~aleteoryx/muditaos

ref: sign_test muditaos/module-audio/Audio/Audio.hpp -rw-r--r-- 3.7 KiB
a217eeb3 — Dawid Wojtas [BH-2024] Fix lack of alarm directory after updating software 1 year, 5 months ago
                                                                                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
// Copyright (c) 2017-2024, Mudita Sp. z.o.o. All rights reserved.
// For licensing, see https://github.com/mudita/MuditaOS/LICENSE.md

#pragma once

#include "AudioCommon.hpp"
#include "decoder/Decoder.hpp"
#include "Operation/Operation.hpp"

#include <bitset>
#include <functional>
#include <memory>
#include <optional>

namespace audio
{
    class Audio
    {
        enum class Muted : bool
        {
            True,
            False
        };

      public:
        enum class State
        {
            Idle,
            Playback,
            Recording,
            Routing,
        };

        explicit Audio(AudioServiceMessage::Callback callback);
        virtual ~Audio() = default;

        // Events
        audio::RetCode SendEvent(std::shared_ptr<Event> evt);

        // utilities
        Position GetPosition();

        virtual State GetCurrentState() const
        {
            return currentState;
        }

        // Range 0.0-10.0
        audio::RetCode SetOutputVolume(float vol);

        // Range 0-10
        audio::RetCode SetInputGain(Gain gain);

        Volume GetOutputVolume()
        {
            return currentOperation->GetOutputVolume();
        }

        Gain GetInputGain()
        {
            return currentOperation->GetInputGain();
        }

        [[nodiscard]] auto IsMuted() const noexcept
        {
            return muted == Muted::True;
        }

        const Operation &GetCurrentOperation() const
        {
            // currentOperation always exists - null pattern design
            return *currentOperation;
        }

        virtual audio::PlaybackType GetCurrentOperationPlaybackType() const
        {
            return GetCurrentOperation().GetPlaybackType();
        }

        virtual Operation::State GetCurrentOperationState() const
        {
            return GetCurrentOperation().GetState();
        }

        audio::Profile::Type GetPriorityPlaybackProfile() const
        {
            if (audioSinkState.isConnected(EventType::JackState)) {
                return Profile::Type::PlaybackHeadphones;
            }
            if (audioSinkState.isConnected(EventType::BluetoothA2DPDeviceState)) {
                return Profile::Type::PlaybackBluetoothA2DP;
            }
            return Profile::Type::PlaybackLoudspeaker;
        }

        // Operations
        virtual audio::RetCode Start(Operation::Type op,
                                     audio::Token token                      = audio::Token::MakeBadToken(),
                                     const std::string &filePath             = "",
                                     const audio::PlaybackType &playbackType = audio::PlaybackType::None);

        virtual audio::RetCode Start();
        virtual audio::RetCode Stop();
        virtual audio::RetCode Pause();
        virtual audio::RetCode Resume();
        virtual audio::RetCode Mute();

      protected:
        AudioSinkState audioSinkState;

      private:
        void SendUpdateEventsToCurrentOperation();
        /**
         * @brief Sends update to the current operation and switches to priority profile.
         */
        void UpdateProfiles();
        /**
         * @brief Sends update to the current operation and switches to priority profile.
         *
         * @param playbackType if it's callringtone and bluetooth a2dp is used then
         * ignore priorities and change profile to the earpeaker. Not needed otherwise.
         */
        void UpdateProfiles(audio::PlaybackType playbackType);

        Muted muted = Muted::False;

        State currentState = State::Idle;
        std::unique_ptr<Operation> currentOperation;

        AudioServiceMessage::Callback serviceCallback;
    };
} // namespace audio