HAPTIC is now a compile option
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+30
-2
@@ -36,7 +36,10 @@ void audioQueue::aqinit()
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queueState = 0;
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toneRepeatCnt = 0;
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inToneRepeat = 0;
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#ifdef HAPTIC
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hapticTick = 0;
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#endif
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#ifdef FRSKY
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frskySample = 0;
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@@ -44,7 +47,6 @@ void audioQueue::aqinit()
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heartbeatTimer = 0;
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flushTemp();
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}
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bool audioQueue::busy()
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@@ -86,7 +88,9 @@ void audioQueue::commit(uint8_t toneInterupt)
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queueToneLength[i] = t_queueToneLength;
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queueTonePause[i] = t_queueTonePause;
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queueToneRepeat[i] = t_queueToneRepeat;
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#ifdef HAPTIC
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queueToneHaptic[i] = t_queueToneHaptic;
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#endif
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flushTemp();
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break;
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}
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@@ -100,7 +104,9 @@ void audioQueue::commit(uint8_t toneInterupt)
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queueToneLength[0] = t_queueToneLength;
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queueTonePause[0] = t_queueTonePause;
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queueToneRepeat[0] = t_queueToneRepeat;
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#ifdef HAPTIC
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queueToneHaptic[0] = t_queueToneHaptic;
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#endif
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flushqueue(1); //purge queue on interrupt events to stop broken audio
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flushTemp();
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@@ -116,7 +122,9 @@ void audioQueue::flushqueue(uint8_t startpos)
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queueToneLength[startpos] = 0;
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queueTonePause[startpos] = 0;
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queueToneRepeat[startpos] = 0;
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#ifdef HAPTIC
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queueToneHaptic[startpos] = 0;
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#endif
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}
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}
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@@ -128,9 +136,13 @@ void audioQueue::flushTemp()
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t_queueToneLength = 0;
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t_queueTonePause = 0;
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t_queueToneRepeat = 0;
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#ifdef HAPTIC
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t_queueToneHaptic = 0;
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#endif
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rateOfChange = 0;
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#ifdef HAPTIC
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toneHaptic = 0;
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#endif
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}
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void audioQueue::restack()
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@@ -141,7 +153,9 @@ void audioQueue::restack()
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queueToneLength[i] = queueToneLength[i + 1];
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queueTonePause[i] = queueTonePause[i + 1];
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queueToneRepeat[i] = queueToneRepeat[i + 1];
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#ifdef HAPTIC
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queueToneHaptic[i] = queueToneHaptic[i + 1];
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#endif
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}
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flushqueue(AUDIO_QUEUE_LENGTH - 1); //set the last entry to 0 as nothing in stack to add too!
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}
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@@ -223,6 +237,7 @@ void audioQueue::heartbeat()
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}
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#ifdef HAPTIC
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uint8_t hapticStrength = g_eeGeneral.hapticStrength;
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if (toneHaptic == 1) {
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if ((hapticTick <= hapticStrength - 1) && hapticStrength > 0) {
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@@ -237,6 +252,7 @@ void audioQueue::heartbeat()
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else {
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HAPTIC_OFF; // haptic output 'low'
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}
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#endif
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}
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else {
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@@ -246,7 +262,11 @@ void audioQueue::heartbeat()
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//step through array checking if we have any tones to play
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//next heartbeat will play whatever we put in queue
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if ((queueToneStart[0] > 0 || queueToneHaptic[0] == 1) && toneTimeLeft <= 0
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if ((queueToneStart[0] > 0
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#ifdef HAPTIC
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|| queueToneHaptic[0] == 1
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#endif
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) && toneTimeLeft <= 0
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&& queueState == 0) {
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if (queueToneEnd[0] > 0 && queueToneEnd[0] != queueToneStart[0]) {
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if (queueToneStart[0] > queueToneEnd[0]) { //tone going down
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@@ -267,7 +287,9 @@ void audioQueue::heartbeat()
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toneTimeLeft = z;
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tonePause = queueTonePause[0];
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toneRepeat = queueToneRepeat[0];
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#ifdef HAPTIC
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toneHaptic = queueToneHaptic[0];
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#endif
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}
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else {
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//simple tone handler
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@@ -282,7 +304,9 @@ void audioQueue::heartbeat()
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toneTimeLeft = queueToneLength[0];
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tonePause = queueTonePause[0];
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toneRepeat = queueToneRepeat[0];
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#ifdef HAPTIC
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toneHaptic = queueToneHaptic[0];
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#endif
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}
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queueState = 1;
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if (toneRepeat != 0 && inToneRepeat == 0) {
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@@ -348,7 +372,9 @@ void audioQueue::playNow(uint8_t tStart, uint8_t tLen, uint8_t tPause,
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t_queueToneStart = tStart;
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t_queueToneLength = tLen;
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t_queueTonePause = tPause;
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#ifdef HAPTIC
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t_queueToneHaptic = tHaptic;
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#endif
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t_queueToneRepeat = tRepeat;
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t_queueToneEnd = tEnd;
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commit(1);
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@@ -360,7 +386,9 @@ void audioQueue::playASAP(uint8_t tStart, uint8_t tLen, uint8_t tPause,
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t_queueToneStart = tStart;
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t_queueToneLength = tLen;
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t_queueTonePause = tPause;
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#ifdef HAPTIC
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t_queueToneHaptic = tHaptic;
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#endif
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t_queueToneRepeat = tRepeat;
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t_queueToneEnd = tEnd;
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commit(0);
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