Delay init success sound playback and remove gif playback delay (#1748)
* refactor: Remove hardcoded loop delay for GIF playback in LcdDisplay class * chore: Update esp-ml307 and uart-eth-modem component versions in idf_component.yml - Bump esp-ml307 version from ~3.6.3 to ~3.6.4 - Update uart-eth-modem version from ~0.3.1 to ~0.3.2 * feat: Add PrintPmLocks method to SystemInfo class - Introduced PrintPmLocks method to display power management locks using esp_pm_dump_locks. - Updated system_info.h to declare the new method. * refactor: Streamline audio codec initialization and enablement - Removed redundant channel enable checks from AudioCodec::Start. - Added channel enablement in CreateDuplexChannels for various audio codecs. - Implemented EnableInput and EnableOutput methods in NoAudioCodec for better control over input/output states. * refactor: Delay audio success sound playback until after activation completion - Moved the success sound playback to a scheduled task to ensure it occurs after the activation process is complete. - This change improves the responsiveness of the application during activation events. * refactor: Update camera integration from EspVideo to Esp32Camera - Replaced EspVideo with Esp32Camera for improved camera configuration and initialization. - Streamlined camera setup by utilizing a new configuration structure for better clarity and maintainability. - Updated README.md to remove outdated camera sensor configuration instructions. * refactor: Update audio demuxing process in AudioService - Replaced the existing demuxer instance with a local unique pointer in the PlaySound method for better memory management. - Moved the OnDemuxerFinished callback setup into the PlaySound method to ensure it is correctly associated with the new demuxer instance. - Removed the member variable demuxer_ from AudioService to streamline the class structure.
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@ -309,13 +309,15 @@ void Application::HandleActivationDoneEvent() {
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display->ShowNotification(message.c_str());
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display->SetChatMessage("system", "");
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// Play the success sound to indicate the device is ready
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audio_service_.PlaySound(Lang::Sounds::OGG_SUCCESS);
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// Release OTA object after activation is complete
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ota_.reset();
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auto& board = Board::GetInstance();
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board.SetPowerSaveLevel(PowerSaveLevel::LOW_POWER);
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Schedule([this]() {
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// Play the success sound to indicate the device is ready
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audio_service_.PlaySound(Lang::Sounds::OGG_SUCCESS);
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});
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}
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void Application::ActivationTask() {
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