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