Sound_Player.c 5.58 KB


#include "Sound_Player.h"
#include "Buzzer.h"

SoundPlayCtrlStruct SoundPlayCtrl;

void Sound_Player_Init(void)
{
    SoundPlayCtrl.Playing = SND_SRC_NONE; //加载要播放的声音
    SoundPlayCtrl.Timer = 0;
    SoundPlayCtrl.Cycle = 0;
    SoundPlayCtrl.Status = SND_PLAYER_IDLE;
    SoundPlayCtrl.VolInit = 1;
    Buzzer_Start_Up();
}

uint8_t Sound_Play(uint8_t SoundID)
{
    if (SoundPlayCtrl.VolInit) //首次播放时初始化音量
    {
        SoundPlayCtrl.VolInit = 0;
    }

    if (SoundID < SND_TOTAL_NUM)
    {
        if (SoundPlayCtrl.Status != SND_PLAYER_IDLE) //如果有声音正在播放,则返回播放失败
            return 1;

        SoundPlayCtrl.Playing = SoundID; //加载要播放的声音
        SoundPlayCtrl.Timer = 0;
        SoundPlayCtrl.Cycle = SndAttributeTable[SoundID].Cycle;
        SoundPlayCtrl.Status = SND_PLAYER_PLAY_REQ;
        return 0; //返回播放成功
    }
    else
        return 2; //返回错误状态
}

uint8_t Sound_Stop(uint8_t SoundID)
{
    if (SoundID < SND_TOTAL_NUM)
    {
        if ((SoundPlayCtrl.Status == SND_PLAYER_IDLE) ||
            (SoundPlayCtrl.Playing != SoundID)) //如果播放器已停止播放或正在播放的声音不是请求停止播放的声音
            return 0;                           //返回停止成功

        if (SoundPlayCtrl.Status == SND_PLAYER_PLAY_REQ) //请求停止播放的声音是刚请求播放的声音
        {
            SoundPlayCtrl.Playing = SND_SRC_NONE;
            SoundPlayCtrl.Timer = 0;
            SoundPlayCtrl.Cycle = 0;
            SoundPlayCtrl.Status = SND_PLAYER_IDLE; //取消播放请求
            return 0;                               //返回停止成功
        }

        SoundPlayCtrl.Status = SND_PLAYER_STOP_REQ; //请求停止播放声音
        return 1;                                   //返回停止失败
    }
    else
        return 2; //返回错误状态
}

void Sound_Clear(void)
{
    if (SoundPlayCtrl.Status == SND_PLAYER_IDLE)
        return;
    else if (SoundPlayCtrl.Status == SND_PLAYER_PLAY_REQ)
    {
        SoundPlayCtrl.Playing = SND_SRC_NONE;
        SoundPlayCtrl.Timer = 0;
        SoundPlayCtrl.Cycle = 0;
        SoundPlayCtrl.Status = SND_PLAYER_IDLE; //取消播放请求
        return;
    }
    else
    {
        if (SoundPlayCtrl.Playing < SND_TOTAL_NUM)
        {
            if (SndAttributeTable[SoundPlayCtrl.Playing].Mode == SND_MODE_SINGLE)
                Buzzer_Stop_Play();
            else
                ;
        }

        SoundPlayCtrl.Playing = SND_SRC_NONE;
        SoundPlayCtrl.Timer = 0;
        SoundPlayCtrl.Cycle = 0;
        SoundPlayCtrl.Status = SND_PLAYER_IDLE; //取消播放请求
    }
}

uint8_t Sound_Priority_Query(uint8_t SoundID)
{
    if (SoundID == SND_SRC_CURRENT)
    {
        if (SoundPlayCtrl.Playing < SND_TOTAL_NUM)
            return SndAttributeTable[SoundPlayCtrl.Playing].Priority;
        else
            return 0xFF;
    }
    else if (SoundID < SND_TOTAL_NUM)
        return SndAttributeTable[SoundID].Priority;
    else
        return 0xFF;
}

// 10ms
void Sound_Play_Service(void)
{
    if (SoundPlayCtrl.Status == SND_PLAYER_IDLE)
        return;

    if (SoundPlayCtrl.Timer >= 10)
        SoundPlayCtrl.Timer -= 10;
    else if (SoundPlayCtrl.Timer > 0)
        SoundPlayCtrl.Timer = 0;

    if ((SoundPlayCtrl.Status == SND_PLAYER_PLAYING) || (SoundPlayCtrl.Status == SND_PLAYER_PLAY_REQ))
    {
        if (SoundPlayCtrl.Timer == 0)
        {
            if (SoundPlayCtrl.Cycle == 0)
            {
                if (SoundPlayCtrl.Playing < SND_TOTAL_NUM)
                {
                    if (SndAttributeTable[SoundPlayCtrl.Playing].Mode != SND_MODE_SINGLE)
                        Buzzer_Stop_Play();
                }

                SoundPlayCtrl.Playing = SND_SRC_NONE;
                SoundPlayCtrl.Status = SND_PLAYER_IDLE;
            }
            else
            {
                if (SoundPlayCtrl.Playing < SND_TOTAL_NUM)
                {
                    if (SndAttributeTable[SoundPlayCtrl.Playing].Mode == SND_MODE_SINGLE)
                        Buzzer_Play_Track(SndAttributeTable[SoundPlayCtrl.Playing].Index);
                    else
                    {
                        if (SoundPlayCtrl.Status == SND_PLAYER_PLAY_REQ)
                            Buzzer_Repeat_Play_Track(SndAttributeTable[SoundPlayCtrl.Playing].Index);
                    }

                    SoundPlayCtrl.Timer = SndAttributeTable[SoundPlayCtrl.Playing].Period;
                    SoundPlayCtrl.Status = SND_PLAYER_PLAYING;

                    if (SoundPlayCtrl.Cycle != SND_CYCLE_NONSTOP)
                        SoundPlayCtrl.Cycle--;
                }
                else
                {
                    SoundPlayCtrl.Playing = SND_SRC_NONE;
                    SoundPlayCtrl.Cycle = 0;
                    SoundPlayCtrl.Status = SND_PLAYER_IDLE; //取消播放请求
                }
            }
        }
    }
    else //当前声音被请求停止播放
    {
        if (SoundPlayCtrl.Playing < SND_TOTAL_NUM)
        {
            if (SndAttributeTable[SoundPlayCtrl.Playing].Mode != SND_MODE_SINGLE)
            {
                Buzzer_Stop_Play();
                SoundPlayCtrl.Playing = SND_SRC_NONE;
                SoundPlayCtrl.Cycle = 0;
                SoundPlayCtrl.Status = SND_PLAYER_IDLE;
            }
            else
            {
                if (SoundPlayCtrl.Timer == 0)
                {
                    SoundPlayCtrl.Playing = SND_SRC_NONE;
                    SoundPlayCtrl.Cycle = 0;
                    SoundPlayCtrl.Status = SND_PLAYER_IDLE;
                }
            }
        }
    }
}