpp"
#include "audio_task.hpp"
#include "bluetooth.hpp"
#include "bt_audio_output.hpp"
#include "event_queue.hpp"
#include "fatfs_audio_input.hpp"
#include "future_fetcher.hpp"
#include "i2s_audio_output.hpp"
#include "i2s_dac.hpp"
#include "sink_mixer.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<AudioTask> AudioState::sTask;
std::shared_ptr<FatfsAudioInput> AudioState::sFileSource;
std::shared_ptr<SinkMixer> AudioState::sMixer;
std::shared_ptr<IAudioOutput> AudioState::sOutput;
TrackQueue* AudioState::sTrackQueue;
std::optional<database::TrackId> AudioState::sCurrentTrack;
auto AudioState::Init(drivers::IGpios* gpio_expander,
std::weak_ptr<database::Database> database,
std::shared_ptr<database::ITagParser> 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));
sOutput.reset(new I2SAudioOutput(sIGpios, sDac));
// sOutput.reset(new BluetoothAudioOutput(bluetooth));
sMixer.reset(new SinkMixer());
sMixer->SetOutput(sOutput);
AudioTask::Start(sFileSource, sMixer);
return true;
}
void AudioState::react(const system_fsm::StorageMounted& ev) {
sDatabase = ev.db;
}
void AudioState::react(const system_fsm::KeyUpChanged& ev) {
if (ev.falling && sOutput->AdjustVolumeUp()) {
ESP_LOGI(kTag, "volume up!");
events::Ui().Dispatch(VolumeChanged{});
}
}
void AudioState::react(const system_fsm::KeyDownChanged& ev) {
if (ev.falling && sOutput->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<Standby>();
}
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<Playback>();
}
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");
sOutput->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));
sOutput->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<Standby>();
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<Standby>();
}
}
void Playback::react(const internal::AudioPipelineIdle& ev) {
transit<Standby>();
}
} // namespace states
} // namespace audio
FSM_INITIAL_STATE(audio::AudioState, audio::states::Uninitialised)