[SPORT] Alarm added when a servo is in overload or a sensor is disconnected

This commit is contained in:
Bertrand Songis
2016-03-10 20:22:26 +01:00
parent 75e613331b
commit 0341b9ffce
26 changed files with 226 additions and 306 deletions
+9 -9
View File
@@ -150,14 +150,14 @@ void audioQueue::event(uint8_t e, uint8_t f)
haptic.event(e); //do this before audio to help sync timings
#endif
if (e <= AU_ERROR || (e >= AU_WARNING1 && e < AU_FRSKY_FIRST)) {
if (e <= AU_ERROR || (e >= AU_WARNING1 && e < AU_SPECIAL_SOUND_FIRST)) {
if (g_eeGeneral.alarmsFlash) {
flashCounter = FLASH_DURATION;
}
}
if (g_eeGeneral.beepMode>0 || (g_eeGeneral.beepMode==0 && e>=AU_TRIM_MOVE) || (g_eeGeneral.beepMode>=-1 && e<=AU_ERROR)) {
if (e < AU_FRSKY_FIRST || empty()) {
if (e < AU_SPECIAL_SOUND_FIRST || empty()) {
// TODO when VOICE enable some cases here are not needed!
switch (e) {
#if !defined(VOICE)
@@ -174,36 +174,36 @@ void audioQueue::event(uint8_t e, uint8_t f)
case AU_TRIM_MIDDLE:
play(f, 10, 2, PLAY_NOW);
break;
case AU_FRSKY_RING:
case AU_SPECIAL_SOUND_RING:
play(BEEP_DEFAULT_FREQ+25, 5, 2, PLAY_REPEAT(10));
play(BEEP_DEFAULT_FREQ+25, 5, 10, PLAY_REPEAT(1));
play(BEEP_DEFAULT_FREQ+25, 5, 2, PLAY_REPEAT(10));
break;
case AU_FRSKY_SCIFI:
case AU_SPECIAL_SOUND_SCIFI:
play(80, 10, 3, PLAY_REPEAT(2)|PLAY_INCREMENT(-1));
play(60, 10, 3, PLAY_REPEAT(2)|PLAY_INCREMENT(1));
play(70, 10, 1);
break;
case AU_FRSKY_ROBOT:
case AU_SPECIAL_SOUND_ROBOT:
play(70, 5, 1, PLAY_REPEAT(1));
play(50, 15, 2, PLAY_REPEAT(1));
play(80, 15, 2, PLAY_REPEAT(1));
break;
case AU_FRSKY_CHIRP:
case AU_SPECIAL_SOUND_CHIRP:
play(BEEP_DEFAULT_FREQ+40, 5, 1, PLAY_REPEAT(2));
play(BEEP_DEFAULT_FREQ+54, 5, 1, PLAY_REPEAT(3));
break;
case AU_FRSKY_TADA:
case AU_SPECIAL_SOUND_TADA:
play(50, 5, 5);
play(90, 5, 5);
play(110, 3, 4, PLAY_REPEAT(2));
break;
case AU_FRSKY_CRICKET:
case AU_SPECIAL_SOUND_CRICKET:
play(80, 5, 10, PLAY_REPEAT(3));
play(80, 5, 20, PLAY_REPEAT(1));
play(80, 5, 10, PLAY_REPEAT(3));
break;
case AU_FRSKY_ALARMC:
case AU_SPECIAL_SOUND_ALARMC:
play(50, 4, 10, PLAY_REPEAT(2));
play(70, 8, 20, PLAY_REPEAT(1));
play(50, 8, 10, PLAY_REPEAT(2));