Bug fix in audio - playASAP sending 1 to many events. So a request for 3 beeps would play 4 etc..
Fix in haptic to do correct number of vibrations on time count down.
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+1
-1
@@ -145,7 +145,7 @@ void audioQueue::playASAP(uint8_t tFreq, uint8_t tLen, uint8_t tPause,
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queueToneFreq[t_queueWidx] = ((s_beeper && 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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queueToneRepeat[t_queueWidx] = tRepeat;
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queueToneRepeat[t_queueWidx] = tRepeat -1;
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queueToneFreqIncr[t_queueWidx] = tFreqIncr;
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t_queueWidx = next_queueWidx;
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}
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+13
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@@ -94,8 +94,14 @@ inline void hapticAudioEvent(uint8_t e)
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{
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if (g_eeGeneral.hapticMode>=-1 && e<=AU_ERROR)
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hapticDefevent(1);
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else if (e == AU_TIMER_30)
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hapticDefevent(3);
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else if (e == AU_TIMER_20)
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hapticDefevent(2);
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else if (e == AU_TIMER_10)
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hapticDefevent(1);
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else if (g_eeGeneral.hapticMode==0 && e>=AU_WARNING1)
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hapticDefevent(1);
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hapticDefevent(1);
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else if (g_eeGeneral.hapticMode>0)
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hapticDefevent(0);
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}
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@@ -104,6 +110,12 @@ inline void hapticBeepEvent(uint8_t e)
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{
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if (g_eeGeneral.hapticMode>=-1 && e>=3)
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hapticDefevent(1);
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else if (e == AU_TIMER_30)
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hapticDefevent(3);
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else if (e == AU_TIMER_20)
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hapticDefevent(2);
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else if (e == AU_TIMER_10)
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hapticDefevent(1);
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else if (g_eeGeneral.hapticMode==0 && e>0)
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hapticDefevent(1);
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else if (g_eeGeneral.hapticMode>0)
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