adds multiple voices and the ability to iterate/deiterate between them
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@ -3,7 +3,6 @@
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#include "eeconfig.h"
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#include "eeconfig.h"
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#ifdef AUDIO_ENABLE
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#ifdef AUDIO_ENABLE
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#include "audio.h"
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#include "audio.h"
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#include "song_list.h"
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#endif
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#endif
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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// Each layer gets a name for readability, which is then used in the keymap matrix below.
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@ -31,6 +30,8 @@
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#endif
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#endif
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#define MUS_OFF M(8)
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#define MUS_OFF M(8)
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#define MUS_ON M(9)
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#define MUS_ON M(9)
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#define VC_IN M(10)
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#define VC_DE M(11)
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// Fillers to make layering more clear
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// Fillers to make layering more clear
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#define _______ KC_TRNS
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#define _______ KC_TRNS
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@ -171,7 +172,7 @@ const uint16_t PROGMEM keymaps[][MATRIX_ROWS][MATRIX_COLS] = {
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{KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12},
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{KC_F1, KC_F2, KC_F3, KC_F4, KC_F5, KC_F6, KC_F7, KC_F8, KC_F9, KC_F10, KC_F11, KC_F12},
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{_______, RESET, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_DEL},
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{_______, RESET, _______, _______, _______, _______, _______, _______, _______, _______, _______, KC_DEL},
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{_______, _______, _______, AUD_ON, AUD_OFF, AG_NORM, AG_SWAP, QWERTY, COLEMAK, DVORAK, _______, _______},
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{_______, _______, _______, AUD_ON, AUD_OFF, AG_NORM, AG_SWAP, QWERTY, COLEMAK, DVORAK, _______, _______},
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{_______, _______, _______, MUS_ON, MUS_OFF, _______, _______, _______, _______, _______, _______, _______},
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{_______, VC_DE, VC_IN, MUS_ON, MUS_OFF, _______, _______, _______, _______, _______, _______, _______},
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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{_______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______, _______}
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}
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}
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@ -289,6 +290,22 @@ const macro_t *action_get_macro(keyrecord_t *record, uint8_t id, uint8_t opt)
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#endif
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#endif
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}
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}
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break;
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break;
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case 10:
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if (record->event.pressed) {
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#ifdef AUDIO_ENABLE
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voice_iterate();
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PLAY_NOTE_ARRAY(music_scale, false, 0);
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#endif
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}
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break;
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case 11:
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if (record->event.pressed) {
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#ifdef AUDIO_ENABLE
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voice_deiterate();
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PLAY_NOTE_ARRAY(music_scale, false, 0);
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#endif
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}
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break;
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}
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}
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return MACRO_NONE;
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return MACRO_NONE;
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};
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};
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@ -1,23 +1,35 @@
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#include "voices.h"
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#include "voices.h"
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// these are imported from audio.c
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extern uint16_t envelope_index;
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extern uint16_t envelope_index;
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extern float note_timbre;
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extern float note_timbre;
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extern float polyphony_rate;
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voice_type voice = default_voice;
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voice_type voice = duty_osc;
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void set_voice(voice_type v) {
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void set_voice(voice_type v) {
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voice = v;
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voice = v;
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}
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}
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void voice_iterate() {
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voice = (voice + 1) % number_of_voices;
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}
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void voice_deiterate() {
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voice = (voice - 1) % number_of_voices;
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}
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float voice_envelope(float frequency) {
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float voice_envelope(float frequency) {
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// envelope_index ranges from 0 to 0xFFFF, which is preserved at 880.0 Hz
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// envelope_index ranges from 0 to 0xFFFF, which is preserved at 880.0 Hz
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uint16_t compensated_index = (uint16_t)((float)envelope_index * (880.0 / frequency));
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uint16_t compensated_index = (uint16_t)((float)envelope_index * (880.0 / frequency));
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switch (voice) {
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switch (voice) {
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case default_voice:
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case default_voice:
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// nothing here on purpose
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note_timbre = TIMBRE_50;
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polyphony_rate = 0;
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break;
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break;
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case butts_fader:
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case butts_fader:
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polyphony_rate = 0;
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switch (compensated_index) {
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switch (compensated_index) {
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case 0 ... 9:
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case 0 ... 9:
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frequency = frequency / 4;
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frequency = frequency / 4;
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@ -36,6 +48,7 @@ float voice_envelope(float frequency) {
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}
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}
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break;
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break;
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case octave_crunch:
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case octave_crunch:
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polyphony_rate = 0;
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switch (compensated_index) {
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switch (compensated_index) {
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case 0 ... 9:
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case 0 ... 9:
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case 20 ... 24:
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case 20 ... 24:
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@ -54,6 +67,20 @@ float voice_envelope(float frequency) {
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break;
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break;
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}
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}
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break;
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break;
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case duty_osc:
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// This slows the loop down a substantial amount, so higher notes may freeze
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polyphony_rate = 0;
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switch (compensated_index) {
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default:
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#define SPEED 10
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#define AMP .75
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// sine wave is slow
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// note_timbre = (sin((float)compensated_index/10000*SPEED) * AMP / 2) + .5;
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// triangle wave is a bit faster
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note_timbre = (float)abs((compensated_index*SPEED % 3000) - 1500) * ( AMP / 1500 ) + (1 - AMP) / 2;
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break;
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}
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break;
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}
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}
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return frequency;
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return frequency;
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@ -13,9 +13,13 @@ float voice_envelope(float frequency);
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typedef enum {
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typedef enum {
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default_voice,
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default_voice,
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butts_fader,
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butts_fader,
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octave_crunch
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octave_crunch,
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duty_osc,
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number_of_voices // important that this is last
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} voice_type;
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} voice_type;
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void set_voice(voice_type v);
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void set_voice(voice_type v);
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void voice_iterate();
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void voice_deiterate();
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#endif
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#endif
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