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298 lines
9.5 KiB
298 lines
9.5 KiB
# Audio
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Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to certain PWM-capable pins, you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
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Up to two simultaneous audio voices are supported, one driven by timer 1 and another driven by timer 3. The following pins can be defined as audio outputs in config.h:
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Timer 1:
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`#define B5_AUDIO`
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`#define B6_AUDIO`
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`#define B7_AUDIO`
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Timer 3:
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`#define C4_AUDIO`
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`#define C5_AUDIO`
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`#define C6_AUDIO`
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If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
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```
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STARTUP_SONG // plays when the keyboard starts up (audio.c)
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GOODBYE_SONG // plays when you press the RESET key (quantum.c)
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AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
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AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
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MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
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MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
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CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
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GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
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VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
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MAJOR_SONG // plays when the major music mode is selected (process_music.c)
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```
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You can override the default songs by doing something like this in your `config.h`:
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```c
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#ifdef AUDIO_ENABLE
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#define STARTUP_SONG SONG(STARTUP_SOUND)
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#endif
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```
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A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
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To play a custom sound at a particular time, you can define a song like this (near the top of the file):
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```c
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float my_song[][2] = SONG(QWERTY_SOUND);
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```
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And then play your song like this:
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```c
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PLAY_SONG(my_song);
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```
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Alternatively, you can play it in a loop like this:
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```c
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PLAY_LOOP(my_song);
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```
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It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
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The available keycodes for audio are:
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* `AU_ON` - Turn Audio Feature on
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* `AU_OFF` - Turn Audio Feature off
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* `AU_TOG` - Toggle Audio Feature state
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!> These keycodes turn all of the audio functionality on and off. Turning it off means that audio feedback, audio clicky, music mode, etc. are disabled, completely.
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## ARM Audio Volume
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For ARM devices, you can adjust the DAC sample values. If your board is too loud for you or your coworkers, you can set the max using `DAC_SAMPLE_MAX` in your `config.h`:
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```c
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#define DAC_SAMPLE_MAX 65535U
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```
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## Music Mode
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The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
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Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
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Keycodes available:
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* `MU_ON` - Turn music mode on
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* `MU_OFF` - Turn music mode off
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* `MU_TOG` - Toggle music mode
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* `MU_MOD` - Cycle through the music modes:
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* `CHROMATIC_MODE` - Chromatic scale, row changes the octave
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* `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
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* `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
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* `MAJOR_MODE` - Major scale
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In music mode, the following keycodes work differently, and don't pass through:
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* `LCTL` - start a recording
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* `LALT` - stop recording/stop playing
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* `LGUI` - play recording
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* `KC_UP` - speed-up playback
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* `KC_DOWN` - slow-down playback
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By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
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#define MUSIC_MASK keycode != KC_NO
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Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
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For a more advanced way to control which keycodes should still be processed, you can use `music_mask_kb(keycode)` in `<keyboard>.c` and `music_mask_user(keycode)` in your `keymap.c`:
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bool music_mask_user(uint16_t keycode) {
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switch (keycode) {
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case RAISE:
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case LOWER:
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return false;
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default:
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return true;
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}
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}
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Things that return false are not part of the mask, and are always processed.
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The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
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#define PITCH_STANDARD_A 432.0f
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You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
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#define NO_MUSIC_MODE
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## Audio Click
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This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
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* `CK_TOGG` - Toggles the status (will play sound if enabled)
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* `CK_ON` - Turns on Audio Click (plays sound)
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* `CK_OFF` - Turns off Audio Click (doesn't play sound)
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* `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
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* `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
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* `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
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The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
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#define AUDIO_CLICKY
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You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
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| Option | Default Value | Description |
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|--------|---------------|-------------|
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| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
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| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
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| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
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| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. |
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| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
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## MIDI Functionality
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This is still a WIP, but check out `quantum/process_keycode/process_midi.c` to see what's happening. Enable from the Makefile.
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## Audio Keycodes
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|Key |Aliases |Description |
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|----------------|---------|----------------------------------|
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|`AU_ON` | |Audio mode on |
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|`AU_OFF` | |Audio mode off |
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|`AU_TOG` | |Toggles Audio mode |
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|`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
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|`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
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|`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
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|`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
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|`MU_ON` | |Turns on Music Mode |
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|`MU_OFF` | |Turns off Music Mode |
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|`MU_TOG` | |Toggles Music Mode |
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|`MU_MOD` | |Cycles through the music modes |
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<!-- FIXME: this formatting needs work
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## Audio
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```c
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#ifdef AUDIO_ENABLE
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AU_ON,
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AU_OFF,
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AU_TOG,
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#ifdef FAUXCLICKY_ENABLE
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FC_ON,
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FC_OFF,
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FC_TOG,
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#endif
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// Music mode on/off/toggle
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MU_ON,
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MU_OFF,
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MU_TOG,
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// Music voice iterate
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MUV_IN,
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MUV_DE,
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#endif
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```
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### Midi
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#if !MIDI_ENABLE_STRICT || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
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MI_ON, // send midi notes when music mode is enabled
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MI_OFF, // don't send midi notes when music mode is enabled
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#endif
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MIDI_TONE_MIN,
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MIDI_TONE_MAX
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MI_C = MIDI_TONE_MIN,
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MI_Cs,
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MI_Db = MI_Cs,
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MI_D,
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MI_Ds,
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MI_Eb = MI_Ds,
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MI_E,
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MI_F,
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MI_Fs,
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MI_Gb = MI_Fs,
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MI_G,
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MI_Gs,
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MI_Ab = MI_Gs,
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MI_A,
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MI_As,
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MI_Bb = MI_As,
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MI_B,
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MIDI_TONE_KEYCODE_OCTAVES > 1
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where x = 1-5:
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MI_C_x,
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MI_Cs_x,
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MI_Db_x = MI_Cs_x,
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MI_D_x,
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MI_Ds_x,
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MI_Eb_x = MI_Ds_x,
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MI_E_x,
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MI_F_x,
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MI_Fs_x,
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MI_Gb_x = MI_Fs_x,
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MI_G_x,
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MI_Gs_x,
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MI_Ab_x = MI_Gs_x,
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MI_A_x,
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MI_As_x,
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MI_Bb_x = MI_As_x,
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MI_B_x,
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MI_OCT_Nx 1-2
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MI_OCT_x 0-7
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MIDI_OCTAVE_MIN = MI_OCT_N2,
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MIDI_OCTAVE_MAX = MI_OCT_7,
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MI_OCTD, // octave down
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MI_OCTU, // octave up
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MI_TRNS_Nx 1-6
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MI_TRNS_x 0-6
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MIDI_TRANSPOSE_MIN = MI_TRNS_N6,
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MIDI_TRANSPOSE_MAX = MI_TRNS_6,
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MI_TRNSD, // transpose down
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MI_TRNSU, // transpose up
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MI_VEL_x 1-10
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MIDI_VELOCITY_MIN = MI_VEL_1,
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MIDI_VELOCITY_MAX = MI_VEL_9,
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MI_VELD, // velocity down
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MI_VELU, // velocity up
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MI_CHx 1-16
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MIDI_CHANNEL_MIN = MI_CH1
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MIDI_CHANNEL_MAX = MI_CH16,
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MI_CHD, // previous channel
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MI_CHU, // next channel
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MI_ALLOFF, // all notes off
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MI_SUS, // sustain
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MI_PORT, // portamento
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MI_SOST, // sostenuto
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MI_SOFT, // soft pedal
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MI_LEG, // legato
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MI_MOD, // modulation
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MI_MODSD, // decrease modulation speed
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MI_MODSU, // increase modulation speed
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#endif // MIDI_ADVANCED
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-->
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