Compare commits

..

22 Commits

Author SHA1 Message Date
clement 43dc1478b1 box3: fix gamebook audio, accents, and crashes
CI / platformio (pull_request) Failing after 3m44s
CI / platformio (push) Failing after 3m34s
The BOX-3 touch gamebook had several blocking bugs that made the
voiced+foley story packs unusable. This fixes them end to end.

- Stack overflow on story start: gb_play_task kept a 2 KB buffer on
  its 4 KB stack and rebooted the board. Buffers are now static (the
  task is a singleton) and the stack is 6 KB.
- No sound at all: the ES8311 codec was never initialised — main.c
  wrote raw I2S to a muted DAC. Output (and the mic) now go through
  the BSP esp_codec_dev (bsp_audio_codec_speaker/microphone_init,
  esp_codec_dev_write/read). The power amplifier (GPIO46) is also
  forced on and volume set to 100, as the es8311 pa_pin handling did
  not drive it in practice.
- First passage silent: gb_play re-mounted the SD that the gamebook
  had already mounted; the failed second bsp_sdcard_mount tore down
  the VFS so the first fopen failed. Now we open the file first and
  only mount if that fails. A short silence lead-in also primes the
  codec/PA ramp.
- No accents: the gamebook used ASCII-only lv_font_montserrat_14/24.
  Added custom Montserrat fonts (font_fr_14/24, Latin-1 + œŒŸ « » ’ …,
  uncompressed so they render without LV_USE_FONT_COMPRESSED).
- Mic/voice streaming gated behind CONFIG_BOX3_VOICE_STREAMING
  (default off): as a gamebook the BOX-3 needs no mic, and the
  constant codec reads + bridge reconnects interfered with playback
  and flooded the log.

plip_virtual + cmd_exec handle types switched from i2s_chan_handle_t
to esp_codec_dev_handle_t accordingly.
2026-06-21 11:07:34 +02:00
clement b203f0e4de plip: optional auto story-ring (off by default)
CI / platformio (pull_request) Failing after 3m46s
CI / platformio (push) Failing after 4m1s
Escape-room mechanic: the retro phone can call the players on its own
and tell them a story when they pick up.

Approach: a story_ring_task rings at a random 15-30 min interval (only
when the line is idle and a story pack is on the SD). Picking up routes
through enter_story_from_ring(), which silences the bell and launches a
random story via plip_gamebook_begin_random() straight into the gamebook
state — no menu. If nobody answers within 1 min the bell stops and the
next ring is rescheduled; hanging up mid-ring also silences it.

The whole feature is gated behind CONFIG_PLIP_AUTO_RING (default n), so
the phone stays silent unless explicitly enabled in menuconfig. The hook
pickup paths (raw SLIC poll + debounced edge) mirror the existing NPC
incoming-call handling, which is unreliable while the bell rings.
2026-06-20 21:08:56 +02:00
clement 42b5d6375a plip: default speaker volume to maximum
CI / platformio (push) Failing after 6m1s
CI / platformio (pull_request) Failing after 25m39s
2026-06-20 09:31:05 +02:00
clement e37fa9ded2 gamebook: load expanded books from PSRAM 2026-06-20 09:31:05 +02:00
clement fd7af95bcf feat(box3): audio narration for the touch gamebook
CI / platformio (push) Failing after 6m54s
CI / platformio (pull_request) Failing after 16m36s
Context:
The BOX-3 touch gamebook showed text + tappable choices but was silent.
We want narration through its ES8311 speaker while the text is on
screen — and tapping a choice must cut it instantly.

Approach:
Add a dedicated async, interruptible WAV player to cmd_exec (which owns
the speaker handle), streaming straight from the SD in small chunks so
any length plays without a big malloc. The gamebook plays each passage
WAV on render; a new tap (or returning to the menu) stops it.

Changes:
- cmd_exec.c/.h: cmd_exec_play_file_async(path) + cmd_exec_stop_play().
  One persistent task streams a 16 kHz mono 16-bit WAV from the SD in
  2 KB chunks (RAM-safe), and a new request / stop flag breaks the
  stream mid-clip so playback is interruptible.
- gamebook.c: on entering a passage, play /sdcard/gamebook/<wav> if the
  pack has audio (non-fatal when absent → stays text-only); stop the
  narration when returning to the library.

Impact:
The BOX-3 reads the story aloud (16 kHz, matches AUDIO_SAMPLE_RATE)
while showing the text, and a tap cuts to the next passage. Audio is
optional — text-only packs still work.
2026-06-20 01:02:29 +02:00
clement 5519ed2f72 feat(box3): touch gamebook (tap to choose)
CI / platformio (pull_request) Failing after 9m57s
CI / platformio (push) Failing after 14m8s
Context:
The Freenove gamebook is screen+buttons, the PLIP is audio+dial. The
ESP32-S3-BOX-3 has a 320x240 touchscreen, so its natural format is a
tap-to-choose "livre dont tu es le heros": read the passage on screen,
tap a choice button to navigate.

Approach:
A new gamebook module reuses the same SD pack as the master (the JSON
passages already carry screen/text/choices[label,goto]) and builds the
UI on the already-running LVGL stack: a scrollable column with the
title, the wrapped passage text, and one tappable button per choice.

Changes:
- New gamebook.c/.h: mounts the SD (bsp_sdcard_mount), reads
  /sdcard/gamebook/{library.json, <id>.json}, shows a story list, then
  per passage renders title + text + choice buttons; tapping a choice
  goes to its target, an ending offers "back to menu". cJSON runs on
  PSRAM hooks (the expanded books are ~80 KB JSON); LVGL calls are
  wrapped in bsp_display_lock at init (button callbacks already run in
  the LVGL task).
- main.c: call gamebook_init() after the scenario server is up; it
  takes over the screen when a pack is on the SD, else no-op (the phone
  UI stays).
- CMakeLists: build gamebook.c.

Impact:
With a JSON pack on its SD, the BOX-3 is a touch gamebook: tap a story,
tap your choices. Text-only (no audio needed). Hardware-validated:
boots into a 6-story touch library.
2026-06-20 00:37:13 +02:00
clement a4efce4c20 fix(plip): raise /game/file MAX_BODY to 3 MB
CI / platformio (pull_request) Failing after 4m23s
CI / platformio (push) Failing after 6m6s
Neural-TTS (Kyutai) gamebook narration WAVs run ~1.5 MB per passage at
16 kHz, over the old 512 KB cap. Streamed in 2 KB chunks so the larger
cap stays RAM-safe.
2026-06-20 00:19:46 +02:00
clement a8af29068b feat(gamebook): full-height scrolling text + real pad mapping
CI / platformio (pull_request) Failing after 4m50s
CI / platformio (push) Failing after 10m23s
Context:
Two issues on the Freenove gamebook: (1) long passages were clipped —
the reading band was small and text overflowed; (2) the 5-way pad was
decoded wrong, so navigation felt random, and on this unit the physical
Up button is electrically dead (held = no voltage change).

Approach:
Give the reading text the whole screen height in a vertically
scrollable container, split selection from scrolling, and remap the
keys to the pad's MEASURED voltages.

Changes:
- display_ui: gamebook view reworked — compact title, a full-height
  scrollable reading container (the body wraps and scrolls, never
  clipped), and a one-line choice selector pinned at the bottom; new
  display_ui_gamebook_scroll() + reset-on-new-passage; show() gains a
  reset_scroll arg; body buffer 512 -> 1100.
- gamebook.c: controls matched to the measured ladder
  (key2=LEFT, key4=DOWN, key5=RIGHT, key1=CLICK; key3 unused; Up dead):
  Left/Right scroll the text up/down, Down cycles the answer, Click
  validates; library nav cycles tiles without needing Up.

Impact:
Long passages are fully readable (they scroll), and all four working
pad buttons do the right thing; nothing depends on the dead Up button.
Hardware-calibrated against the real pad voltages.
2026-06-19 23:56:45 +02:00
clement c2527a0a66 feat(plip): audio gamebook on the phone (dial to choose)
CI / platformio (push) Has been cancelled
CI / platformio (pull_request) Failing after 5m42s
Context:
The Freenove plays a screen+buttons "livre dont vous etes le heros".
The PLIP retro phone has no screen, so we want a phone-native version:
an audio choose-your-own-adventure where the narrator reads the passage
and its numbered choices, and the player dials a digit to choose.

Approach:
A self-contained plip_gamebook module reads a phone audio pack from the
SD (narration WAVs already include the spoken "faites le N" prompts),
plays passages through the earpiece, and maps each dialed digit to a
choice. It hooks into the existing conversation state machine and the
existing dialer (rotary/DTMF) — fully offline, no model, no network.

Changes:
- New plip_gamebook.c/.h: loads /sdcard/gamebook/{library.json,
  menu.wav, <id>.json, <id>_<passage>.wav}; pickup plays the story
  menu, digit picks a story, then each passage plays its WAV and a
  dialed digit jumps to that choice; an ending + any digit returns to
  the menu. Interrupts narration so a dial is instant.
- conversation.c: new STATE_GAMEBOOK; off-hook from idle launches the
  gamebook when a pack is on the SD (else the normal dialtone/NPC flow,
  so the phone still works without a pack); each dialed digit is fed to
  the gamebook; go_idle() tears it down on hang-up.
- CMakeLists: build plip_gamebook.c.

Impact:
With a phone pack staged on its SD, the PLIP becomes an audio gamebook:
pick up, dial to choose your story and your path, hang up to stop.
Non-breaking when no pack is present. Builds clean.
2026-06-19 23:55:41 +02:00
clement 0027970907 fix(gamebook): scroll long passages + DELETE /game/file
CI / platformio (push) Failing after 5m21s
CI / platformio (pull_request) Failing after 5m25s
Context:
Two issues surfaced with the longer kid stories: (1) long passages were
clipped on screen — the body label wrapped in a fixed 196px band and
the tail was simply cut off; (2) old orphan WAVs (demo + archived
adventures) piled up on the SD with no way to remove them, since the
master had POST /game/file but no delete.

Approach:
Make the gamebook body label scroll vertically so the whole passage
goes by, and add a DELETE verb to /game/file mirroring the POST routing
so the host can clean stale assets off the SD.

Changes:
- display_ui: gamebook body label LV_LABEL_LONG_WRAP ->
  LV_LABEL_LONG_SCROLL_CIRCULAR; body buffer 512 -> 1100 so a full
  ~1000-char passage is held and scrolled, not truncated.
- game_endpoint: new DELETE /game/file?path=sd/<…>|apps/<…> (same
  whitelist/traversal guard as POST; unlink + 200/404).
- ota_server: max_uri_handlers 22 -> 24 for the extra verb.

Impact:
Long passages are fully readable on the LCD (they scroll), and the SD
gamebook folder can be cleaned remotely. Hardware-validated: 121 orphan
files deleted, library still opens 6 stories.
2026-06-19 16:30:11 +02:00
clement a70963f64a feat(gamebook): library tile picker on boot
CI / platformio (pull_request) Failing after 3m56s
CI / platformio (push) Failing after 9m50s
Context:
The gamebook played a single hard-coded book. We want the master to
boot into a library of several stories, shown as tiles, and let the
player pick one with the pad.

Approach:
Turn the gamebook component into a two-mode machine (LIBRARY / STORY).
On boot it loads /sdcard/gamebook/library.json and shows the stories as
a tile grid; selecting one loads that book's <id>.json and plays it;
finishing a story returns to the library.

Changes:
- display_ui: new library view — a 2x3 grid of title tiles with the
  selected one highlighted (display_ui_library_show/hide); it wins the
  view selector while open.
- gamebook.c: LIBRARY/STORY modes; load library.json + per-book
  <id>.json from the SD; grid navigation (up/down +/-2, left/right
  +/-1, click opens); story ending click returns to the library.
- main.c: gamebook_init only installs the pad hook; gamebook_start()
  (which opens the library) is now called after the SD + media_manager
  are up, so the boot picker actually finds the SD pack.

Impact:
The Freenove boots straight into a story picker and runs any book from
the SD library, fully offline. Hardware-validated: boots into a
6-story library.
2026-06-19 15:24:17 +02:00
clement f58b090a34 feat: gamebook mode (CYOA) on the master
CI / platformio (pull_request) Failing after 4m23s
CI / platformio (push) Failing after 9m52s
Context:
We wanted a "livre dont vous etes le heros" playable on the Freenove
master with NO model in RAM: narration as say()-rendered WAV staged on
the SD card, and navigation on the physical 5-way pad. Nothing in the
firmware drove a branching, button-navigated story before this.

Approach:
A self-contained gamebook component reads a JSON book from the SD,
drives the display and audio, and owns the 5-way pad through a
registered display_ui key hook (so display_ui keeps no dependency on
gamebook — no cycle). A dedicated full-screen gamebook view renders
each page (title / wrapped body / choice list).

Changes:
- New gamebook component: loads /sdcard/gamebook/gamebook.json; per
  passage plays its WAV (media_manager, absolute /sdcard path) and
  renders the title, wrapped text, and a choice list with a ">" cursor.
- Navigation: D-pad up/down (and left/right) move the cursor, the
  center click confirms; endings (no choices) restart on click; a
  choice interrupts the current narration (media_manager_stop + play).
- display_ui: add display_ui_set_key_hook (consume keys when a takeover
  mode is active) and a dedicated gamebook view (title + height-bounded
  body band + reserved bottom menu band) with display_ui_gamebook_show
  / display_ui_gamebook_hide; the gamebook view wins the view selector
  while open.
- game_endpoint: POST /game/gamebook[?action=stop] to start/stop.
- ota_server: bump max_uri_handlers 20 -> 22 for the new endpoint.
- main: call gamebook_init() once the buttons are up.

Impact:
The Freenove plays a branching audio gamebook driven entirely by the
pad, fully offline (no gateway, no model). Hardware-validated end to
end: cursor navigation, click select, WAV narration from SD, endings
restart.
2026-06-19 14:30:37 +02:00
clement f3d03c637a feat(plip): add DELETE /game/file (SD/SPIFFS)
CI / platformio (push) Failing after 4m10s
CI / platformio (pull_request) Failing after 10m42s
Removes a staged file with the same sd/ vs SPIFFS path routing as the
POST handler (mounts SD on demand). Lets the host clean stale clips
when regenerating the SD voice pack. max_uri_handlers 17->18.
Validated: probe WAVs removed from /sdcard/voice (200, then 404).
2026-06-18 21:57:20 +02:00
clement 39e0498221 feat(plip): chain SD scene hint after greeting
CI / platformio (push) Failing after 4m24s
CI / platformio (pull_request) Failing after 5m51s
/debug/ring now takes an optional scene; conversation_arm_incoming
locks it and, after the greeting, queues that scene's local clip
/sdcard/voice/hint_<scene>_l1_0.wav (played back-to-back). For a
scripted offline call CONNECTED skips the gateway/model listen loop
and just waits for hang-up. Scene is cleared in go_idle so a later
dial-out call never inherits it. Validated: greeting 5.05s + WARNING
hint 6.20s from SD on pickup, no gateway/model.
2026-06-18 21:31:18 +02:00
clement da7b6ace9c feat(plip): play greeting from SD pack on pickup
CI / platformio (pull_request) Failing after 4m2s
CI / platformio (push) Failing after 9m58s
On incoming pickup the GREET state now plays the local clip
/sdcard/voice/greet_<num>.wav when present — the phone greets the
caller with no gateway and no model in RAM. Falls back to the live
gateway greeting (turn_client) only when the pack lacks a clip for
that number.
2026-06-18 18:08:29 +02:00
clement be369fa260 feat(plip): stage files onto SD via /game/file
CI / platformio (push) Failing after 10m32s
CI / platformio (pull_request) Failing after 11m45s
/game/file only wrote SPIFFS (960 KB, too small for a voice pack). A
path prefixed sd/ (or /sdcard/) now routes to the microSD: the card is
mounted on demand (audio_ensure_sd, independent of hook state) and the
parent dir is created. MAX_BODY 256->512 KB so full say() hints fit
(streamed in 2 KB chunks, RAM-safe). Enable FATFS LFN_HEAP so >8.3
filenames work (greet_0142738200.wav etc). Validated: 40-sample FR
voice pack staged to /sdcard/voice on the bench PLIP (960 MB card).
2026-06-18 17:41:53 +02:00
clement ace740a629 fix(npc): wire scene notify into apply_step
CI / platformio (push) Failing after 6m10s
CI / platformio (pull_request) Failing after 17m59s
notify_gateway_scene() + hints puzzle_start lived only in
npc_engine_set_step(), which had NO callers — the runtime->gateway
sync was dead code, so scripted incoming calls would never fire in a
real game. POST /game/step goes through game_endpoint_apply_step(),
which now resolves the step's scene_id (new field on scene_binding,
parsed straight from the IR) and calls the new
npc_engine_set_scene_by_id(). Hardware-validated: STEP_WARNING ->
scene 3 -> gateway notify -> auto-ring Professeur Zacus on the PLIP.
2026-06-18 15:52:03 +02:00
clement 4ac3981845 fix(npc): gateway scene notify non-blocking
CI / platformio (pull_request) Failing after 4m3s
CI / platformio (push) Failing after 14m44s
The scene->gateway POST ran synchronously (2 s timeout) on the scene
transition, so an offline gateway lagged EVERY scene change by 2 s.
Fire it on a detached one-shot task instead, so the game's scene
transitions never wait on the network. Frees the heap scene copy and
self-deletes. Builds clean.
2026-06-18 15:17:31 +02:00
clement 653a299ea4 feat(npc): push scene changes to voice gateway
CI / platformio (pull_request) Failing after 4m58s
CI / platformio (push) Failing after 12m35s
On each scene change (where it already signals /hints/puzzle_start), the
npc_engine now also POSTs the active SCENE_* to the voice gateway
/game/step?scene=… (best-effort, esp_http_client, Bearer token). The
phone NPCs then disguise THIS scene's hint automatically during a game.
Gateway URL/token hardcoded in main.c like the hints URL (-> NVS later).
2026-06-18 14:04:07 +02:00
clement 54022ed6cc fix(plip): VAD calib for quiet voice + ring stop
CI / platformio (pull_request) Failing after 9m38s
CI / platformio (push) Failing after 13m49s
Recalibrate the capture VAD to the quiet handset voice: onset 1.4%->0.7%
FS (was never triggering -> 'no sustained voice'), silence 0.6%->0.34%
FS and end-of-speech window 600->900 ms so a whole sentence is held
instead of cut mid-phrase. Also force slic_ring_stop() on incoming
pickup so the physical bell always stops when answered (phone.c/slic.c
s_ringing could desync, leaving the bell ringing through the call).
2026-06-17 23:47:08 +02:00
clement cfe429d885 fix(plip): debounce hook hangup against flicker
CI / platformio (pull_request) Failing after 5m23s
CI / platformio (push) Failing after 12m32s
The marginal A1S cradle contact flickers open mid-call; treating a
brief open as a hangup dropped the live conversation. Raise the
prolonged-open hangup threshold to 2.5 s and make the resync
asymmetric: a PICKUP is confirmed fast (600 ms, calls answer promptly)
while a HANGUP needs the line to stay open 2.5 s. Brief flickers no
longer end the call; a real hangup still fires ~2.5 s later.
2026-06-17 19:47:55 +02:00
clement 82759ee536 feat(plip): voice-activated two-phase capture
CI / platformio (push) Failing after 9m50s
CI / platformio (pull_request) Failing after 10m14s
Listen-loop capture now only commits when the caller actually speaks:
phase A waits for a sustained voice onset (3 frames above threshold,
rejecting the PA-mute click), phase B records until silence. Empty
captures are no longer posted, so the NPC never replies to silence.
Also: DC-blocking high-pass on the captured mono, VAD thresholds tuned
to the quiet SLIC handset mic (onset ~1.4%, silence ~0.6%), keep the
PA on during capture (muting it collapsed the mic), and add a
/debug/miccap diagnostic endpoint (raw fixed-duration mic capture).
2026-06-17 14:39:42 +02:00
37 changed files with 8660 additions and 188 deletions
+2 -1
View File
@@ -1,5 +1,5 @@
idf_component_register(
SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c"
SRCS "main.c" "voice_ws_client.c" "scenario_server.c" "plip_virtual.c" "plip_ui.c" "stimulus.c" "cmd_exec.c" "gamebook.c" "font_fr_14.c" "font_fr_24.c"
INCLUDE_DIRS "."
PRIV_REQUIRES
driver
@@ -13,5 +13,6 @@ idf_component_register(
spiffs
scenario_mesh
espressif__esp-box-3
espressif__esp_codec_dev
lvgl__lvgl
)
+10
View File
@@ -1,5 +1,15 @@
menu "Zacus BOX-3 Voice Configuration"
config BOX3_VOICE_STREAMING
bool "Enable microphone + voice-bridge streaming"
default n
help
Start the mic capture task and the WebSocket voice-bridge client.
Off by default: as a touch gamebook the BOX-3 needs no microphone,
and the continuous codec reads + bridge reconnect attempts interfere
with speaker playback (the first narration clip came out silent) and
flood the log. Enable only when using the BOX-3 as a voice device.
config ZACUS_WIFI_SSID
string "WiFi SSID"
default "zacus-net"
+100 -15
View File
@@ -10,7 +10,7 @@
//
// Objective 2 — play: real WAV streaming to I2S
// 1. Mount SD card (best-effort, /sdcard). Parse WAV header (PCM-16).
// 2. Stream PCM samples via s_spk_handle (extern, same I2S channel as TTS).
// 2. Stream PCM samples via the ES8311 codec (esp_codec_dev), same path as TTS.
// 3. If SD absent / file not found → fallback bip + log.
// 4. Embedded test cue always available at virtual path "embedded://" or
// when the requested path starts with "embedded:" — proves WAV decode + I2S.
@@ -33,16 +33,16 @@
#include "embedded_wav.h" // s_embedded_wav[], EMBEDDED_WAV_SIZE
// audio_play_tone and s_spk_handle are defined in main.c
// audio_play_tone is defined in main.c (writes through the ES8311 codec).
extern void audio_play_tone(float frequency, int duration_ms);
// Speaker I2S handle — obtained from main.c via a weak accessor.
// We declare a weak symbol here; main.c must define cmd_exec_set_spk_handle()
// and call it after speaker_init(). Alternatively we use the driver directly.
#include "driver/i2s_std.h"
static i2s_chan_handle_t s_spk_handle_local = NULL;
// Speaker codec (ES8311) handle — obtained from main.c after speaker_init().
// Audio is streamed through esp_codec_dev so the ES8311 DAC is actually driven
// (a raw I2S write leaves the codec muted).
#include "esp_codec_dev.h"
static esp_codec_dev_handle_t s_spk_handle_local = NULL;
void cmd_exec_set_spk_handle(i2s_chan_handle_t h)
void cmd_exec_set_spk_handle(esp_codec_dev_handle_t h)
{
s_spk_handle_local = h;
}
@@ -344,13 +344,11 @@ static esp_err_t stream_pcm16(const uint8_t *pcm, size_t byte_len,
size_t offset = 0;
while (offset < byte_len) {
size_t chunk = (byte_len - offset < 1024) ? (byte_len - offset) : 1024;
size_t written = 0;
esp_err_t ret = i2s_channel_write(s_spk_handle_local,
pcm + offset, chunk,
&written, pdMS_TO_TICKS(500));
if (ret != ESP_OK) {
ESP_LOGW(TAG, "I2S write error: %s", esp_err_to_name(ret));
return ret;
int ret = esp_codec_dev_write(s_spk_handle_local,
(void *)(pcm + offset), (int)chunk);
if (ret != ESP_CODEC_DEV_OK) {
ESP_LOGW(TAG, "codec write error: %d", ret);
return ESP_FAIL;
}
offset += chunk;
}
@@ -488,6 +486,93 @@ static void play_task(void *arg)
vTaskDelete(NULL);
}
// ─── Gamebook narration player (async, streamed, interruptible) ──────────────
// One persistent task plays one WAV at a time, streaming straight from the SD
// in small chunks (no full-file malloc → any length, RAM-safe). A new request
// or a stop flag breaks the stream so tapping a choice cuts the narration.
static TaskHandle_t s_gb_task = NULL;
static char s_gb_path[160];
static volatile bool s_gb_new = false;
static volatile bool s_gb_stop = false;
static void gb_play_task(void *arg)
{
(void) arg;
/* The task is a singleton (guarded by s_gb_task), so these large buffers
* are kept static — on the stack they ate ~2.1 KB and, together with the
* FATFS fread internals + i2s + logging, overflowed the 4 KB stack and
* rebooted the board when a story started. */
static uint8_t hdr[64];
static uint8_t buf[2048];
for (;;) {
if (!s_gb_new) { vTaskDelay(pdMS_TO_TICKS(20)); continue; }
char path[160];
strncpy(path, s_gb_path, sizeof(path) - 1);
path[sizeof(path) - 1] = '\0';
s_gb_new = false;
s_gb_stop = false;
/* The SD is normally already mounted (the gamebook mounts it at init).
* Try the file directly first — re-mounting an already-mounted card via
* bsp_sdcard_mount() FAILS and tears down the existing VFS, which made
* the very first narration clip silent. Only mount if the open fails. */
FILE *f = fopen(path, "rb");
if (!f) {
ensure_sd_mounted();
f = fopen(path, "rb");
}
if (!f) { ESP_LOGW(TAG, "gb: open %s failed", path); continue; }
size_t hn = fread(hdr, 1, sizeof(hdr), f);
wav_info_t wi;
if (parse_wav_header(hdr, hn, &wi) != ESP_OK || wi.bits_per_sample != 16) {
ESP_LOGW(TAG, "gb: bad/usupported WAV %s", path);
fclose(f);
continue;
}
fseek(f, wi.data_offset, SEEK_SET);
/* Wake the codec/PA before the real audio: after idle the ES8311 mutes
* and ramps up on the first write, swallowing the start of the clip.
* A short silent lead-in lets the unmute settle so the narration plays
* from the very first word. */
memset(buf, 0, sizeof(buf));
for (int i = 0; i < 4 && s_spk_handle_local && !s_gb_stop && !s_gb_new; i++) {
esp_codec_dev_write(s_spk_handle_local, buf, (int)sizeof(buf));
}
size_t remaining = wi.data_size;
ESP_LOGI(TAG, "gb: play %s (%u B, %u Hz)", path,
(unsigned)wi.data_size, (unsigned)wi.sample_rate);
while (remaining > 0 && !s_gb_stop && !s_gb_new) {
size_t want = remaining < sizeof(buf) ? remaining : sizeof(buf);
size_t got = fread(buf, 1, want, f);
if (got == 0) break;
if (s_spk_handle_local) {
esp_codec_dev_write(s_spk_handle_local, buf, (int)got);
}
remaining -= got;
}
fclose(f);
}
}
void cmd_exec_play_file_async(const char *path)
{
if (!path || !path[0]) return;
strncpy(s_gb_path, path, sizeof(s_gb_path) - 1);
s_gb_path[sizeof(s_gb_path) - 1] = '\0';
s_gb_stop = true; // interrupt whatever is playing
s_gb_new = true; // … and pick up the new clip
if (!s_gb_task) {
xTaskCreate(gb_play_task, "gb_play", 6144, NULL, 4, &s_gb_task);
}
}
void cmd_exec_stop_play(void)
{
s_gb_stop = true;
s_gb_new = false;
}
// ─── op=play ──────────────────────────────────────────────────────────────────
static esp_err_t exec_play(const cJSON *a)
+11 -3
View File
@@ -18,7 +18,7 @@
#include <stddef.h>
#include "esp_err.h"
#include "driver/i2s_std.h"
#include "esp_codec_dev.h"
#ifdef __cplusplus
extern "C" {
@@ -30,9 +30,17 @@ extern "C" {
// ESP_ERR_NOT_SUPPORTED for unknown ops (all logged, no crash).
esp_err_t cmd_exec_handle(const char *data, size_t len);
// Provide the speaker I2S channel handle so exec_play() can stream audio.
// Provide the speaker codec (ES8311) handle so exec_play() can stream audio.
// Must be called from main.c after speaker_init(), before any CMD arrives.
void cmd_exec_set_spk_handle(i2s_chan_handle_t h);
void cmd_exec_set_spk_handle(esp_codec_dev_handle_t h);
// Play a 16 kHz mono 16-bit WAV from the SD asynchronously, streamed in chunks
// (RAM-safe for long narration) and INTERRUPTIBLE: a new call stops the current
// clip and starts the new one. Used by the touch gamebook for passage audio.
void cmd_exec_play_file_async(const char *path);
// Stop the async narration (no-op if nothing is playing).
void cmd_exec_stop_play(void);
#ifdef __cplusplus
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+238
View File
@@ -0,0 +1,238 @@
// gamebook.c — see gamebook.h. Touch CYOA for the ESP32-S3-BOX-3.
#include "gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "esp_heap_caps.h"
#include "bsp/esp-bsp.h"
#include "lvgl.h"
#include "cmd_exec.h" // async WAV narration player
static const char *TAG = "gamebook";
// Custom fonts with French glyphs (ASCII + Latin-1 + + …). See main/font_fr_*.c.
LV_FONT_DECLARE(font_fr_14);
LV_FONT_DECLARE(font_fr_24);
#define GB_DIR "/sdcard/gamebook"
#define GB_LIBRARY GB_DIR "/library.json"
#define GB_JSON_MAX (256 * 1024) // expanded books are ~80 KB of JSON
// Colours (Workbench-ish palette).
#define COL_BG 0x101820
#define COL_TITLE 0xFFCC55
#define COL_TEXT 0xF0F0F0
#define COL_BTN 0x224466
static cJSON *s_lib_root = NULL; // owns library.json
static cJSON *s_lib = NULL; // borrowed: root->"library"
static int s_lib_n = 0;
static cJSON *s_book = NULL; // owns the current <id>.json
static cJSON *s_passages = NULL; // borrowed: book->"passages"
static lv_obj_t *s_root = NULL; // scrollable full-screen column
// ── PSRAM allocators for cJSON (book trees are large) ───────────────────────
static void *gb_malloc(size_t sz) { return heap_caps_malloc(sz, MALLOC_CAP_SPIRAM); }
static void gb_free(void *p) { heap_caps_free(p); }
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
char *buf = heap_caps_malloc((size_t)sz + 1, MALLOC_CAP_SPIRAM);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
heap_caps_free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
// ── Root container (created once, cleared per view) ─────────────────────────
// All UI functions below assume the LVGL lock is held (gamebook_init takes it;
// button callbacks already run inside the LVGL task / lock).
static void ensure_root(void)
{
if (s_root) { lv_obj_clean(s_root); return; }
lv_obj_t *scr = lv_screen_active();
s_root = lv_obj_create(scr);
lv_obj_set_size(s_root, LV_PCT(100), LV_PCT(100));
lv_obj_set_pos(s_root, 0, 0);
lv_obj_set_style_bg_color(s_root, lv_color_hex(COL_BG), 0);
lv_obj_set_style_bg_opa(s_root, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(s_root, 0, 0);
lv_obj_set_style_radius(s_root, 0, 0);
lv_obj_set_style_pad_all(s_root, 8, 0);
lv_obj_set_style_pad_row(s_root, 8, 0);
lv_obj_set_flex_flow(s_root, LV_FLEX_FLOW_COLUMN);
lv_obj_set_scroll_dir(s_root, LV_DIR_VER);
}
static lv_obj_t *add_title(const char *txt)
{
lv_obj_t *l = lv_label_create(s_root);
lv_obj_set_style_text_font(l, &font_fr_24, 0);
lv_obj_set_style_text_color(l, lv_color_hex(COL_TITLE), 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return l;
}
static lv_obj_t *add_text(const char *txt)
{
lv_obj_t *l = lv_label_create(s_root);
lv_obj_set_style_text_font(l, &font_fr_14, 0);
lv_obj_set_style_text_color(l, lv_color_hex(COL_TEXT), 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return l;
}
static lv_obj_t *add_button(const char *txt, lv_event_cb_t cb, void *user)
{
lv_obj_t *b = lv_button_create(s_root);
lv_obj_set_width(b, LV_PCT(100));
lv_obj_set_style_bg_color(b, lv_color_hex(COL_BTN), 0);
lv_obj_set_style_pad_all(b, 10, 0);
lv_obj_add_event_cb(b, cb, LV_EVENT_CLICKED, user);
lv_obj_t *l = lv_label_create(b);
lv_obj_set_style_text_font(l, &font_fr_14, 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, LV_PCT(100));
lv_label_set_text(l, txt);
return b;
}
// Forward decls
static void show_library(void);
static void enter_passage(const char *pid);
static void tile_cb(lv_event_t *e);
static void choice_cb(lv_event_t *e);
static void menu_cb(lv_event_t *e);
// ── Library menu ────────────────────────────────────────────────────────────
static void show_library(void)
{
cmd_exec_stop_play(); // silence any passage narration
if (s_book) { cJSON_Delete(s_book); s_book = NULL; s_passages = NULL; }
ensure_root();
add_title("Choisis ton histoire");
for (int i = 0; i < s_lib_n; i++) {
const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
add_button(cJSON_IsString(t) ? t->valuestring : "?",
tile_cb, (void *)(intptr_t)i);
}
lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
}
// ── Passage ─────────────────────────────────────────────────────────────────
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
const cJSON *screen = cJSON_GetObjectItem(p, "screen");
const cJSON *text = cJSON_GetObjectItem(p, "text");
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
ensure_root();
add_title(cJSON_IsString(screen) ? screen->valuestring : "");
add_text(cJSON_IsString(text) ? text->valuestring : "");
// Narration: play this passage's WAV from the SD if the pack has audio.
// Interruptible — tapping a choice cuts it and plays the next passage.
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) {
char path[160];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, wav->valuestring);
cmd_exec_play_file_async(path);
}
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
if (n == 0) {
add_button("Revenir au menu", menu_cb, NULL);
} else {
for (int i = 0; i < n; i++) {
const cJSON *c = cJSON_GetArrayItem(choices, i);
const cJSON *lbl = cJSON_GetObjectItem(c, "label");
const cJSON *g = cJSON_GetObjectItem(c, "goto");
// goto valuestring stays valid while s_book is alive → use as user_data
add_button(cJSON_IsString(lbl) ? lbl->valuestring : "?",
choice_cb, cJSON_IsString(g) ? g->valuestring : NULL);
}
}
lv_obj_scroll_to_y(s_root, 0, LV_ANIM_OFF);
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, n);
}
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) return;
char path[128];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
cJSON_Delete(book); return;
}
if (s_book) cJSON_Delete(s_book);
s_book = book;
s_passages = (cJSON *)passages;
ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
enter_passage(start->valuestring);
}
// ── Touch callbacks (run inside the LVGL task → lock already held) ───────────
static void tile_cb(lv_event_t *e) { load_book((int)(intptr_t)lv_event_get_user_data(e)); }
static void menu_cb(lv_event_t *e) { (void)e; show_library(); }
static void choice_cb(lv_event_t *e)
{
const char *goto_id = (const char *)lv_event_get_user_data(e);
if (goto_id) enter_passage(goto_id);
}
// ── Public init ─────────────────────────────────────────────────────────────
void gamebook_init(void)
{
cJSON_Hooks hooks = { .malloc_fn = gb_malloc, .free_fn = gb_free };
cJSON_InitHooks(&hooks); // keep the big book trees in PSRAM
if (bsp_sdcard_mount() != ESP_OK) {
ESP_LOGW(TAG, "no SD card — gamebook disabled");
return;
}
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) { ESP_LOGW(TAG, "no library.json — gamebook disabled"); return; }
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
ESP_LOGW(TAG, "empty library");
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
bsp_display_brightness_set(80);
if (bsp_display_lock(1000)) {
show_library();
bsp_display_unlock();
}
ESP_LOGI(TAG, "touch gamebook up (%d stories)", s_lib_n);
}
+27
View File
@@ -0,0 +1,27 @@
#pragma once
// gamebook — "livre dont tu es le héros" TACTILE pour l'ESP32-S3-BOX-3.
//
// Écran 320x240 + tactile : on lit le passage à l'écran et on TOUCHE un bouton
// pour choisir. Réutilise le pack gamebook du master sur la SD :
// /sdcard/gamebook/{library.json, <id>.json}
// où chaque passage porte {screen, text, choices:[{label, goto}]} (le champ
// "wav" éventuel est ignoré — version texte/tactile, pas d'audio requis).
//
// S'appuie sur la stack LVGL déjà démarrée par bsp_display_start() : on
// construit une UUI (menu d'histoires en liste, puis pages tactiles) et la
// navigation se fait dans les callbacks de boutons LVGL. 100% local, hors-ligne.
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Monte la SD, charge la bibliothèque et affiche le menu tactile des histoires.
// À appeler une fois depuis app_main, après bsp_display_start() et le serveur
// de fichiers (pour que la SD soit accessible). No-op si aucun pack présent.
void gamebook_init(void);
#ifdef __cplusplus
}
#endif
+94 -72
View File
@@ -28,6 +28,7 @@
#include "scenario_server.h"
#include "plip_virtual.h"
#include "plip_ui.h"
#include "gamebook.h"
#include "stimulus.h"
#include "scenario_mesh.h"
#include "cmd_exec.h"
@@ -39,8 +40,12 @@ static const char *TAG = "zacus-voice";
/* --------------- Shared state --------------- */
static i2s_chan_handle_t s_spk_handle = NULL; /* Speaker TX channel */
static i2s_chan_handle_t s_mic_handle = NULL; /* Microphone RX channel */
/* Audio now goes through the ES8311 (speaker) / ES7210 (mic) codecs via the
* BSP + esp_codec_dev. bsp_audio_init() owns the single shared I2S port; we
* must NOT create our own raw I2S channels (that left the ES8311 DAC unpowered
* and the speaker silent). */
static esp_codec_dev_handle_t s_spk_codec = NULL; /* ES8311 output (DAC) */
static esp_codec_dev_handle_t s_mic_codec = NULL; /* ES7210 input (ADC) */
static volatile bool s_wifi_connected = false;
static volatile bool s_voice_streaming = false;
@@ -113,11 +118,10 @@ static esp_err_t wifi_init_sta(void)
// generator can sequence a melody for the master's microphone.
void audio_play_tone(float frequency, int duration_ms)
{
if (!s_spk_handle || duration_ms <= 0) return;
if (!s_spk_codec || duration_ms <= 0) return;
const int total_samples = AUDIO_SAMPLE_RATE * duration_ms / 1000;
const float amplitude = 16000.0f;
int16_t buffer[256];
size_t bytes_written = 0;
int sample_idx = 0;
while (sample_idx < total_samples) {
int chunk = (total_samples - sample_idx < 256)
@@ -126,29 +130,27 @@ void audio_play_tone(float frequency, int duration_ms)
float t = (float)(sample_idx + i) / (float)AUDIO_SAMPLE_RATE;
buffer[i] = (int16_t)(amplitude * sinf(2.0f * M_PI * frequency * t));
}
i2s_channel_write(s_spk_handle, buffer, chunk * sizeof(int16_t),
&bytes_written, portMAX_DELAY);
esp_codec_dev_write(s_spk_codec, buffer, chunk * sizeof(int16_t));
sample_idx += chunk;
}
}
static void audio_test_tone(void)
{
if (!s_spk_handle) {
if (!s_spk_codec) {
ESP_LOGW(TAG, "Speaker not initialized, skipping test tone");
return;
}
ESP_LOGI(TAG, "Playing 440 Hz test tone (1 second)...");
/* Generate 1 second of 440 Hz sine wave using persistent speaker handle */
/* Generate 1 second of 440 Hz sine wave through the ES8311 codec */
const int duration_ms = 1000;
const int total_samples = AUDIO_SAMPLE_RATE * duration_ms / 1000;
const float frequency = 440.0f;
const float amplitude = 16000.0f;
int16_t buffer[256];
size_t bytes_written = 0;
int sample_idx = 0;
while (sample_idx < total_samples) {
@@ -157,7 +159,7 @@ static void audio_test_tone(void)
float t = (float)(sample_idx + i) / (float)AUDIO_SAMPLE_RATE;
buffer[i] = (int16_t)(amplitude * sinf(2.0f * M_PI * frequency * t));
}
i2s_channel_write(s_spk_handle, buffer, chunk * sizeof(int16_t), &bytes_written, portMAX_DELAY);
esp_codec_dev_write(s_spk_codec, buffer, chunk * sizeof(int16_t));
sample_idx += chunk;
}
@@ -173,15 +175,13 @@ static void tts_audio_callback(const uint8_t *data, size_t len)
* Called from WebSocket event context with incoming TTS PCM16 data.
* Write directly to the speaker I2S channel.
*/
if (!s_spk_handle || len == 0) {
if (!s_spk_codec || len == 0) {
return;
}
size_t bytes_written = 0;
esp_err_t ret = i2s_channel_write(s_spk_handle, data, len,
&bytes_written, pdMS_TO_TICKS(200));
if (ret != ESP_OK) {
ESP_LOGW(TAG, "TTS write to speaker failed: %s", esp_err_to_name(ret));
int ret = esp_codec_dev_write(s_spk_codec, (void *)data, (int)len);
if (ret != ESP_CODEC_DEV_OK) {
ESP_LOGW(TAG, "TTS write to speaker failed: %d", ret);
}
}
@@ -189,34 +189,42 @@ static void tts_audio_callback(const uint8_t *data, size_t len)
static esp_err_t speaker_init(void)
{
/* Enable power amplifier */
/* Init the ES8311 output codec via the BSP. This also runs bsp_audio_init()
* (shared duplex I2S port) + bsp_i2c_init() and configures the power
* amplifier (BSP_POWER_AMP_IO = GPIO46). The ES8311 DAC is configured over
* I2C here — without this the speaker stays muted no matter what we push on
* I2S. */
s_spk_codec = bsp_audio_codec_speaker_init();
if (!s_spk_codec) {
ESP_LOGE(TAG, "bsp_audio_codec_speaker_init failed — speaker unavailable");
return ESP_FAIL;
}
/* All speaker audio in this app is 16 kHz / 16-bit / mono PCM. */
esp_codec_dev_sample_info_t fs = {
.bits_per_sample = AUDIO_BITS,
.channel = AUDIO_CHANNELS,
.channel_mask = 0,
.sample_rate = AUDIO_SAMPLE_RATE,
.mclk_multiple = 0,
};
int ret = esp_codec_dev_open(s_spk_codec, &fs);
if (ret != ESP_CODEC_DEV_OK) {
ESP_LOGE(TAG, "esp_codec_dev_open (speaker) failed: %d", ret);
return ESP_FAIL;
}
/* Output volume 0..100. */
esp_codec_dev_set_out_vol(s_spk_codec, 100);
/* Belt-and-suspenders: the es8311 driver is configured with pa_pin=GPIO46
* (pa_reverted=false) and should raise it on open, but the speaker stays
* silent in practice — force the power amplifier on explicitly. */
gpio_set_direction(BOX3_PA_ENABLE, GPIO_MODE_OUTPUT);
gpio_set_level(BOX3_PA_ENABLE, 1);
i2s_chan_config_t chan_cfg = I2S_CHANNEL_DEFAULT_CONFIG(I2S_NUM_0, I2S_ROLE_MASTER);
ESP_ERROR_CHECK(i2s_new_channel(&chan_cfg, &s_spk_handle, NULL));
i2s_std_config_t std_cfg = {
.clk_cfg = I2S_STD_CLK_DEFAULT_CONFIG(AUDIO_SAMPLE_RATE),
.slot_cfg = I2S_STD_PHILIPS_SLOT_DEFAULT_CONFIG(I2S_DATA_BIT_WIDTH_16BIT, I2S_SLOT_MODE_MONO),
.gpio_cfg = {
.mclk = BOX3_I2S_MCLK,
.bclk = BOX3_I2S_BCLK,
.ws = BOX3_I2S_WS,
.dout = BOX3_I2S_DOUT,
.din = I2S_GPIO_UNUSED,
.invert_flags = {
.mclk_inv = false,
.bclk_inv = false,
.ws_inv = false,
},
},
};
ESP_ERROR_CHECK(i2s_channel_init_std_mode(s_spk_handle, &std_cfg));
ESP_ERROR_CHECK(i2s_channel_enable(s_spk_handle));
ESP_LOGI(TAG, "Speaker I2S initialized (I2S_NUM_0)");
ESP_LOGI(TAG, "Speaker codec (ES8311) initialized @ %d Hz, vol=100, PA on",
AUDIO_SAMPLE_RATE);
return ESP_OK;
}
@@ -226,43 +234,45 @@ static void mic_monitor_task(void *arg)
{
ESP_LOGI(TAG, "Starting mic capture task...");
i2s_chan_config_t chan_cfg = I2S_CHANNEL_DEFAULT_CONFIG(I2S_NUM_1, I2S_ROLE_MASTER);
ESP_ERROR_CHECK(i2s_new_channel(&chan_cfg, NULL, &s_mic_handle));
/* Init the ES7210 input codec via the BSP. It shares the same I2S port
* (already created by speaker_init -> bsp_audio_init); creating a separate
* raw I2S channel here would conflict with that shared port. */
s_mic_codec = bsp_audio_codec_microphone_init();
if (!s_mic_codec) {
ESP_LOGE(TAG, "bsp_audio_codec_microphone_init failed — mic unavailable");
vTaskDelete(NULL);
return;
}
i2s_std_config_t std_cfg = {
.clk_cfg = I2S_STD_CLK_DEFAULT_CONFIG(AUDIO_SAMPLE_RATE),
.slot_cfg = I2S_STD_PHILIPS_SLOT_DEFAULT_CONFIG(I2S_DATA_BIT_WIDTH_16BIT, I2S_SLOT_MODE_MONO),
.gpio_cfg = {
.mclk = I2S_GPIO_UNUSED,
.bclk = BOX3_I2S_BCLK,
.ws = BOX3_I2S_WS,
.dout = I2S_GPIO_UNUSED,
.din = BOX3_I2S_DIN,
.invert_flags = {
.mclk_inv = false,
.bclk_inv = false,
.ws_inv = false,
},
},
esp_codec_dev_sample_info_t fs = {
.bits_per_sample = AUDIO_BITS,
.channel = AUDIO_CHANNELS,
.channel_mask = 0,
.sample_rate = AUDIO_SAMPLE_RATE,
.mclk_multiple = 0,
};
ESP_ERROR_CHECK(i2s_channel_init_std_mode(s_mic_handle, &std_cfg));
ESP_ERROR_CHECK(i2s_channel_enable(s_mic_handle));
int oret = esp_codec_dev_open(s_mic_codec, &fs);
if (oret != ESP_CODEC_DEV_OK) {
ESP_LOGE(TAG, "esp_codec_dev_open (mic) failed: %d", oret);
vTaskDelete(NULL);
return;
}
/* ES7210 input gain (dB). 30 dB is a sane default for the BOX-3 mic array. */
esp_codec_dev_set_in_gain(s_mic_codec, 30.0f);
int16_t buffer[AUDIO_FRAME_SAMPLES];
size_t bytes_read = 0;
int rms_log_counter = 0;
while (1) {
esp_err_t ret = i2s_channel_read(s_mic_handle, buffer,
AUDIO_FRAME_SAMPLES * sizeof(int16_t),
&bytes_read, pdMS_TO_TICKS(1000));
if (ret != ESP_OK) {
ESP_LOGW(TAG, "Mic read error: %s", esp_err_to_name(ret));
int ret = esp_codec_dev_read(s_mic_codec, buffer,
AUDIO_FRAME_SAMPLES * sizeof(int16_t));
if (ret != ESP_CODEC_DEV_OK) {
ESP_LOGW(TAG, "Mic read error: %d", ret);
vTaskDelay(pdMS_TO_TICKS(20));
continue;
}
int samples = bytes_read / sizeof(int16_t);
int samples = AUDIO_FRAME_SAMPLES;
/* If voice streaming is active, send PCM to bridge */
if (s_voice_streaming) {
@@ -422,14 +432,19 @@ void app_main(void)
/* Initialize persistent speaker output (used for test tone + TTS playback) */
speaker_init();
/* Pass speaker handle to CMD executor for real WAV playback */
cmd_exec_set_spk_handle(s_spk_handle);
/* Pass speaker codec handle to CMD executor for real WAV playback */
cmd_exec_set_spk_handle(s_spk_codec);
/* Play test tone to verify audio output */
audio_test_tone();
/* Start mic capture task (reads I2S mic, streams to bridge when active) */
#if CONFIG_BOX3_VOICE_STREAMING
/* Start mic capture task (reads I2S mic, streams to bridge when active).
* Off by default: as a touch gamebook the BOX-3 needs no mic, and the
* continuous codec reads + bridge reconnects interfered with the speaker
* (the first narration clip came out silent) and spammed the log. */
xTaskCreatePinnedToCore(mic_monitor_task, "mic_capture", 4096, NULL, 5, NULL, 1);
#endif
/* Start button handler (BOOT button toggles voice streaming) */
xTaskCreate(button_task, "button", 2048, NULL, 4, NULL);
@@ -438,8 +453,10 @@ void app_main(void)
ESP_LOGI(TAG, "Connecting to WiFi...");
wifi_init_sta();
#if CONFIG_BOX3_VOICE_STREAMING
/* Start voice bridge connection task (waits for WiFi, then connects WS) */
xTaskCreate(voice_bridge_task, "voice_bridge", 6144, NULL, 5, NULL);
#endif
/* Start the scenario hot-load HTTP server (POST /game/scenario).
* httpd_start binds to all netifs — works as soon as the WiFi STA has an IP. */
@@ -449,7 +466,7 @@ void app_main(void)
/* Phone-less PLIP annex: same REST contract as PLIP_FIRMWARE
* (POST /ring /stop /play, GET /status), ring on the speaker,
* BOOT button as the virtual hook switch. */
if (plip_virtual_init(scenario_server_handle(), s_spk_handle) != ESP_OK) {
if (plip_virtual_init(scenario_server_handle(), s_spk_codec) != ESP_OK) {
ESP_LOGW(TAG, "plip_virtual_init failed — virtual phone unavailable");
} else if (plip_ui_init() != ESP_OK) {
/* REST/ESP-NOW phone still works headless if the UI fails. */
@@ -463,6 +480,11 @@ void app_main(void)
} else {
ESP_LOGW(TAG, "stimulus_init failed — QR/melody generator off");
}
/* Touch gamebook: if a story pack is on the SD (/sdcard/gamebook/),
* take over the screen with a tap-to-choose "livre dont tu es le
* héros". No-op (and the phone UI stays) when no pack is present. */
gamebook_init();
}
/* Start the ESP-NOW receiver so the master can relay scenarios to us even
+5 -5
View File
@@ -38,7 +38,7 @@ typedef struct {
char reason[32]; /* "pickup" | "hangup" | "ring_timeout" | "dial:<n>" */
} hook_event_t;
static i2s_chan_handle_t s_spk;
static esp_codec_dev_handle_t s_spk;
static volatile plip_hook_state_t s_state = PLIP_HOOK_ON;
static volatile bool s_ring_stop = false;
static TaskHandle_t s_ring_task = NULL;
@@ -107,7 +107,6 @@ static void ring_burst(int duration_ms)
{
const int total = AUDIO_SAMPLE_RATE * duration_ms / 1000;
int16_t buffer[256];
size_t written = 0;
int idx = 0;
while (idx < total && !s_ring_stop) {
int chunk = (total - idx < 256) ? (total - idx) : 256;
@@ -116,8 +115,9 @@ static void ring_burst(int duration_ms)
buffer[i] = (int16_t) (RING_AMPLITUDE *
sinf(2.0f * (float) M_PI * RING_FREQ_HZ * t));
}
i2s_channel_write(s_spk, buffer, chunk * sizeof(int16_t), &written,
pdMS_TO_TICKS(500));
if (s_spk) {
esp_codec_dev_write(s_spk, buffer, chunk * sizeof(int16_t));
}
idx += chunk;
}
}
@@ -279,7 +279,7 @@ plip_hook_state_t plip_virtual_state(void)
return s_state;
}
esp_err_t plip_virtual_init(httpd_handle_t server, i2s_chan_handle_t spk)
esp_err_t plip_virtual_init(httpd_handle_t server, esp_codec_dev_handle_t spk)
{
if (!server || !spk) return ESP_ERR_INVALID_ARG;
s_spk = spk;
+2 -2
View File
@@ -16,7 +16,7 @@
#pragma once
#include <stdbool.h>
#include "driver/i2s_std.h"
#include "esp_codec_dev.h"
#include "esp_err.h"
#include "esp_http_server.h"
@@ -34,7 +34,7 @@ typedef enum {
// Register the REST handlers on `server` and keep `spk` for the ring tone.
// Call once after scenario_server_start(); the speaker channel must be
// enabled (speaker_init() in main.c).
esp_err_t plip_virtual_init(httpd_handle_t server, i2s_chan_handle_t spk);
esp_err_t plip_virtual_init(httpd_handle_t server, esp_codec_dev_handle_t spk);
// Forward a BOOT-button press. Returns true when the press was consumed as
// a hook transition (pickup/hangup) — the caller should then skip its own
@@ -248,6 +248,30 @@ static bool s_browser_isdir[BROWSER_MAX_ENTRIES];
static uint8_t s_browser_count = 0;
static volatile uint8_t s_browser_sel = 0;
static volatile bool s_browser_open = false;
// ── Gamebook view ("livre dont vous êtes le héros") ─────────────────────────
static lv_obj_t *s_scr_gamebook;
static lv_obj_t *s_gb_title; // page title, top
static lv_obj_t *s_gb_body; // full passage text, wrapped
static lv_obj_t *s_gb_menu; // choice lines, bottom
static volatile bool s_gamebook_open = false;
static lv_obj_t *s_gb_body_cont; // scrollable container holding s_gb_body
static char s_gb_title_buf[64];
static char s_gb_body_buf[1100];
static char s_gb_menu_buf[160];
static volatile int s_gb_scroll_req = 0; // pending scroll: +pages down / -pages up
static volatile bool s_gb_scroll_home = false; // reset scroll to top on new passage
// ── Gamebook library (tile grid) ────────────────────────────────────────────
#define LIB_TILES 6
static lv_obj_t *s_scr_library;
static lv_obj_t *s_lib_tile[LIB_TILES];
static lv_obj_t *s_lib_label[LIB_TILES];
static volatile bool s_library_open = false;
static char s_lib_title_buf[LIB_TILES][48];
static int s_lib_count_buf = 0;
static int s_lib_sel_buf = 0;
static volatile bool s_browser_reload = false;
// ─── Intro — faithful port of the original cracktro ──────────────────────────
@@ -761,6 +785,93 @@ scroller:
lv_obj_set_pos(s_intro_scroll, sx, sy);
}
static void build_library_screen(void) {
s_scr_library = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_library, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_library, LV_OPA_COVER, 0);
lv_obj_clear_flag(s_scr_library, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *hdr = lv_label_create(s_scr_library);
lv_obj_set_style_text_color(hdr, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(hdr, &lv_font_montserrat_14, 0);
lv_label_set_text(hdr, "Choisis ton histoire");
lv_obj_align(hdr, LV_ALIGN_TOP_MID, 0, 4);
for (int i = 0; i < LIB_TILES; i++) {
int col = i % 2, row = i / 2;
lv_obj_t *t = lv_obj_create(s_scr_library);
lv_obj_set_size(t, 228, 84);
lv_obj_set_pos(t, 8 + col * 236, 26 + row * 94);
lv_obj_set_style_radius(t, 8, 0);
lv_obj_set_style_bg_color(t, lv_color_hex(0x101820), 0);
lv_obj_set_style_bg_opa(t, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(t, 2, 0);
lv_obj_set_style_border_color(t, lv_color_hex(0x445566), 0);
lv_obj_set_style_pad_all(t, 6, 0);
lv_obj_clear_flag(t, LV_OBJ_FLAG_SCROLLABLE);
lv_obj_t *l = lv_label_create(t);
lv_obj_set_style_text_color(l, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(l, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(l, LV_LABEL_LONG_WRAP);
lv_obj_set_width(l, 208);
lv_obj_set_style_text_align(l, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(l, "");
lv_obj_center(l);
s_lib_tile[i] = t;
s_lib_label[i] = l;
}
}
static void build_gamebook_screen(void) {
s_scr_gamebook = lv_obj_create(NULL);
lv_obj_set_style_bg_color(s_scr_gamebook, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_scr_gamebook, LV_OPA_COVER, 0);
// Compact title line at the very top.
s_gb_title = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_title, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_text_font(s_gb_title, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_title, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_title, DUI_HOR_RES - 12);
lv_obj_set_style_text_align(s_gb_title, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_title, "");
lv_obj_align(s_gb_title, LV_ALIGN_TOP_MID, 0, 4);
// Choice selector: a single line pinned at the very bottom. Left/Right cycle
// the selection, click confirms. Drawn last (foreground).
s_gb_menu = lv_label_create(s_scr_gamebook);
lv_obj_set_style_text_color(s_gb_menu, lv_color_hex(COL_CODE), 0);
lv_obj_set_style_bg_color(s_gb_menu, lv_color_hex(0x182230), 0);
lv_obj_set_style_bg_opa(s_gb_menu, LV_OPA_COVER, 0);
lv_obj_set_style_pad_all(s_gb_menu, 5, 0);
lv_obj_set_style_text_font(s_gb_menu, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_menu, LV_LABEL_LONG_DOT);
lv_obj_set_width(s_gb_menu, DUI_HOR_RES);
lv_obj_set_style_text_align(s_gb_menu, LV_TEXT_ALIGN_CENTER, 0);
lv_label_set_text(s_gb_menu, "");
lv_obj_align(s_gb_menu, LV_ALIGN_BOTTOM_MID, 0, 0);
// Reading area: a vertically-scrollable container filling the whole height
// between the title and the choice line. Up/Down scroll it by half-pages.
s_gb_body_cont = lv_obj_create(s_scr_gamebook);
lv_obj_set_style_bg_color(s_gb_body_cont, lv_color_hex(0x000000), 0);
lv_obj_set_style_bg_opa(s_gb_body_cont, LV_OPA_COVER, 0);
lv_obj_set_style_border_width(s_gb_body_cont, 0, 0);
lv_obj_set_style_pad_all(s_gb_body_cont, 6, 0);
lv_obj_set_size(s_gb_body_cont, DUI_HOR_RES, 264); // 24 (title) .. 288 (menu)
lv_obj_set_pos(s_gb_body_cont, 0, 24);
lv_obj_set_scroll_dir(s_gb_body_cont, LV_DIR_VER);
lv_obj_set_scrollbar_mode(s_gb_body_cont, LV_SCROLLBAR_MODE_AUTO);
s_gb_body = lv_label_create(s_gb_body_cont);
lv_obj_set_style_text_color(s_gb_body, lv_color_hex(COL_VALUE), 0);
lv_obj_set_style_text_font(s_gb_body, &lv_font_montserrat_14, 0);
lv_label_set_long_mode(s_gb_body, LV_LABEL_LONG_WRAP);
lv_obj_set_width(s_gb_body, DUI_HOR_RES - 24); // container width minus padding
lv_label_set_text(s_gb_body, "");
lv_obj_align(s_gb_body, LV_ALIGN_TOP_LEFT, 0, 0);
}
static void build_status_screen(void) {
lv_obj_t *scr = s_scr_status;
lv_obj_set_style_bg_color(scr, lv_color_hex(COL_BG), 0);
@@ -853,10 +964,49 @@ static void apply_status(const display_status_t *s) {
// Active step → scene view; idle → status view. The 5-way buttons can
// override (1=force status, 2=force scene; 0=auto). Fade 240 ms, the
// original ui_manager default transition (SceneTransition::kFade, 240).
// Gamebook page: refresh its labels from the latest show() buffers, then
// apply any pending manual scroll (Up/Down) on the reading container.
if (s_gamebook_open) {
lv_label_set_text(s_gb_title, s_gb_title_buf);
lv_label_set_text(s_gb_body, s_gb_body_buf);
lv_label_set_text(s_gb_menu, s_gb_menu_buf);
if (s_gb_scroll_home) {
lv_obj_scroll_to_y(s_gb_body_cont, 0, LV_ANIM_OFF);
s_gb_scroll_home = false;
}
int req = s_gb_scroll_req;
if (req != 0) {
s_gb_scroll_req = 0;
// +1 page = read further down (content moves up): negative dy.
lv_obj_scroll_by(s_gb_body_cont, 0, -req * 130, LV_ANIM_ON);
}
}
// Library grid: refresh tile titles + highlight the selected one.
if (s_library_open) {
for (int i = 0; i < LIB_TILES; i++) {
if (i < s_lib_count_buf) {
lv_label_set_text(s_lib_label[i], s_lib_title_buf[i]);
lv_obj_clear_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
} else {
lv_obj_add_flag(s_lib_tile[i], LV_OBJ_FLAG_HIDDEN);
}
bool on = (i == s_lib_sel_buf);
lv_obj_set_style_border_color(s_lib_tile[i],
lv_color_hex(on ? COL_CODE : 0x445566), 0);
lv_obj_set_style_border_width(s_lib_tile[i], on ? 4 : 2, 0);
lv_obj_set_style_bg_color(s_lib_tile[i],
lv_color_hex(on ? 0x223040 : 0x101820), 0);
}
}
extern volatile uint8_t g_dui_view_override;
lv_obj_t *want;
if (!s_intro_done) {
want = s_scr_intro; // boot intro plays out first
} else if (s_library_open) {
want = s_scr_library; // story picker owns the screen
} else if (s_gamebook_open) {
want = s_scr_gamebook; // gamebook owns the screen while running
} else if (s_browser_open) {
want = s_scr_browser; // file browser on top of everything
} else if (s_shell_open) {
@@ -964,6 +1114,8 @@ static void display_task(void *arg) {
build_status_screen();
build_scene_screen();
build_shell_screen();
build_gamebook_screen();
build_library_screen();
build_browser_screen();
build_intro_screen();
@@ -1145,9 +1297,67 @@ extern "C" void display_ui_set_status(const display_status_t *s) {
}
}
static display_ui_key_hook_t s_key_hook = nullptr;
extern "C" void display_ui_set_key_hook(display_ui_key_hook_t hook) {
s_key_hook = hook;
}
extern "C" void display_ui_gamebook_show(const char *title, const char *body,
const char *menu, bool reset_scroll) {
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
snprintf(s_gb_title_buf, sizeof(s_gb_title_buf), "%s", title ? title : "");
snprintf(s_gb_body_buf, sizeof(s_gb_body_buf), "%s", body ? body : "");
snprintf(s_gb_menu_buf, sizeof(s_gb_menu_buf), "%s", menu ? menu : "");
if (reset_scroll) s_gb_scroll_home = true; // new passage → back to top
s_gamebook_open = true;
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_gamebook_scroll(int dir) {
// dir > 0 : read further down ; dir < 0 : back up. Accumulated and applied
// on the display task (this runs on the buttons task).
s_gb_scroll_req += (dir > 0) ? 1 : -1;
s_dirty = true;
}
extern "C" void display_ui_gamebook_hide(void) {
s_gamebook_open = false;
s_gb_scroll_req = 0;
s_dirty = true;
}
extern "C" void display_ui_library_show(const char *const *titles, int count,
int sel) {
if (count > LIB_TILES) count = LIB_TILES;
if (count < 0) count = 0;
if (s_mutex) xSemaphoreTake(s_mutex, portMAX_DELAY);
s_lib_count_buf = count;
s_lib_sel_buf = (count > 0) ? ((sel % count + count) % count) : 0;
for (int i = 0; i < LIB_TILES; i++) {
snprintf(s_lib_title_buf[i], sizeof(s_lib_title_buf[i]), "%s",
(i < count && titles && titles[i]) ? titles[i] : "");
}
s_library_open = true;
s_gamebook_open = false; // library and a running story are exclusive
s_dirty = true;
if (s_mutex) xSemaphoreGive(s_mutex);
}
extern "C" void display_ui_library_hide(void) {
s_library_open = false;
s_dirty = true;
}
extern "C" void display_ui_handle_key(uint8_t key) {
static uint8_t s_brightness = 100;
// Takeover mode (e.g. gamebook): if the hook consumes the key, stop here.
if (s_key_hook && s_key_hook(key)) {
return;
}
// Any key skips the boot intro.
if (!s_intro_done) {
s_intro_done = true;
@@ -78,6 +78,59 @@ void display_ui_camera_frame(const uint8_t *gray, int width, int height);
*/
void display_ui_handle_key(uint8_t key);
/**
* @brief Install an optional key interceptor.
*
* If a hook is set and returns true for a given key, the key is consumed and
* the normal shell/scene handling is skipped. Lets a takeover mode (e.g. the
* gamebook) own the 5-way pad without display_ui having to depend on it.
* Pass NULL to remove the hook. Thread-safe (single pointer write).
*/
typedef bool (*display_ui_key_hook_t)(uint8_t key);
void display_ui_set_key_hook(display_ui_key_hook_t hook);
/**
* @brief Show a full-screen gamebook page (takes over the display).
*
* Dedicated "livre dont vous êtes le héros" view: a centred title, the full
* passage text wrapped over multiple lines, and a choice menu at the bottom.
* Forces this view until display_ui_gamebook_hide(). Thread-safe (buffers
* copied under the mutex; the actual LVGL render runs on the display task).
* Strings should be ASCII (the embedded fonts have no accents).
*
* @param title short page title (top)
* @param body full passage text (wrapped); may be long
* @param menu choice lines (bottom), e.g. "[OK] ...\n[<>] ..."
*/
void display_ui_gamebook_show(const char *title, const char *body,
const char *menu, bool reset_scroll);
/**
* @brief Scroll the gamebook reading area (Up/Down buttons).
* @param dir >0 = read further down, <0 = back up. Half-page per call.
*/
void display_ui_gamebook_scroll(int dir);
/** @brief Leave the gamebook view and return to the normal scene/status flow. */
void display_ui_gamebook_hide(void);
/**
* @brief Show the gamebook library as a grid of up to 6 tiles.
*
* Each tile shows a story title; the tile at index `sel` is highlighted. The
* gamebook owns the pad and calls this on every cursor move. Forces the
* library view until a story is loaded or display_ui_library_hide(). Titles
* should be ASCII.
*
* @param titles array of `count` story titles
* @param count number of stories (clamped to 6)
* @param sel highlighted tile index
*/
void display_ui_library_show(const char *const *titles, int count, int sel);
/** @brief Leave the library view. */
void display_ui_library_hide(void);
/**
* @brief Pop the pending shell-app launch request, if any.
*
@@ -17,9 +17,11 @@ idf_component_register(
puzzle_state
media_manager
sd_storage
gamebook
PRIV_REQUIRES
local_puzzles
p7_coffre
p5_morse
p6_nfc
npc_engine
)
@@ -27,6 +27,8 @@
#include "nvs_flash.h"
#include "hints_client.h"
#include "gamebook.h"
#include "npc_engine.h"
#include "scenario_mesh.h"
#include "puzzle_binding.h"
#include "local_puzzles.h"
@@ -807,6 +809,16 @@ esp_err_t game_endpoint_apply_step(const char *step_id,
strncpy(s_current_step_id, step_id, sizeof(s_current_step_id) - 1);
s_current_step_id[sizeof(s_current_step_id) - 1] = '\0';
// Sync the NPC/hints engine (and, through it, the voice gateway) with the
// scene this step enters. This is what makes the phone NPCs hint on — and
// scripted calls auto-ring for — the current scene, regardless of whether
// the step was driven by the local game loop or an external POST /game/step.
// Best-effort: notify is async + server-side idempotent and never blocks
// the step change. Steps with no scene_id (or an unknown one) are skipped.
if (s_current_scene.scene_id[0] != '\0') {
(void) npc_engine_set_scene_by_id(s_current_scene.scene_id, 0);
}
// P7 coffre: fire the actuator when the final win step is reached.
// p7_coffre_unlock() is a no-op stub when CONFIG_ZACUS_P7_COFFRE_ENABLE=n.
if (strcmp(step_id, "STEP_FINAL_WIN") == 0) {
@@ -983,6 +995,29 @@ static esp_err_t handle_media_play_post(httpd_req_t *req) {
return send_error(req, "500 Internal Server Error", esp_err_to_name(err));
}
// ─── POST /game/gamebook[?action=stop] ───────────────────────────────────────
//
// Start the "livre dont vous êtes le héros" mode (loads /sdcard/gamebook/
// gamebook.json, plays the start passage, takes over the 5-way pad). With
// ?action=stop it leaves gamebook mode. No body required.
static esp_err_t handle_gamebook_post(httpd_req_t *req) {
char query[32] = {0}, action[16] = {0};
if (httpd_req_get_url_query_str(req, query, sizeof(query)) == ESP_OK) {
httpd_query_key_value(query, "action", action, sizeof(action));
}
if (strcmp(action, "stop") == 0) {
gamebook_stop();
return send_json(req, "200 OK", "{\"gamebook\":\"stopped\"}");
}
esp_err_t err = gamebook_start();
if (err != ESP_OK) {
return send_error(req, "503 Service Unavailable",
err == ESP_ERR_NOT_FOUND ? "gamebook_not_on_sd"
: "gamebook_load_failed");
}
return send_json(req, "200 OK", "{\"gamebook\":\"started\"}");
}
// ─── GET /game/puzzle_state ──────────────────────────────────────────────────
//
// Returns {"step_id":"STEP_X"|null, "solved":[1,3], "code":"125"}.
@@ -1138,6 +1173,43 @@ static esp_err_t handle_file_post(httpd_req_t *req) {
return send_json(req, "200 OK", resp);
}
// ─── DELETE /game/file?path=sd/<…>|apps/<…> — remove a staged file ───────────
// Same path routing/whitelist as the POST handler. Lets the host clean stale
// assets (e.g. orphan gamebook WAVs) off the SD without reflashing.
static esp_err_t handle_file_delete(httpd_req_t *req) {
char query[160], path_param[96];
if (httpd_req_get_url_query_str(req, query, sizeof(query)) != ESP_OK ||
httpd_query_key_value(query, "path", path_param,
sizeof(path_param)) != ESP_OK) {
return send_error(req, "400 Bad Request", "missing path param");
}
const bool to_sd = (strncmp(path_param, "sd/", 3) == 0);
const bool to_apps = (strncmp(path_param, "apps/", 5) == 0);
if ((!to_sd && !to_apps) || strstr(path_param, "..") ||
path_param[strlen(path_param) - 1] == '/') {
return send_error(req, "403 Forbidden", "path must be under apps/ or sd/");
}
char full[192];
if (to_sd) {
if (!sd_storage_ready()) {
return send_error(req, "503 Service Unavailable", "sd_not_mounted");
}
snprintf(full, sizeof(full), "/sdcard/%s", path_param + 3);
} else {
if (mount_storage_lazy() != ESP_OK) {
return send_error(req, "503 Service Unavailable", "storage_unavailable");
}
snprintf(full, sizeof(full), "/littlefs/%s", path_param);
}
if (unlink(full) != 0) {
return send_error(req, "404 Not Found", "remove failed");
}
ESP_LOGI(TAG, "file removed: %s", full);
char resp[192];
snprintf(resp, sizeof(resp), "{\"status\":\"ok\",\"removed\":\"%s\"}", path_param);
return send_json(req, "200 OK", resp);
}
void game_endpoint_get_scene(scene_binding_t *out) {
if (!out) return;
// Lock-free snapshot, same class as get_puzzle_status: written on the
@@ -1209,6 +1281,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_file_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_file_delete = {
.uri = "/game/file",
.method = HTTP_DELETE,
.handler = handle_file_delete,
.user_ctx = NULL,
};
static const httpd_uri_t uri_espnow_cmd_post = {
.uri = "/game/espnow/cmd",
.method = HTTP_POST,
@@ -1221,6 +1299,12 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
.handler = handle_media_play_post,
.user_ctx = NULL,
};
static const httpd_uri_t uri_gamebook_post = {
.uri = "/game/gamebook",
.method = HTTP_POST,
.handler = handle_gamebook_post,
.user_ctx = NULL,
};
// Bring up the ESP-NOW mesh transport. The master is primarily a sender
// (the relay handler) but we also register the apply adapter so a peer
@@ -1285,6 +1369,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/step: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_delete);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register DELETE /game/file: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_file_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register /game/file: %s", esp_err_to_name(err));
@@ -1297,6 +1385,10 @@ esp_err_t game_endpoint_init(httpd_handle_t server) {
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/media/play: %s", esp_err_to_name(err));
}
err = httpd_register_uri_handler(server, &uri_gamebook_post);
if (err != ESP_OK) {
ESP_LOGW(TAG, "register POST /game/gamebook: %s", esp_err_to_name(err));
}
ESP_LOGI(TAG, "game endpoint registered "
"(GET+POST /game/group_profile, POST /game/scenario%s, "
@@ -55,6 +55,7 @@ esp_err_t puzzle_binding_from_ir(const char *ir_json, const char *step_id,
#define SB_MAX_TITLE 48
#define SB_MAX_SUBTITLE 64
#define SB_MAX_SYMBOL 16
#define SB_MAX_SCENE_ID 40
typedef enum {
SB_FX_PULSE = 0, // default (original SceneEffect::kPulse)
@@ -65,6 +66,8 @@ typedef enum {
typedef struct {
bool present; // step has a scene object
char scene_id[SB_MAX_SCENE_ID]; // canonical SCENE_* id (sibling of step id;
// set even when no display scene object)
char title[SB_MAX_TITLE];
char subtitle[SB_MAX_SUBTITLE];
char symbol[SB_MAX_SYMBOL];
@@ -239,9 +239,15 @@ esp_err_t scene_binding_from_ir(const char *ir_json, const char *step_id,
}
if (!step) { cJSON_Delete(root); return ESP_ERR_NOT_FOUND; }
// Canonical scene id (SCENE_*), sibling of the step "id". Captured
// unconditionally so npc_engine / the voice gateway can be synced even
// on steps that carry no display "scene" object.
copy_scene_str(out->scene_id, sizeof(out->scene_id),
cJSON_GetObjectItemCaseSensitive(step, "scene_id"));
const cJSON *scene = cJSON_GetObjectItemCaseSensitive(step, "scene");
if (!scene || !cJSON_IsObject(scene)) {
// No scene — present stays false, ESP_OK.
// No scene object — present stays false, ESP_OK (scene_id may be set).
cJSON_Delete(root);
return ESP_OK;
}
@@ -0,0 +1,11 @@
idf_component_register(
SRCS
"gamebook.c"
INCLUDE_DIRS
"include"
REQUIRES
json
display_ui
media_manager
log
)
+306
View File
@@ -0,0 +1,306 @@
// gamebook.c — see gamebook.h. Standalone gamebook player + library for the
// Freenove master. On boot it shows the library (a grid of story tiles);
// picking one loads and plays that book; finishing returns to the library.
#include "gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "esp_heap_caps.h"
#include "display_ui.h"
#include "media_manager.h"
static const char *TAG = "gamebook";
#define GAMEBOOK_DIR "/sdcard/gamebook"
#define LIBRARY_JSON GAMEBOOK_DIR "/library.json"
#define JSON_MAX (256 * 1024) /* expanded books are ~80 KB of JSON */
#define LIB_MAX 6 /* matches the display tile grid */
typedef enum { GB_OFF, GB_LIBRARY, GB_STORY } gb_mode_t;
// Library state
static cJSON *s_lib_root = NULL; /* owns library.json while loaded */
static cJSON *s_lib = NULL; /* borrowed: root->"library" array */
static int s_lib_n = 0;
static int s_lib_sel = 0;
// Story state
static cJSON *s_book = NULL; /* owns the current <book>.json */
static cJSON *s_passages = NULL; /* borrowed: book->"passages" */
static char s_title[48] = {0};
static char s_current[48] = {0};
static int s_sel = 0; /* highlighted choice index */
static volatile gb_mode_t s_mode = GB_OFF;
bool gamebook_active(void) { return s_mode != GB_OFF; }
/* PSRAM allocators for cJSON — book trees are large (see gamebook_init). */
static void *gb_malloc(size_t sz) { return heap_caps_malloc(sz, MALLOC_CAP_SPIRAM); }
static void gb_free(void *p) { heap_caps_free(p); }
/* Read a whole JSON file from the SD into a cJSON tree (caller frees). */
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > JSON_MAX) { fclose(f); ESP_LOGW(TAG, "%s size %ld", path, sz); return NULL; }
char *buf = heap_caps_malloc((size_t)sz + 1, MALLOC_CAP_SPIRAM);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
heap_caps_free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
// ── Library ──────────────────────────────────────────────────────────────────
static void render_library(void)
{
const char *titles[LIB_MAX] = {0};
int n = (s_lib_n < LIB_MAX) ? s_lib_n : LIB_MAX;
for (int i = 0; i < n; i++) {
const cJSON *t = cJSON_GetObjectItem(cJSON_GetArrayItem(s_lib, i), "title");
titles[i] = cJSON_IsString(t) ? t->valuestring : "?";
}
display_ui_library_show(titles, n, s_lib_sel);
}
static void free_story(void)
{
media_manager_stop();
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static esp_err_t open_library(void)
{
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
s_lib_root = load_json(LIBRARY_JSON);
if (!s_lib_root) return ESP_ERR_NOT_FOUND;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
ESP_LOGW(TAG, "library.json has no stories");
return ESP_ERR_INVALID_ARG;
}
s_lib_n = cJSON_GetArraySize(s_lib);
s_lib_sel = 0;
s_mode = GB_LIBRARY;
display_ui_gamebook_hide();
render_library();
ESP_LOGI(TAG, "library open (%d stories)", s_lib_n);
return ESP_OK;
}
// ── Story ─────────────────────────────────────────────────────────────────────
static const cJSON *cur_passage(void) { return cJSON_GetObjectItem(s_passages, s_current); }
static int cur_choice_count(void)
{
const cJSON *ch = cJSON_GetObjectItem(cur_passage(), "choices");
return cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
}
/* (Re)draw the current page. `home` true = new passage (reset scroll to top);
* false = same passage, only the choice cursor moved (keep scroll position).
* The bottom line shows ONE choice with < > arrows (Left/Right cycles). */
static void render_page(bool home)
{
const cJSON *p = cur_passage();
if (!cJSON_IsObject(p)) return;
const cJSON *screen = cJSON_GetObjectItem(p, "screen");
const cJSON *text = cJSON_GetObjectItem(p, "text");
const cJSON *choices = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(choices) ? cJSON_GetArraySize(choices) : 0;
char menu[160];
if (n == 0) {
snprintf(menu, sizeof(menu), "~ Fin ~ (clic = bibliotheque)");
} else {
const cJSON *lbl = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel),
"label");
const char *txt = cJSON_IsString(lbl) ? lbl->valuestring : "?";
if (n > 1) {
/* Down cycles the answer, Click validates. */
snprintf(menu, sizeof(menu), "%d/%d %s (bas / clic)",
s_sel + 1, n, txt);
} else {
snprintf(menu, sizeof(menu), "%s (clic)", txt);
}
}
display_ui_gamebook_show(
cJSON_IsString(screen) ? screen->valuestring : s_title,
cJSON_IsString(text) ? text->valuestring : "",
menu, home);
}
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' not found", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
s_sel = 0;
render_page(true);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) {
char path[96];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, wav->valuestring);
media_manager_stop(); /* a choice skips the narration */
media_manager_play(path);
}
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid, cur_choice_count());
}
/* Load story #idx from the library and play it. */
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) { ESP_LOGW(TAG, "library[%d] has no book", idx); return; }
char path[128];
snprintf(path, sizeof(path), "%s/%s", GAMEBOOK_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
const cJSON *title = cJSON_GetObjectItem(book, "title");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
ESP_LOGW(TAG, "%s missing passages/start", path);
cJSON_Delete(book);
return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
snprintf(s_title, sizeof(s_title), "%s",
cJSON_IsString(title) ? title->valuestring : "");
s_mode = GB_STORY;
display_ui_library_hide();
ESP_LOGI(TAG, "load book \"%s\" @ '%s'", s_title, start->valuestring);
enter_passage(start->valuestring);
}
// ── Input ─────────────────────────────────────────────────────────────────────
/* MEASURED pad mapping on this hardware (ADC ladder, see calibration):
* key1 = CLICK (centre, ~0 mV)
* key2 = LEFT (gauche, ~700 mV)
* key4 = DOWN (bas, ~1350 mV)
* key5 = RIGHT (droite, ~1994 mV)
* key3 is never produced; the physical UP button is electrically dead
* (held = no voltage change), so nothing can depend on it. */
#define PAD_CLICK 1
#define PAD_LEFT 2
#define PAD_DOWN 4
#define PAD_RIGHT 5
/* Library nav: Down/Right → next tile, Left → previous, Click → open.
* Selection wraps, so the working buttons reach every story without Up. */
static bool library_key(uint8_t key)
{
if (s_lib_n <= 0) return true;
switch (key) {
case PAD_DOWN: case PAD_RIGHT:
s_lib_sel = (s_lib_sel + 1) % s_lib_n; render_library(); break;
case PAD_LEFT:
s_lib_sel = (s_lib_sel - 1 + s_lib_n) % s_lib_n; render_library(); break;
case PAD_CLICK:
load_book(s_lib_sel); break;
default: break;
}
return true;
}
/* Story nav (Up is dead, so it's never used):
* Left → scroll the reading text UP
* Right → scroll the reading text DOWN
* Down → next answer (cycles through all choices, wraps around)
* Click → validate the highlighted answer
* On an ending page (no choices): Left/Right still scroll, Click → library. */
static bool story_key(uint8_t key)
{
if (key == PAD_LEFT) { display_ui_gamebook_scroll(-1); return true; } /* scroll up */
if (key == PAD_RIGHT) { display_ui_gamebook_scroll(+1); return true; } /* scroll down */
int n = cur_choice_count();
if (n == 0) { /* ending → click returns to library */
if (key == PAD_CLICK) open_library();
return true;
}
switch (key) {
case PAD_DOWN: s_sel = (s_sel + 1) % n; render_page(false); break; /* next answer */
case PAD_CLICK: { /* validate */
const cJSON *choices = cJSON_GetObjectItem(cur_passage(), "choices");
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(choices, s_sel), "goto");
if (cJSON_IsString(g)) {
ESP_LOGI(TAG, "validate #%d -> '%s'", s_sel, g->valuestring);
enter_passage(g->valuestring);
}
break;
}
default: break;
}
return true;
}
static bool gamebook_key_hook(uint8_t key)
{
switch (s_mode) {
case GB_LIBRARY: return library_key(key);
case GB_STORY: return story_key(key);
default: return false; /* not active → let the shell have it */
}
}
// ── Public API ────────────────────────────────────────────────────────────────
esp_err_t gamebook_start(void)
{
return open_library();
}
void gamebook_stop(void)
{
if (s_mode == GB_OFF) return;
s_mode = GB_OFF;
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
display_ui_gamebook_hide();
display_ui_library_hide();
ESP_LOGI(TAG, "stopped");
}
void gamebook_init(void)
{
/* Keep the large book trees in PSRAM — an expanded book is ~80 KB of JSON,
* whose parsed node tree would exhaust the internal heap on this firmware. */
static cJSON_Hooks hooks = {
.malloc_fn = gb_malloc,
.free_fn = gb_free,
};
cJSON_InitHooks(&hooks);
/* Only register the pad hook here — the SD and media_manager aren't up yet
* at this point in boot. main.c calls gamebook_start() once they are, to
* boot into the library. */
display_ui_set_key_hook(gamebook_key_hook);
ESP_LOGI(TAG, "key hook installed");
}
@@ -0,0 +1,42 @@
#pragma once
// gamebook — "livre dont vous êtes le héros" mode for the Freenove master.
//
// Reads /sdcard/gamebook/gamebook.json (built by tools/gamebook/build_gamebook.py),
// plays each passage's WAV narration from the SD via media_manager, shows the
// passage title + choice menu on the display, and navigates with the 5-way pad
// (it installs a display_ui key hook so it owns the buttons while active).
// Fully local: no model, no gateway.
//
// JSON shape:
// { "title": "...", "start": "intro",
// "passages": { "intro": { "wav": "intro.wav", "screen": "...",
// "menu": "[OK] ... | [<>] ...",
// "choices": [ {"key": 1, "goto": "machine"}, ... ] },
// ... } }
// key codes match the 5-way pad: 1=SELECT 2=DOWN 3=MENU 4=LEFT/RIGHT 5=UP.
// MENU (3) always quits the gamebook.
#include "esp_err.h"
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// Install the display_ui key hook. Call once at boot, after display_ui_init().
void gamebook_init(void);
// Load /sdcard/gamebook/gamebook.json and enter the start passage (show text +
// play its WAV). Returns ESP_ERR_* if the SD/JSON is missing or malformed.
esp_err_t gamebook_start(void);
// Leave gamebook mode: stop playback, release the JSON, hand the pad back to
// the shell. Idempotent.
void gamebook_stop(void);
// True while a gamebook is running (used by the key hook to claim the pad).
bool gamebook_active(void);
#ifdef __cplusplus
}
#endif
@@ -22,6 +22,7 @@ idf_component_register(
REQUIRES
media_manager
hints_client
esp_http_client
esp_timer
esp_system
nvs_flash
@@ -169,6 +169,16 @@ esp_err_t npc_engine_trigger_cue(const char *cue_id);
// and primes the stuck timer.
esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms);
// Same bridge as npc_engine_set_step(), but keyed by the canonical scene
// string id (e.g. "SCENE_WARNING") rather than its numeric index. Resolves
// the id against the engine's internal scene table and forwards to
// npc_engine_set_step(). Lets the game endpoint sync the NPC/hints engine
// (and the voice gateway) straight from the scenario IR's `scene_id`.
// Returns ESP_ERR_NOT_FOUND when the id matches no known scene (no notify
// is sent in that case), ESP_ERR_INVALID_ARG on a NULL/empty id.
esp_err_t npc_engine_set_scene_by_id(const char *scene_id,
uint32_t expected_duration_ms);
// Request a hint for `puzzle_id` at escalation `level` (0..3). The engine
// invokes `cb` with the resulting text. The current implementation is a
// LOCAL STUB: it returns a hardcoded French placeholder synchronously.
@@ -184,6 +194,12 @@ const npc_state_t *npc_engine_state(void);
// Thin wrapper kept here to give callers a single npc_engine_* surface.
esp_err_t npc_engine_set_group_profile(const char *profile);
// Point the engine at the voice gateway (tools/zacus-gateway). On each scene
// change the engine POSTs the active SCENE_* to {base_url}/game/step?scene=… so
// the phone NPCs disguise that scene's hint. Best-effort; pass NULL/"" to
// disable. `token` is sent as a Bearer header (gateway require_token).
void npc_engine_set_gateway(const char *base_url, const char *token);
// Write the active puzzle id (e.g. "SCENE_LA_DETECTOR") into `out`,
// truncated to `cap` bytes (NUL-terminated). Falls back to "SCENE_NPC"
// when no scene is active or the engine is not initialised so callers
@@ -17,16 +17,78 @@
#include "npc_engine.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "esp_err.h"
#include "esp_http_client.h"
#include "esp_log.h"
#include "freertos/FreeRTOS.h"
#include "freertos/task.h"
#include "media_manager.h"
#include "hints_client.h"
static const char *TAG = "npc_engine";
// Voice gateway (tools/zacus-gateway) — we push the active SCENE_* to it at each
// scene change so the phone NPCs disguise THIS scene's hint. Best-effort, set by
// npc_engine_set_gateway(); empty = disabled (no-op, e.g. CI / dry runs).
static char s_gw_url[128] = {0};
static char s_gw_token[80] = {0};
void npc_engine_set_gateway(const char *base_url, const char *token) {
if (base_url) snprintf(s_gw_url, sizeof(s_gw_url), "%s", base_url);
if (token) snprintf(s_gw_token, sizeof(s_gw_token), "%s", token);
}
// One-shot worker: POST {gateway}/game/step?scene=<scene> then self-delete.
// Runs on its own task so a slow/unreachable gateway NEVER stalls the scene
// transition (the game must not lag 2 s on every scene change if the gateway is
// offline). `arg` is a heap copy of the scene, freed here. Best-effort.
static void gw_notify_task(void *arg) {
char *scene = (char *) arg;
char url[256];
snprintf(url, sizeof(url), "%s/game/step?scene=%s", s_gw_url, scene);
esp_http_client_config_t cfg = {
.url = url,
.method = HTTP_METHOD_POST,
.timeout_ms = 2000,
};
esp_http_client_handle_t cli = esp_http_client_init(&cfg);
if (cli) {
if (s_gw_token[0]) {
char auth[112];
snprintf(auth, sizeof(auth), "Bearer %s", s_gw_token);
esp_http_client_set_header(cli, "Authorization", auth);
}
esp_err_t err = esp_http_client_perform(cli);
if (err != ESP_OK) {
ESP_LOGW(TAG, "gateway /game/step notify failed: %s", esp_err_to_name(err));
} else {
ESP_LOGI(TAG, "gateway scene -> %s (HTTP %d)", scene,
esp_http_client_get_status_code(cli));
}
esp_http_client_cleanup(cli);
}
free(scene);
vTaskDelete(NULL);
}
// Fire-and-forget the gateway scene notification on a detached task so a scene
// change is never blocked by the network. No-op if no gateway configured.
static void notify_gateway_scene(const char *scene) {
if (!s_gw_url[0] || !scene || !scene[0]) return;
size_t n = strlen(scene) + 1;
char *copy = malloc(n);
if (!copy) return;
memcpy(copy, scene, n);
if (xTaskCreate(gw_notify_task, "gw_notify", 4096, copy, 3, NULL) != pdPASS) {
ESP_LOGW(TAG, "gw_notify task spawn failed");
free(copy);
}
}
// ─── Core: scene/trigger/mood lookup tables (verbatim Arduino) ──────────────
static const char *const kSceneIds[] = {
@@ -372,10 +434,25 @@ esp_err_t npc_engine_set_step(uint8_t step_id, uint32_t expected_duration_ms) {
(unsigned) prev_scene, (unsigned) step_id);
}
(void) hints_client_puzzle_start(puzzle_id);
// Keep the voice gateway in sync so the phone NPCs hint on THIS scene.
notify_gateway_scene(puzzle_id);
}
return ESP_OK;
}
esp_err_t npc_engine_set_scene_by_id(const char *scene_id,
uint32_t expected_duration_ms) {
if (scene_id == NULL || scene_id[0] == '\0') return ESP_ERR_INVALID_ARG;
for (uint8_t i = 0; i < kSceneCount; i++) {
if (strcmp(scene_id, kSceneIds[i]) == 0) {
return npc_engine_set_step(i, expected_duration_ms);
}
}
ESP_LOGW(TAG, "set_scene_by_id: unknown scene \"%s\" (no kSceneIds match)",
scene_id);
return ESP_ERR_NOT_FOUND;
}
esp_err_t npc_engine_set_group_profile(const char *profile) {
// Thin pass-through. hints_client validates the value and logs the
// outcome. Kept on npc_engine so the rest of the firmware doesn't
+3 -2
View File
@@ -310,8 +310,9 @@ esp_err_t ota_server_init(void) {
// HTTP server config
httpd_config_t config = HTTPD_DEFAULT_CONFIG();
config.server_port = OTA_SERVER_PORT;
config.max_uri_handlers = 20; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file, relay)
config.max_uri_handlers = 24; // ota + voice_hook + game (incl. /game/step,
// /game/puzzle_state, /game/file POST+DELETE,
// relay, /game/gamebook)
// + headroom
config.uri_match_fn = httpd_uri_match_wildcard;
config.stack_size = 8192;
+1
View File
@@ -23,6 +23,7 @@ idf_component_register(
esp_event
espressif__mdns
display_ui
gamebook
puzzle_state
p7_coffre
p5_morse
+19
View File
@@ -55,6 +55,7 @@
#include "mic_broker.h"
#include "board_pins_mediakit.h"
#include "display_ui.h"
#include "gamebook.h"
#include "p7_coffre.h"
#include "p5_morse.h"
#include "p6_nfc.h"
@@ -63,6 +64,12 @@
// this to NVS so the field operator can repoint the firmware without a flash.
#define ZACUS_HINTS_BASE_URL "http://192.168.0.150:8302"
// Voice gateway (tools/zacus-gateway) — the engine POSTs each scene change to
// {URL}/game/step?scene=SCENE_* so the phone NPCs disguise that scene's hint.
// Hardcoded for now like the URLs above — moves to NVS in the same follow-up.
#define ZACUS_GATEWAY_BASE_URL "http://192.168.0.175:8401"
#define ZACUS_GATEWAY_TOKEN "testtoken"
// Slice 7: voice-bridge WebSocket on the MacStudio (Tailscale address).
// Hardcoded here for the same reason as ZACUS_HINTS_BASE_URL — moves to
// NVS in a follow-up slice. The bridge endpoint is documented in
@@ -430,6 +437,8 @@ void app_main(void) {
if (btn_err != ESP_OK) {
ESP_LOGW(TAG, "buttons_input_init: %s", esp_err_to_name(btn_err));
}
// Gamebook mode owns the 5-way pad when started (POST /game/gamebook).
gamebook_init();
}
bool sta_ok = wifi_bring_up();
@@ -514,6 +523,13 @@ void app_main(void) {
ESP_LOGI(TAG, "media smoke play -> %s",
esp_err_to_name(play_err));
// Boot into the gamebook library (the 6-story tile picker) when the
// SD pack is present. Best-effort: no /sdcard/gamebook/library.json
// -> the normal shell stays in charge.
if (gamebook_start() == ESP_OK) {
ESP_LOGI(TAG, "gamebook library up (boot picker)");
}
// Slice 4: bring up the ported npc_engine. Cue table is empty
// at this stage — wiring the scenario IR-driven cue catalog is
// a follow-up slice. The engine still boots, accepts ticks
@@ -530,6 +546,9 @@ void app_main(void) {
ESP_LOGE(TAG, "npc_engine_init failed: %s",
esp_err_to_name(npc_err));
}
// Push each scene change to the voice gateway so the phone NPCs
// disguise the CURRENT scene's hint (best-effort, see main.c URL).
npc_engine_set_gateway(ZACUS_GATEWAY_BASE_URL, ZACUS_GATEWAY_TOKEN);
// Slice 5: bring up the hints HTTP client (so npc_engine can
// route hint requests through the real backend) and the voice
+1
View File
@@ -13,6 +13,7 @@ idf_component_register(
"dtmf.c"
"turn_client.c"
"slic.c"
"plip_gamebook.c"
INCLUDE_DIRS "."
PRIV_REQUIRES
driver
+10
View File
@@ -84,6 +84,16 @@ menu "PLIP Voice Configuration"
Can be combined with PLIP_DIAL_PULSE: whichever source detects a
digit first wins. Default off — enable for touch-tone handsets.
config PLIP_AUTO_RING
bool "Auto story-ring (rings by itself every 15-30 min)"
default n
help
When enabled, the phone rings on its own at a random 15-30 minute
interval; picking up launches a random audio story straight away
(no menu). If nobody answers within 1 minute the bell stops and the
next ring is rescheduled. Default off — enable for the escape-room
ambience where the phone calls the players.
config PLIP_GATEWAY_URL
string "NPC Gateway Base URL"
default "http://192.168.0.50:8401"
+92 -39
View File
@@ -137,6 +137,12 @@ static void ensure_sd_mounted(void)
}
}
bool audio_ensure_sd(void)
{
ensure_sd_mounted();
return s_sd_mounted;
}
/* ── WAV parser ──────────────────────────────────────────────────────────── */
static esp_err_t parse_wav_header(const uint8_t *buf, size_t len, wav_info_t *out)
@@ -599,66 +605,113 @@ int audio_capture_wav(uint8_t *out, size_t out_max, int max_ms, int silence_ms)
const int max_frames = (max_ms / 20);
const int silence_frames = (silence_ms / 20);
/* VAD thresholds (raw S16). Tuned for the SLIC handset mic at +24 dB PGA:
* speech peaks ~5 % FS / RMS ~1-2 %, noise floor ~0.6 %. Onset must sit
* between (catch quiet speech), silence ABOVE the noise floor (so the turn
* ends when the caller stops instead of running to max_ms). */
const int32_t vad_onset_rms_sq = 550 * 550; /* ~1.7% FS² — close-talk speech above room ambient */
const int32_t vad_silence_rms_sq = 400 * 400; /* ~1.2% FS² — above room ambient so the turn ends */
/* Calibrated to the QUIET handset voice (DC-blocked: body 0.16-0.8 % FS RMS,
* loud syllables ~2-4 %, noise floor ~0.3 %). The old onset (1.4 %) NEVER
* triggered → "no sustained voice"; the old silence (0.6 %) sat ABOVE the
* body → cut mid-sentence. Now: onset catches a real syllable just above the
* floor (3-frame confirm guards clicks); silence sits just above the floor so
* the turn ends only on a true pause, holding the whole sentence. */
const int32_t vad_onset_rms_sq = 230 * 230; /* ~0.70% FS² — quiet-voice onset */
const int32_t vad_silence_rms_sq = 110 * 110; /* ~0.34% FS² — just above noise floor */
bool voice_started = false;
int silent_frames = 0;
int total_frames = 0;
/* One-pole DC blocker (high-pass ~80 Hz) applied to the captured mono.
* The SLIC/handset path carries a huge DC/sub-audio offset (~80 % FS,
* measured). Left in, it (a) swamps the faint voice and (b) keeps the VAD
* RMS permanently above the silence threshold, so the capture never ends
* and always runs the full max_ms — and the gateway then sees only a DC
* transient, transcribing empty. Removing it lets the VAD track the real
* speech envelope (onset/silence work) and hands the gateway a clean,
* voice-dominated signal. Telephone band (300-3400 Hz) is untouched.
* y[n] = x[n] - x[n-1] + R*y[n-1]; R=0.97 → cutoff ~80 Hz at 16 kHz. */
float dc_x1 = 0.0f, dc_y1 = 0.0f;
const float dc_R = 0.97f;
ESP_LOGI(TAG, "capture: RX enabled, max_ms=%d silence_ms=%d", max_ms, silence_ms);
for (int f = 0; f < max_frames && pcm_written + frame_out_bytes <= pcm_max; f++) {
/* ── Phase A: wait for SUSTAINED voice before committing to a capture ─────
* Only start recording when the caller actually speaks. We require the
* DC-blocked RMS to stay above the onset threshold for ONSET_CONFIRM
* consecutive frames (~60 ms) — a single loud frame is rejected as a
* transient (e.g. the click when the PA mutes just before capture). Audio
* is discarded during this phase. If no sustained voice arrives within
* max_ms we return an empty WAV so the caller posts nothing (the NPC must
* not "reply" to silence). The listen loop simply calls us again. */
const int ONSET_CONFIRM = 3;
int onset_run = 0;
bool got_onset = false;
for (int f = 0; f < max_frames; f++) {
size_t bytes_read = 0;
ret = i2s_channel_read(s_mic_handle, rx_buf, frame_in_bytes,
&bytes_read, pdMS_TO_TICKS(100));
if (ret != ESP_OK || bytes_read == 0) {
ESP_LOGW(TAG, "capture: read error f=%d: %s", f, esp_err_to_name(ret));
continue;
}
/* Downmix stereo → mono, compute RMS². */
int16_t *out_frame = (int16_t *)(pcm_out + pcm_written);
int64_t rms_sq = 0;
int n_stereo = (int)(bytes_read / (2 * sizeof(int16_t)));
if (ret != ESP_OK || bytes_read == 0) continue;
int64_t rms_sq = 0;
int n_stereo = (int)(bytes_read / (2 * sizeof(int16_t)));
for (int i = 0; i < n_stereo; i++) {
int32_t l = rx_buf[i * 2];
int32_t r = rx_buf[i * 2 + 1];
int16_t mono = (int16_t)((l + r) / 2);
out_frame[i] = mono;
rms_sq += (int64_t)mono * mono;
float xf = (float)((rx_buf[i * 2] + rx_buf[i * 2 + 1]) / 2);
float yf = xf - dc_x1 + dc_R * dc_y1; /* DC-blocking high-pass */
dc_x1 = xf; dc_y1 = yf;
int32_t s = (int32_t)yf;
rms_sq += (int64_t)s * s;
}
rms_sq /= (n_stereo > 0 ? n_stereo : 1);
/* VAD logic. */
if (!voice_started) {
if (rms_sq >= vad_onset_rms_sq) {
voice_started = true;
silent_frames = 0;
ESP_LOGI(TAG, "capture: voice onset at frame %d (rms²=%"PRId64")", f, rms_sq);
if (rms_sq >= vad_onset_rms_sq) {
if (++onset_run >= ONSET_CONFIRM) {
got_onset = true;
ESP_LOGI(TAG, "capture: sustained voice onset at frame %d (rms²=%"PRId64")",
f, rms_sq);
break;
}
/* Before voice onset: still accumulate (to avoid clipping onset).
* But don't count towards silence timeout yet. */
} else {
onset_run = 0;
}
}
if (got_onset) {
/* ── Phase B: record the utterance until silence_ms of silence ──────── */
for (int f = 0; f < max_frames && pcm_written + frame_out_bytes <= pcm_max; f++) {
size_t bytes_read = 0;
ret = i2s_channel_read(s_mic_handle, rx_buf, frame_in_bytes,
&bytes_read, pdMS_TO_TICKS(100));
if (ret != ESP_OK || bytes_read == 0) {
ESP_LOGW(TAG, "capture: read error f=%d: %s", f, esp_err_to_name(ret));
continue;
}
/* Downmix stereo → mono (DC-blocked), compute RMS². */
int16_t *out_frame = (int16_t *)(pcm_out + pcm_written);
int64_t rms_sq = 0;
int n_stereo = (int)(bytes_read / (2 * sizeof(int16_t)));
for (int i = 0; i < n_stereo; i++) {
float xf = (float)((rx_buf[i * 2] + rx_buf[i * 2 + 1]) / 2);
float yf = xf - dc_x1 + dc_R * dc_y1;
dc_x1 = xf; dc_y1 = yf;
if (yf > 32767.0f) yf = 32767.0f;
else if (yf < -32768.0f) yf = -32768.0f;
int16_t mono = (int16_t)yf;
out_frame[i] = mono;
rms_sq += (int64_t)mono * mono;
}
rms_sq /= (n_stereo > 0 ? n_stereo : 1);
pcm_written += (size_t)n_stereo * sizeof(int16_t);
total_frames = f + 1;
if (rms_sq < vad_silence_rms_sq) {
silent_frames++;
if (silent_frames >= silence_frames) {
total_frames = f + 1;
ESP_LOGI(TAG, "capture: VAD end (silence %d frames at f=%d)", silent_frames, f);
pcm_written += (size_t)n_stereo * sizeof(int16_t);
if (++silent_frames >= silence_frames) {
ESP_LOGI(TAG, "capture: VAD end (silence %d frames at f=%d)",
silent_frames, f);
break;
}
} else {
silent_frames = 0;
}
}
pcm_written += (size_t)n_stereo * sizeof(int16_t);
total_frames = f + 1;
} else {
ESP_LOGI(TAG, "capture: no sustained voice in %d ms — nothing to send", max_ms);
/* pcm_written stays 0 → empty WAV → caller skips posting. */
}
/* Leave RX enabled (full-duplex, as at boot). Disabling it here would make
+6
View File
@@ -39,6 +39,12 @@ esp_err_t audio_play_async(const char *path);
/* Stop current playback immediately. */
esp_err_t audio_stop(void);
/* Mount the microSD card at /sdcard on demand (best-effort, idempotent) and
* report whether it is mounted. Unlike playback, this does NOT depend on the
* hook state — it lets the REST layer stage a voice pack onto the SD while the
* handset is down. Returns true if /sdcard is usable. */
bool audio_ensure_sd(void);
/* True while the audio worker is playing a clip (tone/WAV). The conversation
* LISTEN loop polls this to stay half-duplex: never capture while playing
* (avoids the earpiece→mic feedback that saturated the line). */
+198 -23
View File
@@ -23,6 +23,7 @@
#include "phone.h"
#include "slic.h"
#include "turn_client.h"
#include "plip_gamebook.h"
#if CONFIG_PLIP_DIAL_DTMF
#include "dtmf.h"
#endif
@@ -32,6 +33,7 @@
#include "esp_log.h"
#include "esp_timer.h"
#include "esp_heap_caps.h"
#include "esp_random.h"
#include <stdio.h>
#include <string.h>
@@ -47,7 +49,9 @@
#define CAPTURE_MAX_IRAM (128 * 1024)
#define CAPTURE_MAX_MS_PSRAM 8000
#define CAPTURE_MAX_MS_IRAM 4000
#define CAPTURE_SILENCE_MS 600 /* end-of-speech VAD: shorter = snappier reply (was 800) */
#define CAPTURE_SILENCE_MS 900 /* end-of-speech: needs to ride through brief
* mid-sentence pauses so a whole phrase is
* captured (quiet handset voice). 900 ms. */
#define REPLY_POLL_MS 200 /* interval for checking hook during playback */
#define REPLY_PLAYBACK_EXTRA_MS 500 /* safety margin added to computed WAV duration */
#define BETWEEN_TURNS_MS 300 /* short pause between capture rounds */
@@ -66,6 +70,7 @@ typedef enum {
STATE_BUSY,
STATE_GREET, /* fetching + playing NPC greeting (Stage 2) */
STATE_CONNECTED, /* in-call — Stage 3 will add listen loop */
STATE_GAMEBOOK, /* audio "livre dont vous êtes le héros" */
} conv_state_t;
static volatile conv_state_t s_state = STATE_IDLE;
@@ -82,14 +87,27 @@ static char s_sid[32] = {0};
* NOT re-read dialer_current() for the greeting/reply — that polluted number
* would 404 at the gateway. Capture the clean routed number here once. */
static char s_number[16] = {0};
/* Scene this call hints on (e.g. "SCENE_WARNING"), locked at pickup like the
* number. Empty for player-dialled calls. Drives the local SD hint clip. */
static char s_scene[40] = {0};
/* Incoming-call mode: an NPC "calls" the phone. conversation_arm_incoming()
* stores the caller's persona number and rings; when the handset is then picked
* up from IDLE, we skip the outgoing dialtone/dial/ringback and go straight to
* GREET with this number (the NPC speaks first). */
* stores the caller's persona number (and optional scene) and rings; when the
* handset is then picked up from IDLE, we skip the outgoing dialtone/dial/
* ringback and go straight to GREET with this number (the NPC speaks first). */
static char s_incoming_number[16] = {0};
static char s_incoming_scene[40] = {0};
static volatile bool s_incoming_armed = false;
/* Auto story-ring: the phone rings on its own at a random interval; picking up
* launches a random audio story straight away. If nobody answers, the bell
* stops after STORY_RING_TIMEOUT_MS and the next ring is rescheduled. */
#define STORY_RING_MIN_MS (15 * 60 * 1000) /* 15 min */
#define STORY_RING_SPAN_MS (15 * 60 * 1000) /* + up to 15 min → 30 max */
#define STORY_RING_TIMEOUT_MS (60 * 1000) /* give up after 1 min */
static volatile bool s_story_ring_armed = false;
static int64_t s_story_ring_start_us = 0;
/* Known numbers: ringback when dialed */
static const char *KNOWN[] = {
"12", "3615", "15", "17", "18", "0142738200", NULL
@@ -103,15 +121,37 @@ static bool is_known(const char *num)
return false;
}
/* "SCENE_WARNING" → "warning": strip the SCENE_ prefix and lowercase, matching
* the SD pack filenames from tools/tts/generate_plip_sd_pack.py. */
static void scene_slug(const char *scene, char *out, size_t cap)
{
const char *p = scene;
if (strncmp(p, "SCENE_", 6) == 0) p += 6;
size_t i = 0;
for (; p[i] && i + 1 < cap; i++) {
char c = p[i];
out[i] = (c >= 'A' && c <= 'Z') ? (char)(c - 'A' + 'a') : c;
}
out[i] = '\0';
}
static void go_idle(void)
{
if (s_story_ring_armed) { /* hung up mid auto-ring → silence the bell */
phone_ring_stop();
slic_ring_stop();
s_story_ring_armed = false;
}
tones_stop();
audio_stop();
audio_pa_set(false);
dialer_reset();
plip_gamebook_end(); /* no-op if the gamebook wasn't running */
#if CONFIG_PLIP_DIAL_DTMF
dtmf_stop();
#endif
s_scene[0] = '\0'; /* clear scripted-call scene so a later dial-out call
* doesn't inherit it (CONNECTED would skip listening). */
s_state = STATE_IDLE;
ESP_LOGI(TAG, "-> IDLE");
}
@@ -124,16 +164,68 @@ static void enter_incoming_greet(void)
{
s_incoming_armed = false;
phone_ring_stop();
slic_ring_stop(); /* belt-and-suspenders: kill the physical bell directly in
* case phone.c's s_ringing flag desynced from slic.c's
* (otherwise phone_ring_stop early-returns and the bell
* keeps ringing through the answered call). */
tones_stop();
dialer_reset();
s_offhook = true;
snprintf(s_number, sizeof(s_number), "%s", s_incoming_number);
snprintf(s_scene, sizeof(s_scene), "%s", s_incoming_scene);
snprintf(s_sid, sizeof(s_sid), "%lld", (long long)esp_timer_get_time());
audio_pa_set(true);
s_state = STATE_GREET;
ESP_LOGI(TAG, "INCOMING pickup -> GREET num=%s sid=%s", s_number, s_sid);
}
/* Answered an auto story-ring: stop the bell and launch a random story right
* into STATE_GAMEBOOK (no menu). Drives s_offhook directly because the
* debounced GPIO hook detection is unreliable while the bell rings. */
static void enter_story_from_ring(void)
{
s_story_ring_armed = false;
phone_ring_stop();
slic_ring_stop();
tones_stop();
dialer_reset();
s_offhook = true;
#if CONFIG_PLIP_DIAL_DTMF
dtmf_start();
#endif
audio_pa_set(true);
plip_gamebook_begin_random();
s_state = STATE_GAMEBOOK;
ESP_LOGI(TAG, "story-ring pickup -> GAMEBOOK (random story)");
}
#if CONFIG_PLIP_AUTO_RING
/* Rings the phone at a random 1530 min interval. Only rings when the line is
* truly idle (on-hook, no other call/ring armed) and a story pack is present.
* The 1-minute no-answer timeout is handled in conv_task. */
static void story_ring_task(void *arg)
{
(void)arg;
for (;;) {
uint32_t wait_ms = STORY_RING_MIN_MS + (esp_random() % STORY_RING_SPAN_MS);
ESP_LOGI(TAG, "auto story-ring: next attempt in %u min",
(unsigned)(wait_ms / 60000));
vTaskDelay(pdMS_TO_TICKS(wait_ms));
if (s_state == STATE_IDLE && !s_offhook && !s_incoming_armed
&& !s_story_ring_armed && plip_gamebook_available()) {
s_story_ring_armed = true;
s_story_ring_start_us = esp_timer_get_time();
phone_ring_start();
ESP_LOGI(TAG, "auto story-ring: ringing (up to %d s)",
STORY_RING_TIMEOUT_MS / 1000);
} else {
ESP_LOGI(TAG, "auto story-ring: line busy/unavailable — skipped");
}
}
}
#endif /* CONFIG_PLIP_AUTO_RING */
static void conv_task(void *arg)
{
(void)arg;
@@ -155,9 +247,23 @@ static void conv_task(void *arg)
} else {
/* Off-hook from idle */
if (s_state == STATE_IDLE) {
if (s_incoming_armed) {
if (s_story_ring_armed) {
/* Answered an auto story-ring → straight into a story. */
enter_story_from_ring();
} else if (s_incoming_armed) {
/* INCOMING call answered (phone.c detected the edge). */
enter_incoming_greet();
} else if (plip_gamebook_available()) {
/* Gamebook phone: a story pack is on the SD → pick up
* launches the audio "livre dont vous êtes le héros".
* Digits dialed choose the story then the answers. */
dialer_reset();
#if CONFIG_PLIP_DIAL_DTMF
dtmf_start();
#endif
plip_gamebook_begin();
s_state = STATE_GAMEBOOK;
ESP_LOGI(TAG, "off-hook -> GAMEBOOK");
} else {
/* Outgoing call: dial tone, wait for digits. */
dialer_reset();
@@ -181,6 +287,19 @@ static void conv_task(void *arg)
* line directly — it reads the pickup cleanly mid-ring. */
if (s_incoming_armed && slic_is_offhook()) {
enter_incoming_greet();
} else if (s_story_ring_armed) {
/* Same raw-SLIC poll for the auto story-ring, plus the
* no-answer timeout: stop the bell after 1 min unanswered. */
if (slic_is_offhook()) {
enter_story_from_ring();
} else if ((esp_timer_get_time() - s_story_ring_start_us) / 1000
>= STORY_RING_TIMEOUT_MS) {
phone_ring_stop();
slic_ring_stop();
s_story_ring_armed = false;
ESP_LOGI(TAG, "auto story-ring: no answer after %d s — stop",
STORY_RING_TIMEOUT_MS / 1000);
}
}
break;
@@ -197,6 +316,21 @@ static void conv_task(void *arg)
}
break;
case STATE_GAMEBOOK:
if (!s_offhook) {
go_idle();
break;
}
/* Each dialed digit drives one choice. Consume a single digit at a
* time (take the first, reset) so the player can dial again right
* away — even over the narration, which gets interrupted. */
if (!dialer_idle()) {
int d = dialer_current()[0] - '0';
dialer_reset();
plip_gamebook_feed_digit(d);
}
break;
case STATE_DIALING:
if (!s_offhook) {
go_idle();
@@ -251,18 +385,57 @@ static void conv_task(void *arg)
go_idle();
break;
}
/* Fetch greeting WAV from gateway and enqueue playback */
if (turn_client_greeting(s_sid, s_number,
"/spiffs/turn.wav")) {
audio_play_async("/spiffs/turn.wav");
} else {
ESP_LOGW(TAG, "turn_client_greeting failed — proceeding silent");
/* Prefer the local SD voice pack (no gateway, no model in RAM):
* play /sdcard/voice/greet_<number>.wav when present. Fall back to
* the live gateway greeting only when the pack has no clip for this
* NPC number (see tools/tts/generate_plip_sd_pack.py). */
{
char sd_greet[64];
snprintf(sd_greet, sizeof(sd_greet),
"/sdcard/voice/greet_%s.wav", s_number);
FILE *tf = NULL;
if (audio_ensure_sd() && (tf = fopen(sd_greet, "rb")) != NULL) {
fclose(tf);
audio_play_async(sd_greet);
ESP_LOGI(TAG, "GREET: local SD pack %s", sd_greet);
} else if (turn_client_greeting(s_sid, s_number,
"/spiffs/turn.wav")) {
audio_play_async("/spiffs/turn.wav");
} else {
ESP_LOGW(TAG, "no SD clip + gateway greeting failed — silent");
}
}
/* Scripted offline call: chain this scene's hint from the SD pack
* right after the greeting (the audio queue plays them back-to-back).
* Fully local — no gateway, no model. */
if (s_scene[0] != '\0' && audio_ensure_sd()) {
char slug[40], hint[80];
scene_slug(s_scene, slug, sizeof(slug));
snprintf(hint, sizeof(hint),
"/sdcard/voice/hint_%s_l1_0.wav", slug);
FILE *hf = fopen(hint, "rb");
if (hf != NULL) {
fclose(hf);
audio_play_async(hint);
ESP_LOGI(TAG, "GREET: chained SD hint %s", hint);
} else {
ESP_LOGI(TAG, "GREET: no SD hint for scene %s (%s)",
s_scene, hint);
}
}
s_state = STATE_CONNECTED;
ESP_LOGI(TAG, "-> CONNECTED");
break;
case STATE_CONNECTED:
/* Scripted offline call (greeting + SD hint already queued): there's
* no live two-way conversation to run — just let the clips play out
* and wait for the player to hang up. Skips the gateway/model listen
* loop entirely. The global on-hook check returns us to IDLE. */
if (s_scene[0] != '\0') {
vTaskDelay(pdMS_TO_TICKS(REPLY_POLL_MS));
break;
}
#if CONFIG_PLIP_VOICE_REPLY
/*
* Stage 3 — LISTEN loop.
@@ -313,17 +486,13 @@ static void conv_task(void *arg)
if (!s_offhook) break;
vTaskDelay(pdMS_TO_TICKS(200)); /* let the I2S DMA tail drain */
/* Kill the earpiece amp during capture: at full volume + 24 dB
* mic gain the playback couples into the handset mic at ~50 %
* FS and swamps the caller's voice (capture transcribed empty).
* PA off = no echo path; restored before the reply plays. */
audio_pa_set(false);
vTaskDelay(pdMS_TO_TICKS(60)); /* PA mute settle */
/* Capture caller utterance — earpiece muted, nothing plays. */
/* Capture the caller utterance with the PA LEFT ON. The loop
* already waits for any playback to finish above, so nothing
* is driving the earpiece during capture — there is no echo to
* mute. Cutting the PA here was found to collapse the mic level
* (captures came back near-silent / DC only), so keep it on. */
int n = audio_capture_wav(cap_buf, cap_max,
cap_ms, CAPTURE_SILENCE_MS);
audio_pa_set(true); /* restore for filler/reply */
if (!s_offhook) break; /* hung up during capture */
if (n <= 44) {
@@ -392,6 +561,10 @@ void conversation_init(void)
xTaskCreate(conv_task, "conv", 8192, NULL, 4, NULL);
#else
xTaskCreate(conv_task, "conv", 6144, NULL, 4, NULL);
#endif
#if CONFIG_PLIP_AUTO_RING
/* Auto story-ring scheduler: rings every 1530 min when idle. */
xTaskCreate(story_ring_task, "storyring", 3072, NULL, 3, NULL);
#endif
ESP_LOGI(TAG, "conversation init");
}
@@ -402,12 +575,14 @@ void conversation_on_hook_change(bool offhook)
s_hook_changed = true;
}
void conversation_arm_incoming(const char *number)
void conversation_arm_incoming(const char *number, const char *scene)
{
snprintf(s_incoming_number, sizeof(s_incoming_number), "%s",
(number && number[0]) ? number : "17");
snprintf(s_incoming_scene, sizeof(s_incoming_scene), "%s",
(scene && scene[0]) ? scene : "");
s_incoming_armed = true;
phone_ring_start();
ESP_LOGI(TAG, "incoming call armed (num=%s) — ringing until pickup",
s_incoming_number);
ESP_LOGI(TAG, "incoming call armed (num=%s scene=%s) — ringing until pickup",
s_incoming_number, s_incoming_scene[0] ? s_incoming_scene : "-");
}
+5 -2
View File
@@ -6,5 +6,8 @@ void conversation_on_hook_change(bool offhook);
/* Arm an INCOMING call from NPC persona `number` and start ringing. When the
* handset is picked up from idle, the conversation jumps straight to the
* greeting (persona speaks first) instead of the outgoing dial-tone path. */
void conversation_arm_incoming(const char *number);
* greeting (persona speaks first) instead of the outgoing dial-tone path.
* `scene` (optional, e.g. "SCENE_WARNING") makes the phone play that scene's
* hint from its local SD pack right after the greeting; pass NULL/"" for a
* greeting-only call. */
void conversation_arm_incoming(const char *number, const char *scene);
+145 -10
View File
@@ -22,8 +22,10 @@
#include <string.h>
#include <stdio.h>
#include <errno.h>
#include <sys/stat.h>
#include "audio.h"
#include "tones.h"
#include "cmd_exec.h"
#include "phone.h"
#include "conversation.h"
@@ -52,7 +54,9 @@
#define SPIFFS_LABEL "storage"
#define SPIFFS_BASE "/spiffs"
#define MAX_BODY (256 * 1024)
#define MAX_BODY (3 * 1024 * 1024) /* streamed in 2 KB chunks → RAM-safe;
raised to fit full-length neural-TTS
(Kyutai) gamebook narration WAVs */
static volatile bool s_connected = false;
static httpd_handle_t s_httpd = NULL;
@@ -208,14 +212,39 @@ static esp_err_t handle_file_post(httpd_req_t *req)
if (req->content_len <= 0 || req->content_len > MAX_BODY)
return send_json(req, "413 Payload Too Large", "{\"error\":\"too large\"}");
ensure_spiffs();
/* Route to the microSD when the path is sd-prefixed ("sd/…", "sdcard/…"
* or "/sdcard/…"); otherwise stage in SPIFFS (default). The SD is mounted
* on demand here so a voice pack can be staged without an off-hook play. */
const char *base;
const char *rel = fpath;
bool to_sd = false;
if (strncmp(fpath, "sd/", 3) == 0) { rel = fpath + 3; to_sd = true; }
else if (strncmp(fpath, "sdcard/", 7) == 0) { rel = fpath + 7; to_sd = true; }
else if (strncmp(fpath, "/sdcard/", 8) == 0) { rel = fpath + 8; to_sd = true; }
/* Build full SPIFFS path. */
char full[160];
if (fpath[0] == '/') {
snprintf(full, sizeof(full), "%s%s", SPIFFS_BASE, fpath);
if (to_sd) {
if (!audio_ensure_sd())
return send_json(req, "503 Service Unavailable", "{\"error\":\"no sd card\"}");
base = PLIP_SD_MOUNT; /* "/sdcard" */
} else {
snprintf(full, sizeof(full), "%s/%s", SPIFFS_BASE, fpath);
ensure_spiffs();
base = SPIFFS_BASE;
}
while (*rel == '/') rel++; /* avoid a double slash when joining */
char full[192];
snprintf(full, sizeof(full), "%s/%s", base, rel);
/* Create the immediate parent dir (one level) so a pack can live in a
* subfolder like /sdcard/voice/<file>.wav — fopen won't create it. FAT
* supports mkdir; SPIFFS is flat so we only do this for the SD path. */
if (to_sd) {
char *slash = strrchr(full, '/');
if (slash && slash != full) {
*slash = '\0';
mkdir(full, 0775); /* best-effort; ignore EEXIST */
*slash = '/';
}
}
FILE *f = fopen(full, "wb");
@@ -253,6 +282,44 @@ static esp_err_t handle_file_post(httpd_req_t *req)
return send_json(req, "200 OK", resp);
}
/* ── DELETE /game/file?path=... (remove a staged file; SD or SPIFFS) ─────── */
/* Same path routing as the POST handler (sd/ prefix → /sdcard, else /spiffs).
* Lets the host clean stale clips when regenerating the SD voice pack. */
static esp_err_t handle_file_delete(httpd_req_t *req)
{
char query[128] = {0}, fpath[128] = {0};
httpd_req_get_url_query_str(req, query, sizeof(query));
if (httpd_query_key_value(query, "path", fpath, sizeof(fpath)) != ESP_OK)
return send_json(req, "400 Bad Request", "{\"error\":\"missing path param\"}");
const char *base, *rel = fpath;
bool to_sd = false;
if (strncmp(fpath, "sd/", 3) == 0) { rel = fpath + 3; to_sd = true; }
else if (strncmp(fpath, "sdcard/", 7) == 0) { rel = fpath + 7; to_sd = true; }
else if (strncmp(fpath, "/sdcard/", 8) == 0) { rel = fpath + 8; to_sd = true; }
if (to_sd) {
if (!audio_ensure_sd())
return send_json(req, "503 Service Unavailable", "{\"error\":\"no sd card\"}");
base = PLIP_SD_MOUNT;
} else {
ensure_spiffs();
base = SPIFFS_BASE;
}
while (*rel == '/') rel++;
char full[192];
snprintf(full, sizeof(full), "%s/%s", base, rel);
if (remove(full) != 0) {
ESP_LOGW(TAG, "remove %s failed: errno=%d", full, errno);
return send_json(req, "404 Not Found", "{\"error\":\"remove failed\"}");
}
ESP_LOGI(TAG, "file removed: %s", full);
char resp[256];
snprintf(resp, sizeof(resp), "{\"status\":\"ok\",\"removed\":\"%s\"}", full);
return send_json(req, "200 OK", resp);
}
/* ── POST /voice/capture ──────────────────────────────────────────────────── */
#define CAP_MAX_MS_DEFAULT 5000
@@ -482,10 +549,13 @@ static esp_err_t handle_debug_ring(httpd_req_t *req)
{
/* /debug/ring[?number=NN] — arm an INCOMING call from persona NN (default
* 17) and ring. On pickup the conversation jumps straight to the greeting. */
char query[48] = {0}, number[16] = {0};
char query[96] = {0}, number[16] = {0}, scene[40] = {0};
httpd_req_get_url_query_str(req, query, sizeof(query));
httpd_query_key_value(query, "number", number, sizeof(number));
conversation_arm_incoming(number); /* defaults to "17" if empty; starts ringing */
httpd_query_key_value(query, "scene", scene, sizeof(scene));
/* scene (optional) lets the phone play that scene's hint from its SD pack
* after the greeting — fully offline, no model. */
conversation_arm_incoming(number, scene[0] ? scene : NULL);
char resp[64];
snprintf(resp, sizeof(resp), "{\"ok\":true,\"ringing\":true,\"incoming\":\"%s\"}",
number[0] ? number : "17");
@@ -600,6 +670,61 @@ static esp_err_t handle_debug_dacvol(httpd_req_t *req)
return send_json(req, "200 OK", resp);
}
/* ── GET /debug/miccap?ms=4000 (TEMP DIAG: raw fixed-duration mic capture) ───
* No VAD, DC-blocked, PA on, tones stopped. Lets us measure the true handset
* mic level while the caller speaks continuously, independent of VAD timing. */
static esp_err_t handle_debug_miccap(httpd_req_t *req)
{
char query[64] = {0};
httpd_req_get_url_query_str(req, query, sizeof(query));
char val[16] = {0};
int ms = 4000;
if (httpd_query_key_value(query, "ms", val, sizeof(val)) == ESP_OK) {
int v = atoi(val);
if (v > 0 && v <= 8000) ms = v;
}
tones_stop();
audio_pa_set(true);
if (audio_capture_begin(ms, ms) != 0) {
httpd_resp_send_err(req, HTTPD_500_INTERNAL_SERVER_ERROR, "capture init failed");
return ESP_FAIL;
}
httpd_resp_set_type(req, "audio/wav");
const uint32_t cap_rate = 16000; const uint16_t cap_ch = 1, cap_bits = 16;
const uint32_t byte_rate = cap_rate * cap_ch * (cap_bits / 8);
const uint16_t block_align = (uint16_t)(cap_ch * (cap_bits / 8));
const uint32_t big = 0xFFFFFFFFu; uint16_t fmt_pcm = 1; uint32_t fmt_size = 16;
uint8_t hdr[44];
memcpy(hdr, "RIFF", 4); memcpy(hdr + 4, &big, 4);
memcpy(hdr + 8, "WAVE", 4); memcpy(hdr + 12, "fmt ", 4);
memcpy(hdr + 16, &fmt_size, 4); memcpy(hdr + 20, &fmt_pcm, 2);
memcpy(hdr + 22, &cap_ch, 2); memcpy(hdr + 24, &cap_rate, 4);
memcpy(hdr + 28, &byte_rate, 4); memcpy(hdr + 32, &block_align, 2);
memcpy(hdr + 34, &cap_bits, 2); memcpy(hdr + 36, "data", 4); memcpy(hdr + 40, &big, 4);
httpd_resp_send_chunk(req, (const char *)hdr, sizeof(hdr));
const int max_frames = ms / 20;
int16_t mono[320];
float dc_x1 = 0.0f, dc_y1 = 0.0f; const float dc_R = 0.97f;
for (int f = 0; f < max_frames; f++) {
int64_t rms_sq = 0;
int n = audio_capture_read_frame(mono, 320, &rms_sq);
if (n < 0) break;
if (n == 0) continue;
for (int i = 0; i < n; i++) {
float xf = (float)mono[i];
float yf = xf - dc_x1 + dc_R * dc_y1;
dc_x1 = xf; dc_y1 = yf;
if (yf > 32767.0f) yf = 32767.0f; else if (yf < -32768.0f) yf = -32768.0f;
mono[i] = (int16_t)yf;
}
if (httpd_resp_send_chunk(req, (const char *)mono, (ssize_t)(n * sizeof(int16_t))) != ESP_OK) break;
}
audio_capture_end();
httpd_resp_send_chunk(req, NULL, 0);
return ESP_OK;
}
/* ── GET /debug/getfile?path=/x.wav (read a SPIFFS file back for diagnosis) ── */
static esp_err_t handle_debug_getfile(httpd_req_t *req)
@@ -756,7 +881,7 @@ esp_err_t net_init(void)
/* Start HTTP server. */
httpd_config_t hcfg = HTTPD_DEFAULT_CONFIG();
hcfg.server_port = 80;
hcfg.max_uri_handlers = 16;
hcfg.max_uri_handlers = 18;
hcfg.stack_size = 8192;
esp_err_t ret = httpd_start(&s_httpd, &hcfg);
@@ -777,6 +902,10 @@ esp_err_t net_init(void)
.uri = "/game/file", .method = HTTP_POST,
.handler = handle_file_post, .user_ctx = NULL,
};
static const httpd_uri_t uri_file_delete = {
.uri = "/game/file", .method = HTTP_DELETE,
.handler = handle_file_delete, .user_ctx = NULL,
};
static const httpd_uri_t uri_cmd = {
.uri = "/game/cmd", .method = HTTP_POST,
.handler = handle_cmd_post, .user_ctx = NULL,
@@ -801,6 +930,10 @@ esp_err_t net_init(void)
.uri = "/debug/getfile", .method = HTTP_GET,
.handler = handle_debug_getfile, .user_ctx = NULL,
};
static const httpd_uri_t uri_debug_miccap = {
.uri = "/debug/miccap", .method = HTTP_GET,
.handler = handle_debug_miccap, .user_ctx = NULL,
};
static const httpd_uri_t uri_debug_dacvol = {
.uri = "/debug/dacvol", .method = HTTP_GET,
.handler = handle_debug_dacvol, .user_ctx = NULL,
@@ -828,12 +961,14 @@ esp_err_t net_init(void)
httpd_register_uri_handler(s_httpd, &uri_status);
httpd_register_uri_handler(s_httpd, &uri_scenario);
httpd_register_uri_handler(s_httpd, &uri_file);
httpd_register_uri_handler(s_httpd, &uri_file_delete);
httpd_register_uri_handler(s_httpd, &uri_cmd);
httpd_register_uri_handler(s_httpd, &uri_capture);
httpd_register_uri_handler(s_httpd, &uri_debug_regs);
httpd_register_uri_handler(s_httpd, &uri_debug_dial);
httpd_register_uri_handler(s_httpd, &uri_debug_vol);
httpd_register_uri_handler(s_httpd, &uri_debug_getfile);
httpd_register_uri_handler(s_httpd, &uri_debug_miccap);
httpd_register_uri_handler(s_httpd, &uri_debug_dacvol);
httpd_register_uri_handler(s_httpd, &uri_debug_ring);
httpd_register_uri_handler(s_httpd, &uri_debug_ringstop);
+20 -13
View File
@@ -34,20 +34,23 @@
#define TAG "phone"
#define DEBOUNCE_MS 30
#define HANGUP_THRESHOLD_MS 1500 /* open > this → real hangup, not a pulse.
* Raised from 500 ms: the A1S cradle contact
* is marginal and produces ~500 ms spurious
* opens that were resetting the call before
* the NPC greeting. A real hangup holds the
* line open indefinitely, so it still fires
* (~1.5 s later). Rotary pulses (~60 ms) and
* closed inter-digit gaps are unaffected. */
#define HANGUP_THRESHOLD_MS 2500 /* open > this → real hangup, not a pulse/flicker.
* HOOK DEBOUNCE: the A1S cradle contact is
* marginal and flickers open for up to ~2 s
* mid-call; treating those as a hangup dropped
* the live conversation. Requiring the line to
* stay open 2.5 s before hanging up rides
* through the flickers. A real hangup holds the
* line open indefinitely so it still fires
* (~2.5 s later). Rotary pulses (~60 ms) and a
* closed line are unaffected. */
#define TASK_STACK 4096
#define TASK_PRIO 5
#define RESYNC_STABLE_MS 600 /* if the raw hook level stably disagrees with
* s_offhook for this long (no pulse), the edge
* detection missed/flapped a transition
* self-correct s_offhook to the physical level */
#define RESYNC_PICKUP_MS 600 /* off-hook (pickup) self-correct: fast, so an
* incoming call answers promptly. */
#define RESYNC_HANGUP_MS HANGUP_THRESHOLD_MS /* on-hook (hangup) self-correct:
* same long debounce as the prolonged-open path
* so a flickering contact never drops the call. */
/* Rotary pulse hardening (CONFIG_PLIP_DIAL_PULSE) */
#define PULSE_MIN_WIDTH_MS 20 /* ignore opens shorter than this (glitch filter) */
@@ -316,7 +319,11 @@ poll_sleep:
bool phys_off = (gpio_get_level(hook_gpio) == HOOK_OFFHOOK_LEVEL);
if (!pulse_active && phys_off != s_offhook) {
resync_ms += 10;
if (resync_ms >= RESYNC_STABLE_MS) {
/* Hook debounce: a PICKUP (→off-hook) is confirmed fast so calls
* answer promptly; a HANGUP (on-hook) needs the long debounce so
* a flickering cradle contact can't drop a live call. */
int need = phys_off ? RESYNC_PICKUP_MS : RESYNC_HANGUP_MS;
if (resync_ms >= need) {
ESP_LOGW(TAG, "hook resync: physical=%s but s_offhook=%d — correcting",
phys_off ? "off-hook" : "on-hook", (int)s_offhook);
s_offhook = phys_off;
+190
View File
@@ -0,0 +1,190 @@
// plip_gamebook.c — see plip_gamebook.h. Audio CYOA for the PLIP phone.
#include "plip_gamebook.h"
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "cJSON.h"
#include "esp_log.h"
#include "esp_random.h"
#include "audio.h"
static const char *TAG = "plip_gb";
#define GB_DIR "/sdcard/gamebook"
#define GB_LIBRARY GB_DIR "/library.json"
#define GB_MENU_WAV GB_DIR "/menu.wav"
#define GB_JSON_MAX (64 * 1024)
typedef enum { GB_OFF, GB_MENU, GB_STORY } gb_mode_t;
static cJSON *s_lib_root = NULL; // owns library.json
static cJSON *s_lib = NULL; // borrowed: root->"library"
static int s_lib_n = 0;
static cJSON *s_book = NULL; // owns the current <id>.json
static cJSON *s_passages = NULL; // borrowed: book->"passages"
static char s_current[48] = {0};
static gb_mode_t s_mode = GB_OFF;
bool plip_gamebook_active(void) { return s_mode != GB_OFF; }
static cJSON *load_json(const char *path)
{
FILE *f = fopen(path, "rb");
if (!f) { ESP_LOGW(TAG, "open %s failed", path); return NULL; }
fseek(f, 0, SEEK_END);
long sz = ftell(f);
rewind(f);
if (sz <= 0 || sz > GB_JSON_MAX) { fclose(f); return NULL; }
char *buf = malloc((size_t)sz + 1);
if (!buf) { fclose(f); return NULL; }
size_t rd = fread(buf, 1, (size_t)sz, f);
fclose(f);
buf[rd] = '\0';
cJSON *root = cJSON_Parse(buf);
free(buf);
if (!root) ESP_LOGW(TAG, "malformed JSON: %s", path);
return root;
}
static void play_wav(const char *file) // file = bare name under GB_DIR
{
char path[96];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file);
audio_stop(); // interrupt any current narration
audio_play_async(path);
}
bool plip_gamebook_available(void)
{
if (!audio_ensure_sd()) return false;
FILE *f = fopen(GB_LIBRARY, "rb");
if (!f) return false;
fclose(f);
return true;
}
static void free_story(void)
{
if (s_book) { cJSON_Delete(s_book); s_book = NULL; }
s_passages = NULL;
s_current[0] = '\0';
}
static void enter_menu(void)
{
free_story();
s_mode = GB_MENU;
audio_stop();
audio_play_async(GB_MENU_WAV); // absolute path
ESP_LOGI(TAG, "menu (%d stories)", s_lib_n);
}
// Play a passage by id (its WAV narrates the text + numbered choices).
static void enter_passage(const char *pid)
{
const cJSON *p = cJSON_GetObjectItem(s_passages, pid);
if (!cJSON_IsObject(p)) { ESP_LOGW(TAG, "passage '%s' missing", pid); return; }
snprintf(s_current, sizeof(s_current), "%s", pid);
const cJSON *wav = cJSON_GetObjectItem(p, "wav");
if (cJSON_IsString(wav) && wav->valuestring[0]) play_wav(wav->valuestring);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
ESP_LOGI(TAG, "passage '%s' (%d choices)", pid,
cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0);
}
static void load_book(int idx)
{
const cJSON *e = cJSON_GetArrayItem(s_lib, idx);
const cJSON *file = cJSON_GetObjectItem(e, "book");
if (!cJSON_IsString(file)) return;
char path[128];
snprintf(path, sizeof(path), "%s/%s", GB_DIR, file->valuestring);
cJSON *book = load_json(path);
if (!book) return;
const cJSON *passages = cJSON_GetObjectItem(book, "passages");
const cJSON *start = cJSON_GetObjectItem(book, "start");
if (!cJSON_IsObject(passages) || !cJSON_IsString(start)) {
cJSON_Delete(book); return;
}
free_story();
s_book = book;
s_passages = (cJSON *)passages;
s_mode = GB_STORY;
ESP_LOGI(TAG, "load book #%d @ '%s'", idx, start->valuestring);
enter_passage(start->valuestring);
}
void plip_gamebook_begin(void)
{
plip_gamebook_end(); // clean any previous run
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) return;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
audio_pa_set(true); // earpiece amplifier on
enter_menu();
}
void plip_gamebook_begin_random(void)
{
plip_gamebook_end(); // clean any previous run
s_lib_root = load_json(GB_LIBRARY);
if (!s_lib_root) return;
s_lib = cJSON_GetObjectItem(s_lib_root, "library");
if (!cJSON_IsArray(s_lib) || cJSON_GetArraySize(s_lib) == 0) {
cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL;
return;
}
s_lib_n = cJSON_GetArraySize(s_lib);
audio_pa_set(true); // earpiece amplifier on
int idx = (int)(esp_random() % (uint32_t)s_lib_n);
ESP_LOGI(TAG, "auto-start random story #%d/%d", idx, s_lib_n);
load_book(idx); // straight into the story, no menu
}
void plip_gamebook_feed_digit(int d)
{
if (s_mode == GB_MENU) {
if (d >= 1 && d <= s_lib_n) load_book(d - 1);
return;
}
if (s_mode == GB_STORY) {
const cJSON *p = cJSON_GetObjectItem(s_passages, s_current);
const cJSON *ch = cJSON_GetObjectItem(p, "choices");
int n = cJSON_IsArray(ch) ? cJSON_GetArraySize(ch) : 0;
if (n == 0) { // ending: 0 (or any) → back to menu
enter_menu();
return;
}
if (d >= 1 && d <= n) {
const cJSON *g = cJSON_GetObjectItem(cJSON_GetArrayItem(ch, d - 1),
"goto");
if (cJSON_IsString(g)) {
ESP_LOGI(TAG, "choice %d -> '%s'", d, g->valuestring);
enter_passage(g->valuestring);
}
}
// out-of-range digit: ignore (player can dial again)
}
}
void plip_gamebook_end(void)
{
if (s_mode == GB_OFF && !s_lib_root && !s_book) return;
s_mode = GB_OFF;
audio_stop();
free_story();
if (s_lib_root) { cJSON_Delete(s_lib_root); s_lib_root = NULL; s_lib = NULL; }
ESP_LOGI(TAG, "ended");
}
+48
View File
@@ -0,0 +1,48 @@
#pragma once
// plip_gamebook — "livre dont vous êtes le héros" AUDIO pour le téléphone PLIP.
//
// Pas d'écran : tout passe par l'écouteur. On décroche, le narrateur lit le
// menu des histoires ("pour le dragon, faites le 1..."), on compose un chiffre
// au cadran pour choisir une histoire, puis à chaque passage le narrateur lit
// le texte ET les choix numérotés ("pour examiner la machine, faites le 1..."),
// et on compose le chiffre du choix. Raccrocher arrête tout.
//
// Lit /sdcard/gamebook/{library.json, menu.wav, <id>.json, <id>_<passage>.wav}
// (pack audio "téléphone" produit par tools/gamebook/build_phone_gamebook.py,
// où la narration des WAV inclut déjà les invites "faites le N"). 100% local,
// aucun modèle, aucun réseau.
//
// Intégration : conversation.c lance plip_gamebook_begin() au décroché (si un
// pack est présent sur la SD), pousse chaque chiffre composé via
// plip_gamebook_feed_digit(), et appelle plip_gamebook_end() au raccroché.
#include <stdbool.h>
#ifdef __cplusplus
extern "C" {
#endif
// La SD est-elle montée et un pack gamebook présent ? (à tester au décroché)
bool plip_gamebook_available(void);
// Démarre le mode livre-jeu : charge la bibliothèque et joue le menu audio.
void plip_gamebook_begin(void);
// Démarre directement UNE histoire tirée au hasard (sans passer par le menu) —
// utilisé quand le téléphone sonne tout seul et qu'on décroche.
void plip_gamebook_begin_random(void);
// Traite un chiffre composé (0..9). Menu → choisit l'histoire ; en histoire →
// choisit la réponse ; sur une fin → 0 revient au menu. Interrompt la
// narration en cours pour enchaîner.
void plip_gamebook_feed_digit(int digit);
// Quitte le mode livre-jeu (raccroché) : stoppe l'audio, libère la mémoire.
void plip_gamebook_end(void);
// Vrai tant qu'une partie est en cours.
bool plip_gamebook_active(void);
#ifdef __cplusplus
}
#endif
+7
View File
@@ -52,3 +52,10 @@ CONFIG_PLIP_HOOK_ACTIVE_HIGH=y
# Example: CONFIG_PLIP_GATEWAY_URL="http://192.168.0.175:8401"
# CONFIG_PLIP_GATEWAY_TOKEN="testtoken"
# Default (Kconfig): http://192.168.0.50:8401 with empty token.
# Long file names on the SD (voice sample pack uses >8.3 names)
CONFIG_FATFS_LFN_HEAP=y
CONFIG_FATFS_MAX_LFN=255
# Speaker at max (earpiece)
CONFIG_PLIP_SPEAKER_VOLUME=100