/* * Copyright (c) 2012, 2013, Joel Bodenmann aka Tectu * 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 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 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) { font_t 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(TIME_INFINITE); // 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(TIME_INFINITE); 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(TRUE) gfxSleepMilliseconds(1000); }