321 lines
8.9 KiB
C++
321 lines
8.9 KiB
C++
/*
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* Authors (alphabetical order)
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* - Bertrand Songis <bsongis@gmail.com>
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* - Bryan J. Rentoul (Gruvin) <gruvin@gmail.com>
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* - Cameron Weeks <th9xer@gmail.com>
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* - Erez Raviv
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* - Jean-Pierre Parisy
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* - Karl Szmutny <shadow@privy.de>
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* - Michael Blandford
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* - Michal Hlavinka
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* - Pat Mackenzie
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* - Philip Moss
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* - Rob Thomson
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* - Romolo Manfredini <romolo.manfredini@gmail.com>
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* - Thomas Husterer
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*
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* open9x is based on code named
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* gruvin9x by Bryan J. Rentoul: http://code.google.com/p/gruvin9x/,
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* er9x by Erez Raviv: http://code.google.com/p/er9x/,
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* and the original (and ongoing) project by
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* Thomas Husterer, th9x: http://code.google.com/p/th9x/
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#include "open9x.h"
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audioQueue::audioQueue()
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{
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toneTimeLeft = 0;
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tonePause = 0;
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t_queueRidx = 0;
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t_queueWidx = 0;
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}
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#define QUEUE_TONE(tf,ttl,tfi) queueTone(tf * 61 / 2, ttl * 10, tfi * 61 / 2)
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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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void audioQueue::heartbeat()
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{
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#if defined(SIMU)
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return;
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#endif
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if (toneTimeLeft == 0) {
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if (tonePause == 0) {
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if (t_queueRidx != t_queueWidx) {
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toneFreq = queueToneFreq[t_queueRidx];
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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 ((toneFreq == 0) || (toneTimeLeft == 0)) {
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//SPEAKER_OFF;
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}
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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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}
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else {
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if ((tone2Freq == 0) & (tone2TimeLeft == 0)) {
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//SPEAKER_OFF;
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}
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}
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}
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}
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if ((toneFreq > 0) & (toneTimeLeft > 0)) {
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QUEUE_TONE(toneFreq, toneTimeLeft, toneFreqIncr);
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}
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else if (((tone2Freq > 0) & (tone2TimeLeft > 0)) & (tonePause == 0)) {
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//second flow tone here, priority on 1st, pause of 1st not allow to start second
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QUEUE_TONE(tone2Freq, tone2TimeLeft, 0);
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}
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if (toneTimeLeft > 0) {
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toneTimeLeft--; //time gets counted down
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toneFreq += toneFreqIncr;
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}
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else {
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if (tonePause > 0) {
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// SPEAKER_OFF;
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tonePause--; //time gets counted down
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}
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}
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if (tone2TimeLeft > 0) {
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tone2TimeLeft--; //time gets counted down
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}
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else {
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if (toneTimeLeft == 0) {
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//SPEAKER_OFF;
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}
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if (tone2Pause > 0) {
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tone2Pause--; //time gets counted down
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}
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}
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}
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inline uint8_t audioQueue::getToneLength(uint8_t tLen)
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{
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uint8_t result = tLen; // default
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if (g_eeGeneral.beeperLength < 0) {
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result /= (1-g_eeGeneral.beeperLength);
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}
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if (g_eeGeneral.beeperLength > 0) {
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result *= (1+g_eeGeneral.beeperLength);
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}
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return result;
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}
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void audioQueue::play(uint8_t tFreq, uint8_t tLen, uint8_t tPause,
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uint8_t tFlags, int8_t tFreqIncr)
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{
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if (tFlags & PLAY_SOUND_VARIO) {
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tone2Freq = tFreq;
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tone2TimeLeft = tLen;
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tone2Pause = tPause;
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}
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else {
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tFreq += g_eeGeneral.speakerPitch + BEEP_OFFSET; // add pitch compensator
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tLen = getToneLength(tLen);
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if (tFlags & PLAY_NOW || (!busy() && empty())) {
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toneFreq = tFreq;
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toneTimeLeft = tLen;
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tonePause = tPause;
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toneFreqIncr = tFreqIncr;
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t_queueWidx = t_queueRidx;
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}
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else {
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tFlags++;
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}
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tFlags &= 0x0f;
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if (tFlags) {
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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;
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queueToneLength[t_queueWidx] = tLen;
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queueTonePause[t_queueWidx] = tPause;
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queueToneRepeat[t_queueWidx] = tFlags - 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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}
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}
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}
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void audioQueue::event(uint8_t e, uint8_t f)
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{
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if (g_eeGeneral.flashBeep && (e <= AU_ERROR || e >= AU_WARNING1))
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g_LightOffCounter = FLASH_DURATION;
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if (g_eeGeneral.beeperMode>0 || (g_eeGeneral.beeperMode==0 && e>=AU_WARNING1) || (g_eeGeneral.beeperMode>=-1 && e<=AU_ERROR)) {
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if (e < AU_FRSKY_FIRST || empty()) {
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switch (e) {
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// inactivity timer alert
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case AU_INACTIVITY:
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play(70, 10, 2, 2|PLAY_NOW);
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break;
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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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play(60, 20, 3, 2, 1);
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play(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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play(BEEP_DEFAULT_FREQ, 40, 1, PLAY_NOW);
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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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play(BEEP_KEY_UP_FREQ, 10, 1, PLAY_NOW);
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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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play(BEEP_KEY_DOWN_FREQ, 10, 1, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ, 10, 2, PLAY_NOW);
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break;
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// trim move
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case AU_TRIM_MOVE:
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play(f, 6, 1, PLAY_NOW);
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break;
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// trim center
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case AU_TRIM_MIDDLE:
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play(BEEP_DEFAULT_FREQ, 10, 2, PLAY_NOW);
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break;
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// warning one
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case AU_WARNING1:
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play(BEEP_DEFAULT_FREQ, 10, 1, PLAY_NOW);
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break;
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// warning two
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case AU_WARNING2:
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play(BEEP_DEFAULT_FREQ, 20, 1, PLAY_NOW);
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break;
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// warning three
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case AU_WARNING3:
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play(BEEP_DEFAULT_FREQ, 30, 1, PLAY_NOW);
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break;
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// startup tune
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case AU_TADA:
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play(50, 10, 5);
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play(90, 10, 5);
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play(110, 5, 4, 2);
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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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play(BEEP_DEFAULT_FREQ + 50, 10, 1, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 50, 6, 0, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 52, 6, 0, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 54, 6, 0, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 50, 15, 3, 2|PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 50, 15, 3, 1|PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 50, 15, 3, PLAY_NOW);
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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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play(BEEP_DEFAULT_FREQ + 50, 15, 3, PLAY_NOW);
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break;
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case AU_FRSKY_WARN1:
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play(BEEP_DEFAULT_FREQ+20,15,5,2);
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break;
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case AU_FRSKY_WARN2:
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play(BEEP_DEFAULT_FREQ+30,15,5,2);
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break;
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case AU_FRSKY_CHEEP:
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play(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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play(BEEP_DEFAULT_FREQ+25,5,2,10);
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play(BEEP_DEFAULT_FREQ+25,5,10,1);
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play(BEEP_DEFAULT_FREQ+25,5,2,10);
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break;
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case AU_FRSKY_SCIFI:
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play(80,10,3,2,-1);
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play(60,10,3,2,1);
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play(70,10,1,0);
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break;
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case AU_FRSKY_ROBOT:
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play(70,5,1,1);
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play(50,15,2,1);
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play(80,15,2,1);
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break;
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case AU_FRSKY_CHIRP:
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play(BEEP_DEFAULT_FREQ+40,5,1,2);
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play(BEEP_DEFAULT_FREQ+54,5,1,3);
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break;
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case AU_FRSKY_TADA:
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play(50,5,5);
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play(90,5,5);
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play(110,3,4,2);
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break;
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case AU_FRSKY_CRICKET:
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play(80,5,10,3);
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play(80,5,20,1);
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play(80,5,10,3);
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break;
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case AU_FRSKY_SIREN:
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play(10,20,5,2,1);
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break;
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case AU_FRSKY_ALARMC:
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play(50,4,10,2);
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play(70,8,20,1);
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play(50,8,10,2);
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play(70,4,20,1);
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break;
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case AU_FRSKY_RATATA:
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play(BEEP_DEFAULT_FREQ+50,5,10,10);
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break;
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case AU_FRSKY_TICK:
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play(BEEP_DEFAULT_FREQ+50,5,50,2);
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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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}
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void audioDefevent(uint8_t e)
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{
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#ifdef HAPTIC
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haptic.event(e); //do this before audio to help sync timings
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#endif
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audio.event(e, BEEP_DEFAULT_FREQ);
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}
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