ugfx/demos/modules/gaudio/play-vs1053/main.c

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/*
* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the <organization> nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
/**
* This demo demonstrates the use of the GAUDOUT module to play a audio file of arbitrary format
* eg. WAV, MP3. It is designed to work only with intelligent codecs like the VS1053 that can interpret
* the audio data themselves.
*
*/
#include "gfx.h"
/* Specify our timing parameters */
#define MY_AUDIO_CHANNEL 0 /* Use channel 0 */
#define MY_PLAY_FILE "allwrong.wav"
/*
* Application entry point.
*/
int main(void) {
gFont font;
GFILE *f;
char *errmsg;
uint32_t toplay;
uint32_t len;
GDataBuffer *pd;
// Initialise everything
gfxInit();
errmsg = 0;
// Any font will do
font = gdispOpenFont("*");
// Allocate audio buffers - 4 x 512 byte buffers.
// You may need to increase this for slower cpu's.
// You may be able to decrease this for low latency operating systems.
if (!gfxBufferAlloc(4, 512)) {
errmsg = "Err: No Memory";
goto theend;
}
repeatplay:
// Open the wave file
if (!(f = gfileOpen(MY_PLAY_FILE, "r"))) {
errmsg = "Err: Open WAV";
goto theend;
}
// Initialise the audio output device - bitrate is ignored
if (!gaudioPlayInit(MY_AUDIO_CHANNEL, 22000, GAUDIO_PLAY_FORMAT_FILE)) {
errmsg = "Err: Bad format/freq";
goto theend;
}
// Play the file
gdispDrawString(0, gdispGetHeight()/2, "Playing...", font, GFX_YELLOW);
toplay = gfileGetSize(f);
while(toplay) {
// Get a buffer to put the data into
pd = gfxBufferGet(gDelayForever); // This should never fail as we are waiting forever
// How much data can we put in
len = toplay > pd->size ? pd->size : toplay;
pd->len = len;
toplay -= len;
// Read the data
if (gfileRead(f, pd+1, len) != len) {
errmsg = "Err: Read fail";
goto theend;
}
gaudioPlay(pd);
}
gfileClose(f);
// Wait for the play to finish
gaudioPlayWait(gDelayForever);
gdispDrawString(0, gdispGetHeight()/2+10, "Done", font, GFX_GREEN);
// Repeat the whole thing
gfxSleepMilliseconds(1500);
gdispClear(GFX_BLACK);
goto repeatplay;
// The end
theend:
if (errmsg)
gdispDrawString(0, gdispGetHeight()/2, errmsg, font, GFX_RED);
while(1)
gfxSleepMilliseconds(1000);
}