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562 lines
19 KiB
C
562 lines
19 KiB
C
/* Copyright 2016-2020 Jack Humbert
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* Copyright 2020 JohSchneider
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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 as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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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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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "audio.h"
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#include "eeconfig.h"
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#include "timer.h"
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#include "wait.h"
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/* audio system:
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*
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* audio.[ch] takes care of all overall state, tracking the actively playing
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* notes/tones; the notes a SONG consists of;
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* ...
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* = everything audio-related that is platform agnostic
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*
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* driver_[avr|chibios]_[dac|pwm] take care of the lower hardware dependent parts,
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* specific to each platform and the used subsystem/driver to drive
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* the output pins/channels with the calculated frequencies for each
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* active tone
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* as part of this, the driver has to trigger regular state updates by
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* calling 'audio_update_state' through some sort of timer - be it a
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* dedicated one or piggybacking on for example the timer used to
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* generate a pwm signal/clock.
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*
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*
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* A Note on terminology:
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* tone, pitch and frequency are used somewhat interchangeably, in a strict Wikipedia-sense:
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* "(Musical) tone, a sound characterized by its duration, pitch (=frequency),
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* intensity (=volume), and timbre"
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* - intensity/volume is currently not handled at all, although the 'dac_additive' driver could do so
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* - timbre is handled globally (TODO: only used with the pwm drivers at the moment)
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*
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* in musical_note.h a 'note' is the combination of a pitch and a duration
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* these are used to create SONG arrays; during playback their frequencies
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* are handled as single successive tones, while the durations are
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* kept track of in 'audio_update_state'
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*
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* 'voice' as it is used here, equates to a sort of instrument with its own
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* characteristics sound and effects
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* the audio system as-is deals only with (possibly multiple) tones of one
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* instrument/voice at a time (think: chords). since the number of tones that
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* can be reproduced depends on the hardware/driver in use: pwm can only
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* reproduce one tone per output/speaker; DACs can reproduce/mix multiple
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* when doing additive synthesis.
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*
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* 'duration' can either be in the beats-per-minute related unit found in
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* musical_notes.h, OR in ms; keyboards create SONGs with the former, while
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* the internal state of the audio system does its calculations with the later - ms
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*/
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#ifndef AUDIO_TONE_STACKSIZE
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# define AUDIO_TONE_STACKSIZE 8
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#endif
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uint8_t active_tones = 0; // number of tones pushed onto the stack by audio_play_tone - might be more than the hardware is able to reproduce at any single time
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musical_tone_t tones[AUDIO_TONE_STACKSIZE]; // stack of currently active tones
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bool playing_melody = false; // playing a SONG?
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bool playing_note = false; // or (possibly multiple simultaneous) tones
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bool state_changed = false; // global flag, which is set if anything changes with the active_tones
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// melody/SONG related state variables
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float (*notes_pointer)[][2]; // SONG, an array of MUSICAL_NOTEs
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uint16_t notes_count; // length of the notes_pointer array
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bool notes_repeat; // PLAY_SONG or PLAY_LOOP?
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uint16_t melody_current_note_duration = 0; // duration of the currently playing note from the active melody, in ms
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uint8_t note_tempo = TEMPO_DEFAULT; // beats-per-minute
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uint16_t current_note = 0; // index into the array at notes_pointer
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bool note_resting = false; // if a short pause was introduced between two notes with the same frequency while playing a melody
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uint16_t last_timestamp = 0;
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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# ifndef AUDIO_MAX_SIMULTANEOUS_TONES
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# define AUDIO_MAX_SIMULTANEOUS_TONES 3
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# endif
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uint16_t tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT;
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uint8_t tone_multiplexing_index_shift = 0; // offset used on active-tone array access
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#endif
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// provided and used by voices.c
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extern uint8_t note_timbre;
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extern bool glissando;
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extern bool vibrato;
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extern uint16_t voices_timer;
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#ifndef STARTUP_SONG
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# define STARTUP_SONG SONG(STARTUP_SOUND)
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#endif
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#ifndef AUDIO_ON_SONG
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# define AUDIO_ON_SONG SONG(AUDIO_ON_SOUND)
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#endif
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#ifndef AUDIO_OFF_SONG
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# define AUDIO_OFF_SONG SONG(AUDIO_OFF_SOUND)
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#endif
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float startup_song[][2] = STARTUP_SONG;
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float audio_on_song[][2] = AUDIO_ON_SONG;
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float audio_off_song[][2] = AUDIO_OFF_SONG;
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static bool audio_initialized = false;
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static bool audio_driver_stopped = true;
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audio_config_t audio_config;
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void audio_init() {
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if (audio_initialized) {
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return;
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}
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// Check EEPROM
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#ifdef EEPROM_ENABLE
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if (!eeconfig_is_enabled()) {
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eeconfig_init();
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}
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audio_config.raw = eeconfig_read_audio();
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#else // EEPROM settings
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audio_config.enable = true;
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# ifdef AUDIO_CLICKY_ON
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audio_config.clicky_enable = true;
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# endif
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#endif // EEPROM settings
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for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) {
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tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
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}
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if (!audio_initialized) {
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audio_driver_initialize();
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audio_initialized = true;
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}
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stop_all_notes();
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#ifndef AUDIO_INIT_DELAY
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audio_startup();
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#endif
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}
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void audio_startup(void) {
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if (audio_config.enable) {
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PLAY_SONG(startup_song);
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}
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last_timestamp = timer_read();
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}
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void audio_toggle(void) {
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if (audio_config.enable) {
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stop_all_notes();
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}
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audio_config.enable ^= 1;
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eeconfig_update_audio(audio_config.raw);
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if (audio_config.enable) {
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audio_on_user();
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} else {
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audio_off_user();
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}
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}
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void audio_on(void) {
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audio_config.enable = 1;
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eeconfig_update_audio(audio_config.raw);
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audio_on_user();
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PLAY_SONG(audio_on_song);
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}
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void audio_off(void) {
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PLAY_SONG(audio_off_song);
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audio_off_user();
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wait_ms(100);
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audio_stop_all();
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audio_config.enable = 0;
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eeconfig_update_audio(audio_config.raw);
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}
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bool audio_is_on(void) {
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return (audio_config.enable != 0);
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}
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void audio_stop_all() {
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if (audio_driver_stopped) {
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return;
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}
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active_tones = 0;
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audio_driver_stop();
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playing_melody = false;
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playing_note = false;
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melody_current_note_duration = 0;
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for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) {
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tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
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}
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audio_driver_stopped = true;
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}
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void audio_stop_tone(float pitch) {
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if (pitch < 0.0f) {
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pitch = -1 * pitch;
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}
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if (playing_note) {
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if (!audio_initialized) {
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audio_init();
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}
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bool found = false;
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for (int i = AUDIO_TONE_STACKSIZE - 1; i >= 0; i--) {
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found = (tones[i].pitch == pitch);
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if (found) {
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tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
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for (int j = i; (j < AUDIO_TONE_STACKSIZE - 1); j++) {
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tones[j] = tones[j + 1];
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tones[j + 1] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
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}
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break;
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}
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}
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if (!found) {
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return;
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}
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state_changed = true;
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active_tones--;
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if (active_tones < 0) active_tones = 0;
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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if (tone_multiplexing_index_shift >= active_tones) {
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tone_multiplexing_index_shift = 0;
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}
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#endif
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if (active_tones == 0) {
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audio_driver_stop();
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audio_driver_stopped = true;
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playing_note = false;
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}
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}
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}
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void audio_play_note(float pitch, uint16_t duration) {
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if (!audio_config.enable) {
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return;
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}
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if (!audio_initialized) {
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audio_init();
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}
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if (pitch < 0.0f) {
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pitch = -1 * pitch;
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}
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// round-robin: shifting out old tones, keeping only unique ones
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// if the new frequency is already amongst the active tones, shift it to the top of the stack
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bool found = false;
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for (int i = active_tones - 1; i >= 0; i--) {
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found = (tones[i].pitch == pitch);
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if (found) {
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for (int j = i; (j < active_tones - 1); j++) {
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tones[j] = tones[j + 1];
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tones[j + 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration};
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}
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return; // since this frequency played already, the hardware was already started
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}
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}
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// frequency/tone is actually new, so we put it on the top of the stack
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active_tones++;
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if (active_tones > AUDIO_TONE_STACKSIZE) {
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active_tones = AUDIO_TONE_STACKSIZE;
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// shift out the oldest tone to make room
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for (int i = 0; i < active_tones - 1; i++) {
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tones[i] = tones[i + 1];
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}
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}
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state_changed = true;
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playing_note = true;
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tones[active_tones - 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration};
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// TODO: needs to be handled per note/tone -> use its timestamp instead?
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voices_timer = timer_read(); // reset to zero, for the effects added by voices.c
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if (audio_driver_stopped) {
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audio_driver_start();
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audio_driver_stopped = false;
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}
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}
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void audio_play_tone(float pitch) {
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audio_play_note(pitch, 0xffff);
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}
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void audio_play_melody(float (*np)[][2], uint16_t n_count, bool n_repeat) {
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if (!audio_config.enable) {
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audio_stop_all();
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return;
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}
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if (!audio_initialized) {
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audio_init();
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}
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// Cancel note if a note is playing
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if (playing_note) audio_stop_all();
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playing_melody = true;
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note_resting = false;
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notes_pointer = np;
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notes_count = n_count;
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notes_repeat = n_repeat;
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current_note = 0; // note in the melody-array/list at note_pointer
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// start first note manually, which also starts the audio_driver
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// all following/remaining notes are played by 'audio_update_state'
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audio_play_note((*notes_pointer)[current_note][0], audio_duration_to_ms((*notes_pointer)[current_note][1]));
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last_timestamp = timer_read();
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melody_current_note_duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
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}
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float click[2][2];
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void audio_play_click(uint16_t delay, float pitch, uint16_t duration) {
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uint16_t duration_tone = audio_ms_to_duration(duration);
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uint16_t duration_delay = audio_ms_to_duration(delay);
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if (delay <= 0.0f) {
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click[0][0] = pitch;
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click[0][1] = duration_tone;
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click[1][0] = 0.0f;
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click[1][1] = 0.0f;
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audio_play_melody(&click, 1, false);
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} else {
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// first note is a rest/pause
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click[0][0] = 0.0f;
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click[0][1] = duration_delay;
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// second note is the actual click
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click[1][0] = pitch;
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click[1][1] = duration_tone;
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audio_play_melody(&click, 2, false);
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}
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}
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bool audio_is_playing_note(void) {
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return playing_note;
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}
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bool audio_is_playing_melody(void) {
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return playing_melody;
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}
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uint8_t audio_get_number_of_active_tones(void) {
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return active_tones;
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}
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float audio_get_frequency(uint8_t tone_index) {
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if (tone_index >= active_tones) {
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return 0.0f;
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}
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return tones[active_tones - tone_index - 1].pitch;
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}
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float audio_get_processed_frequency(uint8_t tone_index) {
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if (tone_index >= active_tones) {
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return 0.0f;
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}
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int8_t index = active_tones - tone_index - 1;
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// new tones are stacked on top (= appended at the end), so the most recent/current is MAX-1
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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index = index - tone_multiplexing_index_shift;
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if (index < 0) // wrap around
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index += active_tones;
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#endif
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if (tones[index].pitch <= 0.0f) {
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return 0.0f;
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}
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return voice_envelope(tones[index].pitch);
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}
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bool audio_update_state(void) {
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if (!playing_note && !playing_melody) {
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return false;
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}
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bool goto_next_note = false;
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uint16_t current_time = timer_read();
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if (playing_melody) {
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goto_next_note = timer_elapsed(last_timestamp) >= melody_current_note_duration;
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if (goto_next_note) {
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uint16_t delta = timer_elapsed(last_timestamp) - melody_current_note_duration;
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last_timestamp = current_time;
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uint16_t previous_note = current_note;
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current_note++;
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voices_timer = timer_read(); // reset to zero, for the effects added by voices.c
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if (current_note >= notes_count) {
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if (notes_repeat) {
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current_note = 0;
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} else {
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audio_stop_all();
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return false;
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}
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}
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if (!note_resting && (*notes_pointer)[previous_note][0] == (*notes_pointer)[current_note][0]) {
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note_resting = true;
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// special handling for successive notes of the same frequency:
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// insert a short pause to separate them audibly
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audio_play_note(0.0f, audio_duration_to_ms(2));
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current_note = previous_note;
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melody_current_note_duration = audio_duration_to_ms(2);
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} else {
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note_resting = false;
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// TODO: handle glissando here (or remember previous and current tone)
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/* there would need to be a freq(here we are) -> freq(next note)
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* and do slide/glissando in between problem here is to know which
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* frequency on the stack relates to what other? e.g. a melody starts
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* tones in a sequence, and stops expiring one, so the most recently
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* stopped is the starting point for a glissando to the most recently started?
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* how to detect and preserve this relation?
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* and what about user input, chords, ...?
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*/
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// '- delta': Skip forward in the next note's length if we've over shot
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// the last, so the overall length of the song is the same
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uint16_t duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
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// Skip forward past any completely missed notes
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while (delta > duration && current_note < notes_count - 1) {
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delta -= duration;
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current_note++;
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duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
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}
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if (delta < duration) {
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duration -= delta;
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} else {
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// Only way to get here is if it is the last note and
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// we have completely missed it. Play it for 1ms...
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duration = 1;
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}
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audio_play_note((*notes_pointer)[current_note][0], duration);
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melody_current_note_duration = duration;
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}
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}
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}
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if (playing_note) {
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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tone_multiplexing_index_shift = (int)(current_time / tone_multiplexing_rate) % MIN(AUDIO_MAX_SIMULTANEOUS_TONES, active_tones);
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goto_next_note = true;
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#endif
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if (vibrato || glissando) {
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// force update on each cycle, since vibrato shifts the frequency slightly
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goto_next_note = true;
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}
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// housekeeping: stop notes that have no playtime left
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for (int i = 0; i < active_tones; i++) {
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if ((tones[i].duration != 0xffff) // indefinitely playing notes, started by 'audio_play_tone'
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&& (tones[i].duration != 0) // 'uninitialized'
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) {
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if (timer_elapsed(tones[i].time_started) >= tones[i].duration) {
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audio_stop_tone(tones[i].pitch); // also sets 'state_changed=true'
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}
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}
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}
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}
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// state-changes have a higher priority, always triggering the hardware to update
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if (state_changed) {
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state_changed = false;
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return true;
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}
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return goto_next_note;
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}
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// Tone-multiplexing functions
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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void audio_set_tone_multiplexing_rate(uint16_t rate) {
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tone_multiplexing_rate = rate;
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}
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void audio_enable_tone_multiplexing(void) {
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tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT;
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}
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void audio_disable_tone_multiplexing(void) {
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tone_multiplexing_rate = 0;
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}
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void audio_increase_tone_multiplexing_rate(uint16_t change) {
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if ((0xffff - change) > tone_multiplexing_rate) {
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tone_multiplexing_rate += change;
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}
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}
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void audio_decrease_tone_multiplexing_rate(uint16_t change) {
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if (change <= tone_multiplexing_rate) {
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tone_multiplexing_rate -= change;
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}
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}
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#endif
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// Tempo functions
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void audio_set_tempo(uint8_t tempo) {
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if (tempo < 10) note_tempo = 10;
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// else if (tempo > 250)
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// note_tempo = 250;
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else
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note_tempo = tempo;
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}
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void audio_increase_tempo(uint8_t tempo_change) {
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if (tempo_change > 255 - note_tempo)
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note_tempo = 255;
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else
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note_tempo += tempo_change;
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}
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void audio_decrease_tempo(uint8_t tempo_change) {
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if (tempo_change >= note_tempo - 10)
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note_tempo = 10;
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else
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note_tempo -= tempo_change;
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}
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// TODO in the int-math version are some bugs; songs sometimes abruptly end - maybe an issue with the timer/system-tick wrapping around?
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uint16_t audio_duration_to_ms(uint16_t duration_bpm) {
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#if defined(__AVR__)
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// doing int-math saves us some bytes in the overall firmware size, but the intermediate result is less accurate before being cast to/returned as uint
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return ((uint32_t)duration_bpm * 60 * 1000) / (64 * note_tempo);
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// NOTE: beware of uint16_t overflows when note_tempo is low and/or the duration is long
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#else
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return ((float)duration_bpm * 60) / (64 * note_tempo) * 1000;
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#endif
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}
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uint16_t audio_ms_to_duration(uint16_t duration_ms) {
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#if defined(__AVR__)
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return ((uint32_t)duration_ms * 64 * note_tempo) / 60 / 1000;
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#else
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return ((float)duration_ms * 64 * note_tempo) / 60 / 1000;
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#endif
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}
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