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Merge branch 'speaker_automation' into integration
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@@ -3,7 +3,7 @@ import esphome.codegen as cg
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from esphome.components import audio, audio_dac
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import esphome.config_validation as cv
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from esphome.const import CONF_DATA, CONF_ID, CONF_VOLUME
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from esphome.core import CORE
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from esphome.core import CORE, ID
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from esphome.coroutine import CoroPriority, coroutine_with_priority
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AUTO_LOAD = ["audio"]
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@@ -90,7 +90,10 @@ async def speaker_play_action(config, action_id, template_arg, args):
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templ = await cg.templatable(data, args, cg.std_vector.template(cg.uint8))
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cg.add(var.set_data_template(templ))
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else:
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cg.add(var.set_data_static(data))
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# Generate static array in flash to avoid RAM copy
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arr_id = ID(f"{action_id}_data", is_declaration=True, type=cg.uint8)
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arr = cg.static_const_array(arr_id, cg.ArrayInitializer(*data))
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cg.add(var.set_data_static(arr, len(data)))
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return var
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@@ -10,28 +10,35 @@ namespace speaker {
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template<typename... Ts> class PlayAction : public Action<Ts...>, public Parented<Speaker> {
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public:
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void set_data_template(std::function<std::vector<uint8_t>(Ts...)> func) {
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this->data_func_ = func;
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void set_data_template(std::vector<uint8_t> (*func)(Ts...)) {
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this->data_.func = func;
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this->static_ = false;
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}
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void set_data_static(const std::vector<uint8_t> &data) {
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this->data_static_ = data;
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void set_data_static(const uint8_t *data, size_t len) {
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this->data_.static_data.ptr = data;
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this->data_.static_data.len = len;
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this->static_ = true;
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}
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void play(const Ts &...x) override {
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if (this->static_) {
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this->parent_->play(this->data_static_);
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this->parent_->play(this->data_.static_data.ptr, this->data_.static_data.len);
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} else {
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auto val = this->data_func_(x...);
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auto val = this->data_.func(x...);
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this->parent_->play(val);
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}
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}
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protected:
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bool static_{false};
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std::function<std::vector<uint8_t>(Ts...)> data_func_{};
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std::vector<uint8_t> data_static_{};
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bool static_{true};
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union Data {
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std::vector<uint8_t> (*func)(Ts...);
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struct {
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const uint8_t *ptr;
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size_t len;
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} static_data;
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} data_;
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};
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template<typename... Ts> class VolumeSetAction : public Action<Ts...>, public Parented<Speaker> {
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@@ -1,3 +1,12 @@
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number:
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- platform: template
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name: "Speaker Number"
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id: my_number
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optimistic: true
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min_value: 0
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max_value: 100
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step: 1
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esphome:
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on_boot:
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then:
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@@ -14,6 +23,15 @@ esphome:
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- speaker.finish:
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- speaker.stop:
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button:
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- platform: template
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name: "Speaker Button"
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on_press:
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then:
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- speaker.play: [0x10, 0x20, 0x30, 0x40]
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- speaker.play: !lambda |-
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return {0x01, 0x02, (uint8_t)id(my_number).state};
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i2s_audio:
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i2s_lrclk_pin: ${i2s_bclk_pin}
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i2s_bclk_pin: ${i2s_lrclk_pin}
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