Adds a configurable initial delay to the audio clicky feature (#4286)

* Adding an AUDIO_CLICKY_DELAY_DURATION configurable value to the AUDIO_CLICKY feature.

* Tweaking my community keymap to work better with my rev 4 planck.
This commit is contained in:
Josh 2019-05-17 16:48:53 -04:00 committed by Drashna Jaelre
parent 00d1d7828c
commit d85110b6ec
3 changed files with 13 additions and 6 deletions

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@ -175,8 +175,9 @@ You can configure the default, min and max frequencies, the stepping and built i
| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. | | `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). | | `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. | | `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. | | `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. | | `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |

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@ -15,9 +15,10 @@
#define STARTUP_SONG SONG(ADVENTURE_TIME) #define STARTUP_SONG SONG(ADVENTURE_TIME)
#define AUDIO_CLICKY #define AUDIO_CLICKY
#define AUDIO_CLICKY_ON #define AUDIO_CLICKY_ON
#define AUDIO_CLICKY_DELAY_DURATION 0
#define AUDIO_CLICKY_FREQ_MAX 2500.0f #define AUDIO_CLICKY_FREQ_MAX 2500.0f
#define AUDIO_CLICKY_FREQ_RANDOMNESS 0.2f #define AUDIO_CLICKY_FREQ_RANDOMNESS 0.3f
#define AUDIO_CLICKY_FREQ_DEFAULT 110.0f #define AUDIO_CLICKY_FREQ_DEFAULT 880.0f
#endif #endif
// for some reason the LSvi rev1 disables action tapping... // for some reason the LSvi rev1 disables action tapping...

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@ -3,6 +3,9 @@
#ifdef AUDIO_CLICKY #ifdef AUDIO_CLICKY
#ifndef AUDIO_CLICKY_DELAY_DURATION
#define AUDIO_CLICKY_DELAY_DURATION 1
#endif // !AUDIO_CLICKY_DELAY_DURATION
#ifndef AUDIO_CLICKY_FREQ_DEFAULT #ifndef AUDIO_CLICKY_FREQ_DEFAULT
#define AUDIO_CLICKY_FREQ_DEFAULT 440.0f #define AUDIO_CLICKY_FREQ_DEFAULT 440.0f
#endif // !AUDIO_CLICKY_FREQ_DEFAULT #endif // !AUDIO_CLICKY_FREQ_DEFAULT
@ -21,7 +24,9 @@
float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT; float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT;
float clicky_rand = AUDIO_CLICKY_FREQ_RANDOMNESS; float clicky_rand = AUDIO_CLICKY_FREQ_RANDOMNESS;
float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
// the first "note" is an intentional delay; the 2nd and 3rd notes are the "clicky"
float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_MIN, AUDIO_CLICKY_DELAY_DURATION}, {AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
extern audio_config_t audio_config; extern audio_config_t audio_config;
@ -34,8 +39,8 @@ void clicky_play(void) {
#ifndef NO_MUSIC_MODE #ifndef NO_MUSIC_MODE
if (music_activated || midi_activated || !audio_config.enable) return; if (music_activated || midi_activated || !audio_config.enable) return;
#endif // !NO_MUSIC_MODE #endif // !NO_MUSIC_MODE
clicky_song[0][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) ); clicky_song[1][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
clicky_song[1][0] = clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) ); clicky_song[2][0] = clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
PLAY_SONG(clicky_song); PLAY_SONG(clicky_song);
} }