fd7af95bcf
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.
48 lines
1.8 KiB
C
48 lines
1.8 KiB
C
// cmd_exec.h — BOX-3 executor for structured ESP-NOW CMD frames (D5 contract).
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//
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// Wire format (SCENARIO_MESH_TEXT_CMD, ≤200 bytes):
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// {"op":"<verb>","a":{<args>}}
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//
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// Supported ops:
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// screen {"t":"title","u":"subtitle","y":"symbol","e":"effect"} — display on LCD
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// effect: "pulse"|"glitch"|"gyro"|"none"
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// play {"p":"<path>","l":0|1} — stream WAV via I2S; embedded cue if no file
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// evt {"n":"<name>"} — log the event (future: relay to master)
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// led {"p":"<pattern>"} — log the pattern (stub)
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// <any> unknown op — log warn, ignore
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//
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// Tolerant by design: malformed JSON, missing keys, or unknown ops log a warning
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// and return without crashing. Never asserts on network input.
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#pragma once
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#include <stddef.h>
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#include "esp_err.h"
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#include "driver/i2s_std.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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// Parse and execute one CMD frame. `data` is the raw UTF-8 payload received via
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// scenario_mesh text callback (NUL-terminated). Returns ESP_OK if the op was
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// recognised and dispatched, ESP_ERR_INVALID_ARG on bad JSON or missing `op`,
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// ESP_ERR_NOT_SUPPORTED for unknown ops (all logged, no crash).
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esp_err_t cmd_exec_handle(const char *data, size_t len);
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// Provide the speaker I2S channel handle so exec_play() can stream audio.
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// Must be called from main.c after speaker_init(), before any CMD arrives.
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void cmd_exec_set_spk_handle(i2s_chan_handle_t h);
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// Play a 16 kHz mono 16-bit WAV from the SD asynchronously, streamed in chunks
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// (RAM-safe for long narration) and INTERRUPTIBLE: a new call stops the current
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// clip and starts the new one. Used by the touch gamebook for passage audio.
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void cmd_exec_play_file_async(const char *path);
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// Stop the async narration (no-op if nothing is playing).
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void cmd_exec_stop_play(void);
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#ifdef __cplusplus
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}
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#endif
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