Files
Bionic_sphere/Bionic_Core/ToolsClass/AudioOutput/AudioOutput.cpp
T
Misaki 97fe13da26 1. 完成了对音频播放类的完整C++封装,测试通过
2. 修复了LVGL渲染类当中的一些小bug
3. 增加了一些CPU资源占用的日志打印函数,运行在主线程当中
4. 完善了底层通信类的封装,基于websocket,尚未测试
2025-09-12 02:11:50 +08:00

248 lines
6.2 KiB
C++

//
// Created by misaki on 2025/9/9.
//
#include "AudioOutput.h"
#include "esp_log.h"
#include <memory>
#include "PCM5101.h"
// 初始化静态成员
AudioOutput* AudioOutput::instance = nullptr;
std::mutex AudioOutput::instanceMutex;
AudioOutput* AudioOutput::getInstance() {
std::lock_guard<std::mutex> lock(instanceMutex);
if (instance == nullptr) {
instance = new AudioOutput();
}
return instance;
}
AudioOutput::AudioOutput()
: currentState(AudioState::IDLE),
currentVolume(Volume_MAX - 2),
hardwareInitialized(false) {
// 初始化硬件
init();
}
AudioOutput::~AudioOutput() {
// 停止播放并清理资源
stop();
}
bool AudioOutput::init() {
std::lock_guard<std::mutex> lock(stateMutex);
if (hardwareInitialized) {
ESP_LOGI("AudioOutput", "Audio hardware already initialized");
return true;
}
// 初始化SD卡
SDFileManager::getInstance()->tryInitSDCard();
// 初始化音频硬件
Audio_Init();
hardwareInitialized = true;
ESP_LOGI("AudioOutput", "Audio hardware initialized successfully");
return hardwareInitialized;
}
void AudioOutput::tryInitAudioOutput() {
ESP_LOGI("AudioOutput", "Trying to initialize audio output......");
}
bool AudioOutput::playSync(const char* directory, const char* fileName) {
std::lock_guard<std::mutex> lock(stateMutex);
if (!hardwareInitialized) {
ESP_LOGE("AudioOutput", "Audio hardware not initialized");
return false;
}
// 停止当前播放 TODO:有bug,需要fix
// stop();
// 播放新文件
Play_Music(directory, fileName);
if (audio_player_get_state() == AUDIO_PLAYER_STATE_PLAYING) {
currentState = AudioState::PLAYING;
currentFilePath = std::string(directory) + "/" + fileName;
return true;
}
currentState = AudioState::ERROR;
return false;
}
void AudioOutput::playAsync(const char* directory, const char* fileName, AudioCallback callback) {
ThreadConfig config = getThreadConfig("play_async");
ThreadManager::createThread(config, [this, directory = std::string(directory),
fileName = std::string(fileName), callback]() {
this->playInternal(directory.c_str(), fileName.c_str(), callback);
}).detach();
}
void AudioOutput::playInternal(const char* directory, const char* fileName, AudioCallback callback) {
bool success = false;
AudioState finalState = AudioState::ERROR;
{
std::lock_guard<std::mutex> lock(stateMutex);
if (!hardwareInitialized) {
ESP_LOGE("AudioOutput", "Audio hardware not initialized");
finalState = AudioState::ERROR;
} else {
// 停止当前播放
// stop();
// 播放新文件
Play_Music(directory, fileName);
if (audio_player_get_state() == AUDIO_PLAYER_STATE_PLAYING) {
currentState = AudioState::PLAYING;
currentFilePath = std::string(directory) + "/" + fileName;
success = true;
finalState = AudioState::PLAYING;
} else {
currentState = AudioState::ERROR;
finalState = AudioState::ERROR;
}
}
}
if (callback) {
callback(finalState, success ? currentFilePath.c_str() : nullptr);
}
}
bool AudioOutput::pause() {
std::lock_guard<std::mutex> lock(stateMutex);
if (currentState != AudioState::PLAYING) {
return false;
}
Music_pause();
if (audio_player_get_state() == AUDIO_PLAYER_STATE_PAUSE) {
currentState = AudioState::PAUSED;
return true;
}
return false;
}
bool AudioOutput::resume() {
std::lock_guard<std::mutex> lock(stateMutex);
if (currentState != AudioState::PAUSED) {
return false;
}
Music_resume();
if (audio_player_get_state() == AUDIO_PLAYER_STATE_PLAYING) {
currentState = AudioState::PLAYING;
return true;
}
return false;
}
bool AudioOutput::stop() {
std::lock_guard<std::mutex> lock(stateMutex);
if (currentState == AudioState::IDLE || currentState == AudioState::STOPPED) { // 如果当前状态为IDLE或STOPPED,则直接返回成功
return true;
}
// 暂停播放
Music_pause(); // 内部已经完成关闭文件的操作了
currentState = AudioState::STOPPED;
currentFilePath.clear();
return true;
}
bool AudioOutput::setVolume(uint8_t volume) {
std::lock_guard<std::mutex> lock(stateMutex);
if (volume > Volume_MAX) {
ESP_LOGE("AudioOutput", "Volume value %d is out of range (0-%d)", volume, Volume_MAX);
return false;
}
Volume_adjustment(volume);
currentVolume = volume;
return true;
}
uint8_t AudioOutput::getVolume() const {
std::lock_guard<std::mutex> lock(stateMutex);
return currentVolume;
}
uint8_t AudioOutput::getMaxVolume() const {
return Volume_MAX;
}
uint32_t AudioOutput::getDuration() const {
return Music_Duration();
}
uint32_t AudioOutput::getElapsed() const {
return Music_Elapsed();
}
uint16_t AudioOutput::getEnergy() const {
return Music_Energy();
}
AudioState AudioOutput::getState() const {
std::lock_guard<std::mutex> lock(stateMutex);
return currentState;
}
bool AudioOutput::isPlaying() const {
std::lock_guard<std::mutex> lock(stateMutex);
return currentState == AudioState::PLAYING;
}
bool AudioOutput::isPaused() const {
std::lock_guard<std::mutex> lock(stateMutex);
return currentState == AudioState::PAUSED;
}
bool AudioOutput::isStopped() const {
std::lock_guard<std::mutex> lock(stateMutex);
return currentState == AudioState::STOPPED || currentState == AudioState::IDLE;
}
bool AudioOutput::isFinished() const {
return Music_Next_Flag;
}
ThreadConfig AudioOutput::getThreadConfig(const char* operation) {
ThreadConfig config;
config.name = "audio_" + std::string(operation);
config.core_id = -1; // 不绑定核心
config.stack_size = 4096;
config.priority = 5;
config.inherit_cfg = false;
return config;
}
void AudioOutput::setState(AudioState newState) {
std::lock_guard<std::mutex> lock(stateMutex);
currentState = newState;
}