#include "audio.h" #include "process_clicky.h" #ifdef AUDIO_CLICKY # ifndef AUDIO_CLICKY_DELAY_DURATION # define AUDIO_CLICKY_DELAY_DURATION 1 # endif // !AUDIO_CLICKY_DELAY_DURATION # ifndef AUDIO_CLICKY_FREQ_DEFAULT # define AUDIO_CLICKY_FREQ_DEFAULT 440.0f # endif // !AUDIO_CLICKY_FREQ_DEFAULT # ifndef AUDIO_CLICKY_FREQ_MIN # define AUDIO_CLICKY_FREQ_MIN 65.0f # endif // !AUDIO_CLICKY_FREQ_MIN # ifndef AUDIO_CLICKY_FREQ_MAX # define AUDIO_CLICKY_FREQ_MAX 1500.0f # endif // !AUDIO_CLICKY_FREQ_MAX # ifndef AUDIO_CLICKY_FREQ_FACTOR # define AUDIO_CLICKY_FREQ_FACTOR 1.18921f # endif // !AUDIO_CLICKY_FREQ_FACTOR # ifndef AUDIO_CLICKY_FREQ_RANDOMNESS # define AUDIO_CLICKY_FREQ_RANDOMNESS 0.05f # endif // !AUDIO_CLICKY_FREQ_RANDOMNESS float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT; float clicky_rand = AUDIO_CLICKY_FREQ_RANDOMNESS; // the first "note" is an intentional delay; the 2nd and 3rd notes are the "clicky" float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_MIN, AUDIO_CLICKY_DELAY_DURATION}, {AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations extern audio_config_t audio_config; # ifndef NO_MUSIC_MODE extern bool music_activated; extern bool midi_activated; # endif // !NO_MUSIC_MODE void clicky_play(void) { # ifndef NO_MUSIC_MODE if (music_activated || midi_activated || !audio_config.enable) return; # endif // !NO_MUSIC_MODE clicky_song[1][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * (((float)rand()) / ((float)(RAND_MAX)))); clicky_song[2][0] = clicky_freq * (1.0f + clicky_rand * (((float)rand()) / ((float)(RAND_MAX)))); PLAY_SONG(clicky_song); } void clicky_freq_up(void) { float new_freq = clicky_freq * AUDIO_CLICKY_FREQ_FACTOR; if (new_freq < AUDIO_CLICKY_FREQ_MAX) { clicky_freq = new_freq; } } void clicky_freq_down(void) { float new_freq = clicky_freq / AUDIO_CLICKY_FREQ_FACTOR; if (new_freq > AUDIO_CLICKY_FREQ_MIN) { clicky_freq = new_freq; } } void clicky_freq_reset(void) { clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT; } void clicky_toggle(void) { audio_config.clicky_enable ^= 1; eeconfig_update_audio(audio_config.raw); } void clicky_on(void) { audio_config.clicky_enable = 1; eeconfig_update_audio(audio_config.raw); } void clicky_off(void) { audio_config.clicky_enable = 0; eeconfig_update_audio(audio_config.raw); } bool is_clicky_on(void) { return (audio_config.clicky_enable != 0); } bool process_clicky(uint16_t keycode, keyrecord_t *record) { if (keycode == CLICKY_TOGGLE && record->event.pressed) { clicky_toggle(); } if (keycode == CLICKY_ENABLE && record->event.pressed) { clicky_on(); } if (keycode == CLICKY_DISABLE && record->event.pressed) { clicky_off(); } if (keycode == CLICKY_RESET && record->event.pressed) { clicky_freq_reset(); } if (keycode == CLICKY_UP && record->event.pressed) { clicky_freq_up(); } if (keycode == CLICKY_DOWN && record->event.pressed) { clicky_freq_down(); } if (audio_config.enable && audio_config.clicky_enable) { if (record->event.pressed) { // Leave this separate so it's easier to add upstroke sound if (keycode != AU_OFF && keycode != AU_TOG) { // DO NOT PLAY if audio will be disabled, and causes issuse on ARM clicky_play(); } } } return true; } #endif // AUDIO_CLICKY