33f4b7d63b
So it can be shared with the iot/ variant I refactored it into the audioplay.h file. This keeps all of the audio code local, we could hide the functions and only expose the callback but that would make testing harder. Test: Ran a bootanimation.zip with audio.wav on Marlin, works as expected. Bug: 67051984 Change-Id: Ie31dc5f2cfaad5bb23134ef81be712afa6b3cd6f
43 lines
1.3 KiB
C++
43 lines
1.3 KiB
C++
/*
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* Copyright (C) 2016 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef AUDIOPLAY_H_
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#define AUDIOPLAY_H_
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#include <string.h>
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#include "BootAnimation.h"
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namespace audioplay {
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// Initializes the engine with an example of the type of WAV clip to play.
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// All buffers passed to playClip are assumed to be in the same format.
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bool create(const uint8_t* exampleClipBuf, int exampleClipBufSize);
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// Plays a WAV contained in buf.
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// Should not be called while a clip is still playing.
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bool playClip(const uint8_t* buf, int size);
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void setPlaying(bool isPlaying);
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void destroy();
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// Generates callbacks to integrate the audioplay system with the BootAnimation.
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android::sp<android::BootAnimation::Callbacks> createAnimationCallbacks();
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}
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#endif // AUDIOPLAY_H_
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