Haptic function by Rob should now be finished. SD card Model archive function.
This commit is contained in:
+51
-122
@@ -40,20 +40,8 @@ audioQueue::audioQueue()
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t_queueRidx = 0;
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t_queueWidx = 0;
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#ifdef HAPTIC
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hapticTick = 0;
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hapticSpinUpTime = 0;
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#endif
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}
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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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#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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// it is called every 10ms
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@@ -70,27 +58,8 @@ void audioQueue::heartbeat()
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toneFreqIncr * 61 / 2)) {
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toneTimeLeft = 0; //time gets counted down
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}
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#if defined(HAPTIC)
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if (toneHaptic) {
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hapticOn((g_eeGeneral.hapticStrength * 2) * 10);
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hapticSpinUpTime = HAPTIC_SPINUP; //min time haptic runs for. Might be worth a config option in system prefs to allow user to set to suit motor?
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}
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#endif
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}
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else {
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#if defined(HAPTIC)
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if(hapticSpinUpTime > 0){
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hapticSpinUpTime--;
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} else {
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hapticOff();
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}
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#endif
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if (tonePause) {
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if (queueTone(0, tonePause * 10, 0)) {
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tonePause = 0; //time gets counted down
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@@ -102,8 +71,6 @@ void audioQueue::heartbeat()
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toneTimeLeft = queueToneLength[t_queueRidx];
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toneFreqIncr = queueToneFreqIncr[t_queueRidx];
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tonePause = queueTonePause[t_queueRidx];
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toneHaptic = queueToneHaptic[t_queueRidx];
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hapticTick = 0;
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if (!queueToneRepeat[t_queueRidx]--) {
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t_queueRidx = (t_queueRidx + 1) % AUDIO_QUEUE_LENGTH;
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}
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@@ -120,23 +87,10 @@ void audioQueue::heartbeat()
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#endif
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toneTimeLeft--; //time gets counted down
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toneFreq += toneFreqIncr;
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#if defined(HAPTIC)
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if (toneHaptic){
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if (hapticTick-- > 0) {
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HAPTIC_ON; // haptic output 'high'
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}
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else {
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HAPTIC_OFF; // haptic output 'low'
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hapticTick = g_eeGeneral.hapticStrength;
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}
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}
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#endif
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}
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else {
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SPEAKER_OFF;
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HAPTIC_OFF;
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if (tonePause > 0) {
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tonePause--;
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}
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@@ -145,9 +99,7 @@ void audioQueue::heartbeat()
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toneTimeLeft = queueToneLength[t_queueRidx];
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toneFreqIncr = queueToneFreqIncr[t_queueRidx];
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tonePause = queueTonePause[t_queueRidx];
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#if defined(HAPTIC)
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toneHaptic = queueToneHaptic[t_queueRidx];
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#endif
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if (!queueToneRepeat[t_queueRidx]--) {
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t_queueRidx = (t_queueRidx + 1) % AUDIO_QUEUE_LENGTH;
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}
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@@ -169,38 +121,30 @@ inline uint8_t audioQueue::getToneLength(uint8_t tLen)
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}
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bool s_beeper;
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#if defined(HAPTIC)
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bool s_haptic;
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#endif
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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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uint8_t tRepeat, int8_t tFreqIncr)
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{
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toneFreq = ((s_beeper && 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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#if defined(HAPTIC)
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toneHaptic = s_haptic ? tHaptic : 0;
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#endif
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toneFreqIncr = tFreqIncr;
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t_queueWidx = t_queueRidx;
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if (tRepeat) {
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playASAP(tFreq, tLen, tPause, tRepeat-1, tHaptic, tFreqIncr);
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playASAP(tFreq, tLen, tPause, tRepeat-1, tFreqIncr);
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}
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}
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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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uint8_t tRepeat, int8_t tFreqIncr)
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{
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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] = ((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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#if defined(HAPTIC)
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queueToneHaptic[t_queueWidx] = s_haptic ? tHaptic : 0;
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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 = next_queueWidx;
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@@ -210,9 +154,6 @@ void audioQueue::playASAP(uint8_t tFreq, uint8_t tLen, uint8_t tPause,
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void audioQueue::event(uint8_t e, uint8_t f)
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{
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s_beeper = (g_eeGeneral.beeperMode>0 || (g_eeGeneral.beeperMode==0 && e>=AU_WARNING1) || (g_eeGeneral.beeperMode>=-1 && e<=AU_ERROR));
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#if defined(HAPTIC)
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s_haptic = (g_eeGeneral.hapticMode>0 || (g_eeGeneral.hapticMode==0 && e>=AU_WARNING1) || (g_eeGeneral.hapticMode>=-1 && e<=AU_ERROR));
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#endif
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if (g_eeGeneral.flashBeep && (e <= AU_ERROR || e >= AU_WARNING1)) g_LightOffCounter = FLASH_DURATION; // we got an event do we need to flash the display ?
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if (e < AU_FRSKY_FIRST || empty()) {
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switch (e) {
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@@ -223,25 +164,25 @@ void audioQueue::event(uint8_t e, uint8_t f)
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// low battery in tx
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case AU_TX_BATTERY_LOW:
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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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playASAP(60, 20, 3, 2, 1);
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playASAP(80, 20, 3, 2, -1);
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}
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break;
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// error
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case AU_ERROR:
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playNow(BEEP_DEFAULT_FREQ, 40, 1, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 40, 1, 0);
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break;
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// keypad up (seems to be used when going left/right through system menu options. 0-100 scales etc)
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case AU_KEYPAD_UP:
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playNow(BEEP_KEY_UP_FREQ, 10, 1, 0, 1);
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playNow(BEEP_KEY_UP_FREQ, 10, 1, 0);
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break;
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// keypad down (seems to be used when going left/right through system menu options. 0-100 scales etc)
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case AU_KEYPAD_DOWN:
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playNow(BEEP_KEY_DOWN_FREQ, 10, 1, 0, 1);
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playNow(BEEP_KEY_DOWN_FREQ, 10, 1, 0);
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break;
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// menu display (also used by a few generic beeps)
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case AU_MENUS:
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playNow(BEEP_DEFAULT_FREQ, 10, 2, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 10, 2, 0);
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break;
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// trim move
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case AU_TRIM_MOVE:
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@@ -249,19 +190,19 @@ void audioQueue::event(uint8_t e, uint8_t f)
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break;
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// trim center
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case AU_TRIM_MIDDLE:
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playNow(BEEP_DEFAULT_FREQ, 10, 2, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 10, 2, 0);
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break;
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// warning one
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case AU_WARNING1:
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playNow(BEEP_DEFAULT_FREQ, 10, 1, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 10, 1, 0);
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break;
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// warning two
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case AU_WARNING2:
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playNow(BEEP_DEFAULT_FREQ, 20, 1, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 20, 1, 0);
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break;
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// warning three
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case AU_WARNING3:
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playNow(BEEP_DEFAULT_FREQ, 30, 1, 0, 1);
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playNow(BEEP_DEFAULT_FREQ, 30, 1, 0);
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break;
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// startup tune
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case AU_TADA:
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@@ -271,63 +212,63 @@ void audioQueue::event(uint8_t e, uint8_t f)
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break;
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// pot/stick center
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case AU_POT_STICK_MIDDLE:
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playNow(BEEP_DEFAULT_FREQ + 50, 10, 1, 0, 0);
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playNow(BEEP_DEFAULT_FREQ + 50, 10, 1, 0);
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break;
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// mix warning 1
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case AU_MIX_WARNING_1:
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playNow(BEEP_DEFAULT_FREQ + 50, 6, 0, 0, 1);
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playNow(BEEP_DEFAULT_FREQ + 50, 6, 0, 0);
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break;
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// mix warning 2
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case AU_MIX_WARNING_2:
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playNow(BEEP_DEFAULT_FREQ + 52, 6, 0, 0, 1);
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playNow(BEEP_DEFAULT_FREQ + 52, 6, 0, 0);
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break;
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// mix warning 3
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case AU_MIX_WARNING_3:
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playNow(BEEP_DEFAULT_FREQ + 54, 6, 0, 0, 1);
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playNow(BEEP_DEFAULT_FREQ + 54, 6, 0, 0);
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break;
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// time 30 seconds left
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case AU_TIMER_30:
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 3, 1);
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 3);
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break;
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// time 20 seconds left
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case AU_TIMER_20:
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 2, 1);
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 2);
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break;
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// time 10 seconds left
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case AU_TIMER_10:
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 1, 1);
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playNow(BEEP_DEFAULT_FREQ + 50, 15, 3, 1);
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break;
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// time <3 seconds left
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case AU_TIMER_LT3:
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playNow(BEEP_DEFAULT_FREQ, 20, 25, 1, 1);
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playNow(BEEP_DEFAULT_FREQ, 20, 25, 1);
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break;
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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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playASAP(BEEP_DEFAULT_FREQ+20,15,5,2);
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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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playASAP(BEEP_DEFAULT_FREQ+30,15,5,2);
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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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playASAP(BEEP_DEFAULT_FREQ+30,10,2,2,2);
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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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playASAP(BEEP_DEFAULT_FREQ+25,5,2,10);
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playASAP(BEEP_DEFAULT_FREQ+25,5,10,1);
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playASAP(BEEP_DEFAULT_FREQ+25,5,2,10);
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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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playASAP(80,10,3,2,-1);
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playASAP(60,10,3,2,1);
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playASAP(70,10,1,0);
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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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playASAP(70,5,1,1);
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playASAP(50,15,2,1);
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playASAP(80,15,2,1);
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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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playASAP(BEEP_DEFAULT_FREQ+40,5,1,2);
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playASAP(BEEP_DEFAULT_FREQ+54,5,1,3);
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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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@@ -335,40 +276,25 @@ void audioQueue::event(uint8_t e, uint8_t f)
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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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playASAP(80,5,10,3);
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playASAP(80,5,20,1);
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playASAP(80,5,10,3);
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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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playASAP(10,20,5,2,1);
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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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playASAP(50,4,10,2);
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playASAP(70,8,20,1);
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playASAP(50,8,10,2);
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playASAP(70,4,20,1);
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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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playASAP(BEEP_DEFAULT_FREQ+50,5,10,10);
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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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playASAP(BEEP_DEFAULT_FREQ+50,5,50,2);
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break;
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#ifdef HAPTIC
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case AU_FRSKY_HAPTIC1:
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playASAP(0,30,10,0,1);
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playASAP(0,10,50,0,1);
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break;
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case AU_FRSKY_HAPTIC2:
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playASAP(0,30,10,0,1);
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playASAP(0,10,10,0,1);
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playASAP(0,10,30,0,1);
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break;
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case AU_FRSKY_HAPTIC3:
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playASAP(0,30,10,0,1);
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playASAP(0,10,10,2,1);
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break;
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#endif
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default:
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break;
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}
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@@ -378,4 +304,7 @@ void audioQueue::event(uint8_t e, uint8_t f)
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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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#ifdef HAPTIC
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hapticAudioEvent(e);
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#endif
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}
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Reference in New Issue
Block a user