Some audio implementations, notably samd, really don't like it when
you return 0 samples of data. This was the case when reaching the
end of an MP3 file.
Now, we read forward in an MP3 file to the next sync word during
"get_buffer", so that we can accurately return GET_BUFFER_DONE when the
NEXT call WOULD HAVE resulted in 0 samples.
Tested with @gamblor21's "laugh.mp3" file on a Trellis M4 Express.
This unifies the delay into the post-run delay that also waits
for user input and fake sleep. This ensures we always delay.
Previous code would only delay if the code.py was running when
autoreload was triggered. Now it will always delay.
We also now suspend autoreload when a USB write starts and then
resume on completion. This should prevent reloading in between
sectors of a single write.
In testing, I saw that the decoded_samples value kept increasing when I
stopped and restarted playback, as I'd missed setting it back to zero
during the reset operation.
In my testing, there is no way to accurately know how far into a MP3 file
you're currently playing. You can use monotonic time, but that can have
drift versus the audio playback system, which may not be running at exactly
the expected sample rate.
To allow syncing animation with timestamps in a MP3 file, this presents a
new property, decoded_samples, that records the number of audio samples
sent out of the decoder. While this may not be a completely accurate time,
due to mixer delays, it's much better position that the monotonic clock
difference.
Implementation is keeping track of this value in the mp3file structure and
adding to it whenever data is sent out of the decoder. The property
implementation was a copy/paste from current properties in the audiomp3
files.
new utility function for all vectorio shape specializations for testing
whether a screen-space x,y point falls within a shape's x,y.
This respects the current orientation of the screen in the manner of
displayio and vectorio - so your x,y requests are in the same coordinate
domain as your x,y locations and your width/height etc. properties that
ou set on other shapes. I.e., if you're using this for touch points then
you will need to make sure the touch events are in the same x,y domain as
your display.
```
contains(2, 4) -> true
------------------
| |
| |
| -- |
| | \ |
| |. \ |
| | \ |
| |____\ |
| |
------------------
contains(5, 4) -> false
------------------
| |
| |
| -- |
| | \ |
| | \. |
| | \ |
| |____\ |
| |
------------------
```
This helps provide low overhead introspection of shape coverage on screen.
It's envisioned that this will be used for things like touch-and-drag
widget controls, touch "areas" and may help with random ornament placement
on toy Christmas trees.