fix(firmware): don't let the feedback gong swallow return-to-idle

A spoken volume command left the face stuck in the thinking spinner. The
gateway sends state:thinking -> command -> state:idle, but the device's
state:idle handler is gated on !audio_is_playing(), and the feedback gong
had been setting s_playing for its (up to 5 s) duration — so the idle was
ignored and nothing re-sent it. The gong is a UI cue, not reply playback,
so it no longer sets s_playing. This also drops the 5 s wake-gate the gong
was imposing.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01LKPbR6DY2JygHbyLjxm7Uu
This commit is contained in:
2026-07-15 21:50:53 +02:00
co-authored by Claude Opus 4.8
parent e3021baf4d
commit 24e9375095
2 changed files with 10 additions and 3 deletions
+6
View File
@@ -8,6 +8,12 @@ until the first tagged release.
## [Unreleased]
### Fixed
- A spoken volume command no longer leaves the face stuck in the thinking
spinner — the feedback gong is a UI cue and no longer holds the busy state,
so the return-to-idle isn't swallowed.
## [0.2.0] — 2026-07-15
### Added
+4 -3
View File
@@ -161,8 +161,10 @@ static void audio_task(void *arg)
* returns, preventing a playback-boundary false wake. */
if (job == JOB_GONG && s_gong != NULL) {
/* Play in chunks so a new request (a fresh volume change) cuts the
* current gong off and restarts, instead of queueing another 5 s. */
s_playing = true;
* current gong off and restarts, instead of queueing another 5 s.
* Note: the gong is a UI cue, not "playback" — it deliberately does
* NOT set s_playing, so a following state:idle isn't swallowed (that
* guard is for reply audio) and it doesn't gate wake for 5 s. */
uint32_t gen;
do {
gen = s_gong_gen;
@@ -172,7 +174,6 @@ static void audio_task(void *arg)
esp_codec_dev_write(s_spk, s_gong + off, n * sizeof(int16_t));
}
} while (s_gong_gen != gen); /* a new request arrived mid-play → restart */
s_playing = false;
s_gong_active = false;
} else if (job == JOB_CHIME && s_chime != NULL) {
s_playing = true;