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Diffstat (limited to 'docs/modding_your_keyboard.md')
-rw-r--r-- | docs/modding_your_keyboard.md | 73 |
1 files changed, 44 insertions, 29 deletions
diff --git a/docs/modding_your_keyboard.md b/docs/modding_your_keyboard.md index 44e6e6e72a..a58fbd52b2 100644 --- a/docs/modding_your_keyboard.md +++ b/docs/modding_your_keyboard.md @@ -1,52 +1,52 @@ ## Audio output from a speaker -Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and `#define B5_AUDIO`), you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes. +Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and/or `#define B5_AUDIO`), you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes. -The audio code lives in [quantum/audio/audio.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c). Here are the important bits: +If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration: ``` -#include "audio.h" +STARTUP_SONG // plays when the keyboard starts up (audio.c) +GOODBYE_SONG // plays when you press the RESET key (quantum.c) +AG_NORM_SONG // plays when you press AG_NORM (quantum.c) +AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c) +MUSIC_ON_SONG // plays when music mode is activated (process_music.c) +MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c) +CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c) +GUITAR_SONG // plays when the guitar music mode is selected (process_music.c) +VIOLIN_SONG // plays when the violin music mode is selected (process_music.c) +MAJOR_SONG // plays when the major music mode is selected (process_music.c) ``` -Then, lower down the file: +You can override the default songs by doing something like this in your `config.h`: -``` -float tone_startup[][2] = { - ED_NOTE(_E7 ), - E__NOTE(_CS7), - E__NOTE(_E6 ), - E__NOTE(_A6 ), - M__NOTE(_CS7, 20) -}; +```c +#ifdef AUDIO_ENABLE + #define STARTUP_SONG SONG(STARTUP_SOUND) +#endif ``` -This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here. +A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h). -Then, we have this chunk: +To play a custom sound at a particular time, you can define a song like this (near the top of the file): +```c +float my_song[][2] = SONG(QWERTY_SOUND); ``` -float tone_qwerty[][2] = SONG(QWERTY_SOUND); -float tone_dvorak[][2] = SONG(DVORAK_SOUND); -float tone_colemak[][2] = SONG(COLEMAK_SOUND); -float tone_plover[][2] = SONG(PLOVER_SOUND); -float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND); -float music_scale[][2] = SONG(MUSIC_SCALE_SOUND); -float goodbye[][2] = SONG(GOODBYE_SOUND); -``` +And then play your song like this: -Wherein we bind predefined songs (from [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives. +```c +PLAY_SONG(my_song); +``` -So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this: +Alternatively, you can play it in a loop like this: +```c +PLAY_LOOP(my_song); ``` -PLAY_NOTE_ARRAY(tone_plover, false, 0); // Signature is: Song name, repeat, rest style -``` - -This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime. -"Rest style" in the method signature above (the last parameter) specifies if there's a rest (a moment of silence) between the notes. +It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard. ## Music mode @@ -59,6 +59,11 @@ Keycodes available: * `MU_ON` - Turn music mode on * `MU_OFF` - Turn music mode off * `MU_TOG` - Toggle music mode +* `MU_MOD` - Cycle through the music modes: + * `CHROMATIC_MODE` - Chromatic scale, row changes the octave + * `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st) + * `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st) + * `MAJOR_MODE` - Major scale In music mode, the following keycodes work differently, and don't pass through: @@ -68,6 +73,16 @@ In music mode, the following keycodes work differently, and don't pass through: * `KC_UP` - speed-up playback * `KC_DOWN` - slow-down playback +By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this: + + #define MUSIC_MASK keycode != KC_NO + +Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard! + +The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`: + + #define PITCH_STANDARD_A 432.0f + ## MIDI functionalty This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile. |