72 lines
2.2 KiB
72 lines
2.2 KiB
#include "audio.h"
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#include "process_clicky.h"
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#ifdef AUDIO_CLICKY
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#ifdef AUDIO_CLICKY_ON
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bool clicky_enable = true;
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#else // AUDIO_CLICKY_ON
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bool clicky_enable = false;
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#endif // AUDIO_CLICKY_ON
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#ifndef AUDIO_CLICKY_FREQ_DEFAULT
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#define AUDIO_CLICKY_FREQ_DEFAULT 440.0f
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#endif // !AUDIO_CLICKY_FREQ_DEFAULT
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#ifndef AUDIO_CLICKY_FREQ_MIN
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#define AUDIO_CLICKY_FREQ_MIN 65.0f
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#endif // !AUDIO_CLICKY_FREQ_MIN
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#ifndef AUDIO_CLICKY_FREQ_MAX
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#define AUDIO_CLICKY_FREQ_MAX 1500.0f
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#endif // !AUDIO_CLICKY_FREQ_MAX
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#ifndef AUDIO_CLICKY_FREQ_FACTOR
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#define AUDIO_CLICKY_FREQ_FACTOR 1.18921f
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#endif // !AUDIO_CLICKY_FREQ_FACTOR
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#ifndef AUDIO_CLICKY_FREQ_RANDOMNESS
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#define AUDIO_CLICKY_FREQ_RANDOMNESS 0.05f
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#endif // !AUDIO_CLICKY_FREQ_RANDOMNESS
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float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT;
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float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
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#ifndef NO_MUSIC_MODE
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extern bool music_activated;
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extern bool midi_activated;
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#endif // !NO_MUSIC_MODE
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void clicky_play(void) {
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#ifndef NO_MUSIC_MODE
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if (music_activated || midi_activated) return;
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#endif // !NO_MUSIC_MODE
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clicky_song[0][0] = 2.0f * clicky_freq * (1.0f + AUDIO_CLICKY_FREQ_RANDOMNESS * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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clicky_song[1][0] = clicky_freq * (1.0f + AUDIO_CLICKY_FREQ_RANDOMNESS * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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PLAY_SONG(clicky_song);
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}
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bool process_clicky(uint16_t keycode, keyrecord_t *record) {
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if (keycode == CLICKY_TOGGLE && record->event.pressed) { clicky_enable = !clicky_enable; }
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if (keycode == CLICKY_RESET && record->event.pressed) { clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT; }
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if (keycode == CLICKY_UP && record->event.pressed) {
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float new_freq = clicky_freq * AUDIO_CLICKY_FREQ_FACTOR;
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if (new_freq < AUDIO_CLICKY_FREQ_MAX) {
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clicky_freq = new_freq;
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}
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}
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if (keycode == CLICKY_DOWN && record->event.pressed) {
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float new_freq = clicky_freq / AUDIO_CLICKY_FREQ_FACTOR;
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if (new_freq > AUDIO_CLICKY_FREQ_MIN) {
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clicky_freq = new_freq;
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}
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}
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if ( clicky_enable ) {
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if (record->event.pressed) {
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clicky_play();;
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}
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}
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return true;
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}
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#endif //AUDIO_CLICKY
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