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#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
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