Compilation problem. Optimizations. Sounds should not collide any more

This commit is contained in:
bsongis
2012-02-01 13:54:14 +00:00
parent 8d0265cd3e
commit 1ef48ee323
2 changed files with 97 additions and 114 deletions
+92 -113
View File
@@ -12,9 +12,7 @@
*
*/
#include "er9x.h"
#include "open9x.h"
#if defined(PCBV4)
#define SPEAKER_OFF TCCR0A &= ~(1<<COM0A0) // tone off
@@ -48,16 +46,6 @@ void audioQueue::aqinit()
#ifdef FRSKY
frskySample = 0;
#endif
//flush queue on init!
for(uint8_t x = 0; x < AUDIO_QUEUE_LENGTH; x++){
queueToneFreq[x] = 0;
queueToneFreqIncr[x] = 0;
queueToneLength[x] = 0;
queueTonePause[x] = 0;
queueToneRepeat[x] = 0;
}
}
bool audioQueue::busy()
@@ -65,12 +53,12 @@ bool audioQueue::busy()
return (toneTimeLeft > 0);
}
/* TODO to be added when needed
#if 0
bool audioQueue::freeslots(uint8_t slots)
{
return AUDIO_QUEUE_LENGTH - ((t_queueWidx + AUDIO_QUEUE_LENGTH - t_queueRidx) % AUDIO_QUEUE_LENGTH) >= slots;
}
*/
#endif
// heartbeat is responsibile for issueing the audio tones and general square waves
// it is essentially the life of the class.
@@ -143,14 +131,6 @@ void audioQueue::playNow(uint8_t tFreq, uint8_t tLen, uint8_t tPause,
uint8_t tRepeat, uint8_t tHaptic, int8_t tFreqIncr)
{
if (g_eeGeneral.beeperVal) {
//required or you cannot do haptic only events
if(tFreq == 0){
toneFreq = 0;
} else {
toneFreq = tFreq + g_eeGeneral.speakerPitch + BEEP_OFFSET; // add pitch compensator
}
toneFreq = (tFreq ? tFreq + g_eeGeneral.speakerPitch + BEEP_OFFSET : 0); // add pitch compensator
toneTimeLeft = getToneLength(tLen);
tonePause = tPause;
@@ -171,24 +151,18 @@ void audioQueue::playASAP(uint8_t tFreq, uint8_t tLen, uint8_t tPause,
uint8_t tRepeat, uint8_t tHaptic, int8_t tFreqIncr)
{
if (g_eeGeneral.beeperVal) {
//required or you cannot do haptic only events
if(tFreq == 0){
queueToneFreq[t_queueWidx] = 0;
} else {
queueToneFreq[t_queueWidx] = tFreq + g_eeGeneral.speakerPitch + BEEP_OFFSET; // add pitch compensator
}
queueToneFreq[t_queueWidx] = (tFreq ? tFreq + g_eeGeneral.speakerPitch + BEEP_OFFSET : 0); // add pitch compensator
queueToneLength[t_queueWidx] = getToneLength(tLen);
queueTonePause[t_queueWidx] = tPause;
uint8_t next_queueWidx = (t_queueWidx + 1) % AUDIO_QUEUE_LENGTH;
if (next_queueWidx != t_queueRidx) {
queueToneFreq[t_queueWidx] = (tFreq ? tFreq + g_eeGeneral.speakerPitch + BEEP_OFFSET : 0); // add pitch compensator
queueToneLength[t_queueWidx] = getToneLength(tLen);
queueTonePause[t_queueWidx] = tPause;
#if defined(HAPTIC)
queueToneHaptic[t_queueWidx] = tHaptic;
queueToneHaptic[t_queueWidx] = tHaptic;
#endif
queueToneRepeat[t_queueWidx] = tRepeat;
queueToneFreqIncr[t_queueWidx] = tFreqIncr;
t_queueWidx = (t_queueWidx + 1) % AUDIO_QUEUE_LENGTH;
queueToneRepeat[t_queueWidx] = tRepeat;
queueToneFreqIncr[t_queueWidx] = tFreqIncr;
t_queueWidx = next_queueWidx;
}
}
}
@@ -206,75 +180,75 @@ void audioQueue::frskyeventSample(uint8_t e)
void audioQueue::frskyevent(uint8_t e)
{
// example playASAP(tStart,tLen,tPause,tRepeat,tHaptic,tEnd);
switch(e) {
case AU_FRSKY_WARN1:
playASAP(BEEP_DEFAULT_FREQ+20,15,5,2,1);
break;
case AU_FRSKY_WARN2:
playASAP(BEEP_DEFAULT_FREQ+30,15,5,2,1);
break;
case AU_FRSKY_CHEEP:
playASAP(BEEP_DEFAULT_FREQ+30,10,2,2,1,2);
break;
case AU_FRSKY_RING:
playASAP(BEEP_DEFAULT_FREQ+25,5,2,10,1);
playASAP(BEEP_DEFAULT_FREQ+25,5,10,1,1);
playASAP(BEEP_DEFAULT_FREQ+25,5,2,10,1);
break;
case AU_FRSKY_SCIFI:
playASAP(80,10,3,2,0,-1);
playASAP(60,10,3,2,0,1);
playASAP(70,10,1,0,2);
break;
case AU_FRSKY_ROBOT:
playASAP(70,5,1,1,1);
playASAP(50,15,2,1,1);
playASAP(80,15,2,1,1);
break;
case AU_FRSKY_CHIRP:
playASAP(BEEP_DEFAULT_FREQ+40,5,1,2,1);
playASAP(BEEP_DEFAULT_FREQ+54,5,1,3,1);
break;
case AU_FRSKY_TADA:
playASAP(50,5,5);
playASAP(90,5,5);
playASAP(110,3,4,2);
break;
case AU_FRSKY_CRICKET:
playASAP(80,5,10,3,1);
playASAP(80,5,20,1,1);
playASAP(80,5,10,3,1);
break;
case AU_FRSKY_SIREN:
playASAP(10,20,5,2,1,1);
break;
case AU_FRSKY_ALARMC:
playASAP(50,4,10,2,1);
playASAP(70,8,20,1,1);
playASAP(50,8,10,2,1);
playASAP(70,4,20,1,1);
break;
case AU_FRSKY_RATATA:
playASAP(BEEP_DEFAULT_FREQ+50,5,10,10,1);
break;
case AU_FRSKY_TICK:
playASAP(BEEP_DEFAULT_FREQ+50,5,50,2,1);
break;
case AU_FRSKY_HAPTIC1:
playASAP(0,20,10,1,1);
break;
case AU_FRSKY_HAPTIC2:
playASAP(0,20,10,2,1);
break;
case AU_FRSKY_HAPTIC3:
playASAP(0,20,10,3,1);
break;
default:
break;
if (empty()) {
// example playASAP(tStart,tLen,tPause,tRepeat,tHaptic,tEnd);
switch(e) {
case AU_FRSKY_WARN1:
playASAP(BEEP_DEFAULT_FREQ+20,15,5,2,1);
break;
case AU_FRSKY_WARN2:
playASAP(BEEP_DEFAULT_FREQ+30,15,5,2,1);
break;
case AU_FRSKY_CHEEP:
playASAP(BEEP_DEFAULT_FREQ+30,10,2,2,1,2);
break;
case AU_FRSKY_RING:
playASAP(BEEP_DEFAULT_FREQ+25,5,2,10,1);
playASAP(BEEP_DEFAULT_FREQ+25,5,10,1,1);
playASAP(BEEP_DEFAULT_FREQ+25,5,2,10,1);
break;
case AU_FRSKY_SCIFI:
playASAP(80,10,3,2,0,-1);
playASAP(60,10,3,2,0,1);
playASAP(70,10,1,0,2);
break;
case AU_FRSKY_ROBOT:
playASAP(70,5,1,1,1);
playASAP(50,15,2,1,1);
playASAP(80,15,2,1,1);
break;
case AU_FRSKY_CHIRP:
playASAP(BEEP_DEFAULT_FREQ+40,5,1,2,1);
playASAP(BEEP_DEFAULT_FREQ+54,5,1,3,1);
break;
case AU_FRSKY_TADA:
playASAP(50,5,5);
playASAP(90,5,5);
playASAP(110,3,4,2);
break;
case AU_FRSKY_CRICKET:
playASAP(80,5,10,3,1);
playASAP(80,5,20,1,1);
playASAP(80,5,10,3,1);
break;
case AU_FRSKY_SIREN:
playASAP(10,20,5,2,1,1);
break;
case AU_FRSKY_ALARMC:
playASAP(50,4,10,2,1);
playASAP(70,8,20,1,1);
playASAP(50,8,10,2,1);
playASAP(70,4,20,1,1);
break;
case AU_FRSKY_RATATA:
playASAP(BEEP_DEFAULT_FREQ+50,5,10,10,1);
break;
case AU_FRSKY_TICK:
playASAP(BEEP_DEFAULT_FREQ+50,5,50,2,1);
break;
case AU_FRSKY_HAPTIC1:
playASAP(0,20,10,1,1);
break;
case AU_FRSKY_HAPTIC2:
playASAP(0,20,10,2,1);
break;
case AU_FRSKY_HAPTIC3:
playASAP(0,20,10,3,1);
break;
default:
break;
}
}
}
#endif
@@ -286,9 +260,11 @@ void audioQueue::event(uint8_t e, uint8_t f) {
//startup tune
// case 0:
case AU_TADA:
playASAP(50, 10, 5);
playASAP(90, 10, 5);
playASAP(110, 5, 4, 2);
if (empty()) {
playASAP(50, 10, 5);
playASAP(90, 10, 5);
playASAP(110, 5, 4, 2);
}
break;
//warning one
@@ -411,8 +387,10 @@ void audioQueue::event(uint8_t e, uint8_t f) {
//low battery in tx
//case 19:
case AU_TX_BATTERY_LOW:
playASAP(60, 20, 3, 2, 0, 1);
playASAP(80, 20, 3, 2, 1, -1);
if (empty()) {
playASAP(60, 20, 3, 2, 0, 1);
playASAP(80, 20, 3, 2, 1, -1);
}
break;
default:
@@ -420,6 +398,7 @@ void audioQueue::event(uint8_t e, uint8_t f) {
}
}
void audioDefevent(uint8_t e) {
void audioDefevent(uint8_t e)
{
audio.event(e, BEEP_DEFAULT_FREQ);
}
+5 -1
View File
@@ -159,7 +159,11 @@ inline void driver() {
// it is essentially the life of the class.
void heartbeat();
// TODO bool freeslots(uint8_t slots);
// bool freeslots(uint8_t slots);
inline bool empty() {
return (t_queueRidx == t_queueWidx);
}
protected:
void aqinit(); // To stop constructor being compiled twice