2014-06-23 08:44:50 +00:00
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/*
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* Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu <joel@unormal.org>
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* Copyright (c) 2012, 2013, Andrew Hannam aka inmarket
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the <organization> nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL <COPYRIGHT HOLDER> BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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/**
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* This demo demonstrates the use of the GAUDOUT module to play a audio file of arbitrary format
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* eg. WAV, MP3. It is designed to work only with intelligent codecs like the VS1053 that can interpret
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* the audio data themselves.
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*
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*/
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#include "gfx.h"
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/* Specify our timing parameters */
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#define MY_AUDIO_CHANNEL 0 /* Use channel 0 */
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#define MY_PLAY_FILE "allwrong.wav"
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/*
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* Application entry point.
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*/
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int main(void) {
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font_t font;
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GFILE *f;
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char *errmsg;
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uint32_t toplay;
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uint32_t len;
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GDataBuffer *pd;
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// Initialise everything
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gfxInit();
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errmsg = 0;
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// Any font will do
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font = gdispOpenFont("*");
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// Allocate audio buffers - 4 x 512 byte buffers.
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// You may need to increase this for slower cpu's.
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// You may be able to decrease this for low latency operating systems.
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if (!gfxBufferAlloc(4, 512)) {
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errmsg = "Err: No Memory";
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goto theend;
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}
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repeatplay:
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// Open the wave file
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if (!(f = gfileOpen(MY_PLAY_FILE, "r"))) {
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errmsg = "Err: Open WAV";
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goto theend;
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}
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// Initialise the audio output device - bitrate is ignored
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if (!gaudioPlayInit(MY_AUDIO_CHANNEL, 22000, GAUDIO_PLAY_FORMAT_FILE)) {
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errmsg = "Err: Bad format/freq";
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goto theend;
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}
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// Play the file
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2018-03-10 10:36:12 +00:00
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gdispDrawString(0, gdispGetHeight()/2, "Playing...", font, GFX_YELLOW);
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2014-06-23 08:44:50 +00:00
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toplay = gfileGetSize(f);
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while(toplay) {
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// Get a buffer to put the data into
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pd = gfxBufferGet(TIME_INFINITE); // This should never fail as we are waiting forever
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// How much data can we put in
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len = toplay > pd->size ? pd->size : toplay;
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pd->len = len;
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toplay -= len;
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// Read the data
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if (gfileRead(f, pd+1, len) != len) {
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errmsg = "Err: Read fail";
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goto theend;
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}
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gaudioPlay(pd);
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}
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gfileClose(f);
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// Wait for the play to finish
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gaudioPlayWait(TIME_INFINITE);
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2018-03-10 10:36:12 +00:00
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gdispDrawString(0, gdispGetHeight()/2+10, "Done", font, GFX_GREEN);
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2014-06-23 08:44:50 +00:00
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// Repeat the whole thing
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gfxSleepMilliseconds(1500);
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2018-03-10 10:36:12 +00:00
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gdispClear(GFX_BLACK);
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2014-06-23 08:44:50 +00:00
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goto repeatplay;
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// The end
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theend:
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if (errmsg)
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2018-03-10 10:36:12 +00:00
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gdispDrawString(0, gdispGetHeight()/2, errmsg, font, GFX_RED);
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2014-06-23 08:44:50 +00:00
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2018-06-23 03:02:07 +00:00
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while(1)
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2014-06-23 08:44:50 +00:00
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gfxSleepMilliseconds(1000);
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}
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