Audio port from er9x (thanks Rob!)

This commit is contained in:
bsongis
2012-01-26 20:15:45 +00:00
parent be6385bf2f
commit a8ec3ddaa7
19 changed files with 1076 additions and 264 deletions
+601
View File
@@ -0,0 +1,601 @@
/*
* Author - Rob Thomson <rob@marotori.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License version 2 as
* published by the Free Software Foundation.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
*/
#include "open9x.h"
audioQueue::audioQueue()
{
aqinit();
}
void audioQueue::aqinit()
{
//make sure haptic off by default
HAPTIC_OFF;
//initialize all arrays
flushqueue(0);
//set key vars to 0 to ensure no garbage
toneFreq = 0;
toneFreqEnd = 0;
toneRepeat = 0;
toneTimeLeft = 0;
queueState = 0;
toneRepeatCnt = 0;
inToneRepeat = 0;
hapticTick = 0;
#ifdef FRSKY
frskySample = 0;
#endif
heartbeatTimer = 0;
flushTemp();
}
bool audioQueue::busy()
{
if (toneTimeLeft > 0) {
return true;
}
else {
return false;
}
}
bool audioQueue::freeslots(uint8_t slots)
{
//find out if enough queue space exists to add the requested routine!
for (uint8_t i = AUDIO_QUEUE_LENGTH; i--;) {
slots--;
if (slots == 0) {
break;
} //only loop for the number of items indicated in slots
if (queueToneStart[i] != 0) {
return false;
break;
}
}
return true;
}
void audioQueue::commit(uint8_t toneInterupt)
{
if (toneInterupt == 0) {
//queued events
if (freeslots(3)) { //do not insert into the queue if less than 3 spare slots! this stops sound collitions from occuring
for (uint8_t i = 0; i < AUDIO_QUEUE_LENGTH; i++) {
if (queueToneStart[i] == 0) { //add to the first entry that has a start tone of zero (no sound)
queueToneStart[i] = t_queueToneStart;
queueToneEnd[i] = t_queueToneEnd;
queueToneLength[i] = t_queueToneLength;
queueTonePause[i] = t_queueTonePause;
queueToneRepeat[i] = t_queueToneRepeat;
queueToneHaptic[i] = t_queueToneHaptic;
flushTemp();
break;
}
}
}
}
else {
//interrupt events
queueToneStart[0] = t_queueToneStart;
queueToneEnd[0] = t_queueToneEnd;
queueToneLength[0] = t_queueToneLength;
queueTonePause[0] = t_queueTonePause;
queueToneRepeat[0] = t_queueToneRepeat;
queueToneHaptic[0] = t_queueToneHaptic;
flushqueue(1); //purge queue on interrupt events to stop broken audio
flushTemp();
}
}
void audioQueue::flushqueue(uint8_t startpos)
{
for (; startpos < AUDIO_QUEUE_LENGTH; startpos++) {
queueToneStart[startpos] = 0;
queueToneEnd[startpos] = 0;
queueToneLength[startpos] = 0;
queueTonePause[startpos] = 0;
queueToneRepeat[startpos] = 0;
queueToneHaptic[startpos] = 0;
}
}
//set all temporary buffers to default
void audioQueue::flushTemp()
{
t_queueToneStart = 0;
t_queueToneEnd = 0;
t_queueToneLength = 0;
t_queueTonePause = 0;
t_queueToneRepeat = 0;
t_queueToneHaptic = 0;
rateOfChange = 0;
toneHaptic = 0;
}
void audioQueue::restack()
{
for (uint8_t i = 0; i < AUDIO_QUEUE_LENGTH - 1; i++) {
queueToneStart[i] = queueToneStart[i + 1];
queueToneEnd[i] = queueToneEnd[i + 1];
queueToneLength[i] = queueToneLength[i + 1];
queueTonePause[i] = queueTonePause[i + 1];
queueToneRepeat[i] = queueToneRepeat[i + 1];
queueToneHaptic[i] = queueToneHaptic[i + 1];
}
flushqueue(AUDIO_QUEUE_LENGTH - 1); //set the last entry to 0 as nothing in stack to add too!
}
//heartbeat is responsibile for issueing the audio tones and general square waves
// it is essentially the life of the class.
void audioQueue::heartbeat()
{
uint8_t z; //direction calulations
uint8_t hTimer; //heartbeat timer
if (queueState == 1) {
if (g_eeGeneral.beeperVal > 0) {
//never do sounds if we are set to go quiet
#if 0
switch (g_eeGeneral.speakerMode) {
case 0:
//stock beeper. simply turn port on for x time!
if (toneTimeLeft > 0) {
#if defined (PCBV3)
TCCR0A &= ~(0b01<<COM0A0);
#else
PORTE |= (1 << OUT_E_BUZZER); // speaker output 'high'
#endif
}
else {
#if defined (PCVV3)
TCCR0A &= ~(0b01<<COM0A0);
#else
PORTE &= ~(1 << OUT_E_BUZZER); // speaker output 'low'
#endif
}
break;
case 1:
#endif
//square wave generator use for speaker mod
//simply generates a square wave for toneFreq for
//as long as the toneTimeLeft is more than 0
static uint8_t toneCounter;
if (toneTimeLeft > 0) {
toneCounter += toneFreq;
if ((toneCounter & 0x80) == 0x80) {
#if defined (PCBV3)
TCCR0A &= ~(0b01<<COM0A0);
#else
PORTE |= (1 << OUT_E_BUZZER); // speaker output 'high'
#endif
}
else {
#if defined (PCVV3)
TCCR0A &= ~(0b01<<COM0A0);
#else
PORTE &= ~(1 << OUT_E_BUZZER); // speaker output 'low'
#endif
}
}
else {
#if defined (PCVV3)
TCCR0A &= ~(0b01<<COM0A0);
#else
PORTE &= ~(1 << OUT_E_BUZZER); // speaker output 'low'
#endif
}
#if 0
break;
case 2:
//PCMWav
break;
}
#endif
}
uint8_t hapticStrength = g_eeGeneral.hapticStrength;
if (toneHaptic == 1) {
if ((hapticTick <= hapticStrength - 1) && hapticStrength > 0) {
HAPTIC_ON; // haptic output 'high'
hapticTick++;
}
else {
HAPTIC_OFF; //haptic output low
hapticTick = 0;
}
}
else {
HAPTIC_OFF; // haptic output 'low'
}
}
else {
PORTE &= ~(1 << OUT_E_BUZZER); // speaker output 'low'
HAPTIC_OFF;
}
//step through array checking if we have any tones to play
//next heartbeat will play whatever we put in queue
if ((queueToneStart[0] > 0 || queueToneHaptic[0] == 1) && toneTimeLeft <= 0
&& queueState == 0) {
if (queueToneEnd[0] > 0 && queueToneEnd[0] != queueToneStart[0]) {
if (queueToneStart[0] > queueToneEnd[0]) { //tone going down
z = queueToneStart[0] - queueToneEnd[0];
rateOfChange = -2;
}
else { //tone going up
z = queueToneEnd[0] - queueToneStart[0];
rateOfChange = 2;
}
if (queueToneStart[0] > 0) {
toneFreq = queueToneStart[0] + g_eeGeneral.speakerPitch + BEEP_OFFSET; // add pitch compensator
}
else {
toneFreq = queueToneStart[0]; // done so hapticOnly option can work
}
toneFreqEnd = queueToneEnd[0] + g_eeGeneral.speakerPitch + BEEP_OFFSET;
toneTimeLeft = z;
tonePause = queueTonePause[0];
toneRepeat = queueToneRepeat[0];
toneHaptic = queueToneHaptic[0];
}
else {
//simple tone handler
if (queueToneStart[0] > 0) {
toneFreq = (queueToneStart[0] + g_eeGeneral.speakerPitch) + BEEP_OFFSET; // add pitch compensator
}
else {
toneFreq = queueToneStart[0];
}
rateOfChange = 0;
toneFreqEnd = 0;
toneTimeLeft = queueToneLength[0];
tonePause = queueTonePause[0];
toneRepeat = queueToneRepeat[0];
toneHaptic = queueToneHaptic[0];
}
queueState = 1;
if (toneRepeat != 0 && inToneRepeat == 0) {
inToneRepeat = 1;
toneRepeatCnt = toneRepeat;
}
if (inToneRepeat == 1) {
toneRepeatCnt--;
if (toneRepeatCnt <= 0) {
inToneRepeat = 0;
restack();
}
}
else {
restack();
}
}
hTimer = AUDIO_QUEUE_HEARTBEAT_NORM; // default
if (g_eeGeneral.beeperVal == 2) {
//xshort
hTimer = AUDIO_QUEUE_HEARTBEAT_XSHORT;
}
else if (g_eeGeneral.beeperVal == 3) {
//short
hTimer = AUDIO_QUEUE_HEARTBEAT_SHORT;
}
else if (g_eeGeneral.beeperVal == 5) {
//long
hTimer = AUDIO_QUEUE_HEARTBEAT_LONG;
}
else if (g_eeGeneral.beeperVal == 6) {
//xlong
hTimer = AUDIO_QUEUE_HEARTBEAT_XLONG;
}
heartbeatTimer++;
if (heartbeatTimer >= hTimer) {
heartbeatTimer = 0;
if (queueState == 1) {
if (toneTimeLeft > 0) {
toneFreq += rateOfChange; // -2, 0 or 2
toneTimeLeft--; //time gets counted down
}
if (toneTimeLeft <= 0) {
if (tonePause-- <= 0) {
queueState = 0;
}
}
}
}
}
void audioQueue::playNow(uint8_t tStart, uint8_t tLen, uint8_t tPause,
uint8_t tRepeat, uint8_t tHaptic, uint8_t tEnd)
{
t_queueToneStart = tStart;
t_queueToneLength = tLen;
t_queueTonePause = tPause;
t_queueToneHaptic = tHaptic;
t_queueToneRepeat = tRepeat;
t_queueToneEnd = tEnd;
commit(1);
}
void audioQueue::playASAP(uint8_t tStart, uint8_t tLen, uint8_t tPause,
uint8_t tRepeat, uint8_t tHaptic, uint8_t tEnd)
{
t_queueToneStart = tStart;
t_queueToneLength = tLen;
t_queueTonePause = tPause;
t_queueToneHaptic = tHaptic;
t_queueToneRepeat = tRepeat;
t_queueToneEnd = tEnd;
commit(0);
}
#ifdef FRSKY
//this is done so the menu selections only plays tone once!
void audioQueue::frskyeventSample(uint8_t e) {
if(frskySample != e) {
aqinit(); //flush the queue
frskyevent(e);
frskySample = 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+20,25,5,2,1);
break;
case AU_FRSKY_WARN2:
playASAP(BEEP_DEFAULT_FREQ+30,25,5,2,1);
break;
case AU_FRSKY_CHEEP:
playASAP(BEEP_DEFAULT_FREQ+30,20,2,2,1,BEEP_DEFAULT_FREQ+25);
break;
case AU_FRSKY_RING:
playASAP(BEEP_DEFAULT_FREQ+25,2,2,10,1);
playASAP(BEEP_DEFAULT_FREQ+25,2,10,1,1);
playASAP(BEEP_DEFAULT_FREQ+25,2,2,10,1);
break;
case AU_FRSKY_SCIFI:
playASAP(80,4,3,2,0,70);
playASAP(60,4,3,2,0,70);
playASAP(70,2,1,0,2);
break;
case AU_FRSKY_ROBOT:
playASAP(70,2,1,1,1);
playASAP(50,6,2,1,1);
playASAP(80,6,2,1,1);
break;
case AU_FRSKY_CHIRP:
playASAP(BEEP_DEFAULT_FREQ+40,2,1,2,1);
playASAP(BEEP_DEFAULT_FREQ+54,2,1,3,1);
break;
case AU_FRSKY_TADA:
playASAP(50,10,5);
playASAP(90,10,5);
playASAP(110,6,4,2);
break;
case AU_FRSKY_CRICKET:
playASAP(80,1,10,3,1);
playASAP(80,1,20,1,1);
playASAP(80,1,10,3,1);
break;
case AU_FRSKY_SIREN:
playASAP(10,5,5,2,1,40);
break;
case AU_FRSKY_ALARMC:
playASAP(50,5,10,2,1);
playASAP(70,5,20,1,1);
playASAP(50,5,10,2,1);
playASAP(70,5,20,1,1);
break;
case AU_FRSKY_RATATA:
playASAP(BEEP_DEFAULT_FREQ+50,2,10,10,1);
break;
case AU_FRSKY_TICK:
playASAP(BEEP_DEFAULT_FREQ+50,2,50,2,1);
break;
case AU_FRSKY_HAPTIC1:
playASAP(0,2,10,1,1);
break;
case AU_FRSKY_HAPTIC2:
playASAP(0,2,10,2,1);
break;
case AU_FRSKY_HAPTIC3:
playASAP(0,2,10,3,1);
break;
default:
break;
}
}
#endif
void audioQueue::event(uint8_t e, uint8_t f) {
uint8_t beepVal = g_eeGeneral.beeperVal;
switch (e) {
//startup tune
// case 0:
case AU_TADA:
playASAP(50, 10, 5);
playASAP(90, 10, 5);
playASAP(110, 6, 4, 2);
break;
//warning one
// case 1:
case AU_WARNING1:
playNow(BEEP_DEFAULT_FREQ, 25, 1, 0, 1);
break;
//warning two
//case 2:
case AU_WARNING2:
playNow(BEEP_DEFAULT_FREQ, 34, 1, 0, 1);
break;
//warning three
//case 3:
case AU_WARNING3:
playNow(BEEP_DEFAULT_FREQ, 15, 1, 0, 1);
break;
//error
//case 4:
case AU_ERROR:
playNow(BEEP_DEFAULT_FREQ, 30, 1, 0, 1);
break;
//keypad up (seems to be used when going left/right through system menu options. 0-100 scales etc)
//case 5:
case AU_KEYPAD_UP:
if (beepVal != BEEP_NOKEYS) {
playNow(BEEP_KEY_UP_FREQ, 2, 1);
}
break;
//keypad down (seems to be used when going left/right through system menu options. 0-100 scales etc)
//case 6:
case AU_KEYPAD_DOWN:
if (beepVal != BEEP_NOKEYS) {
playNow(BEEP_KEY_DOWN_FREQ, 2, 1);
}
break;
//trim sticks move
//case 7:
case AU_TRIM_MOVE:
//if(beepVal != BEEP_NOKEYS){
playNow(f, 2, 1);
//}
break;
//trim sticks center
//case 8:
case AU_TRIM_MIDDLE:
//if(beepVal != BEEP_NOKEYS){
playNow(BEEP_DEFAULT_FREQ, 10, 2, 0, 1);
//}
break;
//menu display (also used by a few generic beeps)
//case 9:
case AU_MENUS:
if (beepVal != BEEP_NOKEYS) {
playNow(BEEP_DEFAULT_FREQ, 2, 2, 0, 1);
}
break;
//pot/stick center
//case 10:
case AU_POT_STICK_MIDDLE:
playNow(BEEP_DEFAULT_FREQ + 50, 3, 1, 0, 1);
break;
//mix warning 1
//case 11:
case AU_MIX_WARNING_1:
playNow(BEEP_DEFAULT_FREQ + 50, 2, 1, 1, 1);
break;
//mix warning 2
//case 12:
case AU_MIX_WARNING_2:
playNow(BEEP_DEFAULT_FREQ + 52, 2, 1, 2, 1);
break;
//mix warning 3
//case 13:
case AU_MIX_WARNING_3:
playNow(BEEP_DEFAULT_FREQ + 54, 2, 1, 3, 1);
break;
//time 30 seconds left
//case 14:
case AU_TIMER_30:
playNow(BEEP_DEFAULT_FREQ + 50, 5, 3, 3, 1);
break;
//time 20 seconds left
//case 15:
case AU_TIMER_20:
playNow(BEEP_DEFAULT_FREQ + 50, 5, 3, 2, 1);
break;
//time 10 seconds left
//case 16:
case AU_TIMER_10:
playNow(BEEP_DEFAULT_FREQ + 50, 5, 3, 1, 1);
break;
//time <3 seconds left
//case 17:
case AU_TIMER_LT3:
playNow(BEEP_DEFAULT_FREQ, 20, 5, 1, 1);
break;
//inactivity timer alert
//case 18:
case AU_INACTIVITY:
playASAP(70, 3, 2);
playASAP(50, 3, 5);
break;
//low battery in tx
//case 19:
case AU_TX_BATTERY_LOW:
playASAP(60, 4, 3, 2, 1, 70);
playASAP(80, 4, 3, 2, 1, 70);
break;
default:
break;
}
}
void audioDefevent(uint8_t e) {
audio.event(e, BEEP_DEFAULT_FREQ);
}