diff options
Diffstat (limited to 'quantum/audio')
-rw-r--r-- | quantum/audio/audio.c | 539 | ||||
-rw-r--r-- | quantum/audio/audio.h | 280 | ||||
-rw-r--r-- | quantum/audio/audio_avr.c | 810 | ||||
-rw-r--r-- | quantum/audio/audio_chibios.c | 702 | ||||
-rw-r--r-- | quantum/audio/audio_pwm.c | 595 | ||||
-rw-r--r-- | quantum/audio/driver_avr_pwm.h | 17 | ||||
-rw-r--r-- | quantum/audio/driver_avr_pwm_hardware.c | 322 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_dac.h | 126 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_dac_additive.c | 335 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_dac_basic.c | 245 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_pwm.h | 40 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_pwm_hardware.c | 144 | ||||
-rw-r--r-- | quantum/audio/driver_chibios_pwm_software.c | 164 | ||||
-rw-r--r-- | quantum/audio/musical_notes.h | 82 | ||||
-rw-r--r-- | quantum/audio/voices.c | 170 | ||||
-rw-r--r-- | quantum/audio/voices.h | 21 | ||||
-rw-r--r-- | quantum/audio/wave.h | 36 |
17 files changed, 2341 insertions, 2287 deletions
diff --git a/quantum/audio/audio.c b/quantum/audio/audio.c new file mode 100644 index 0000000000..46277dd70b --- /dev/null +++ b/quantum/audio/audio.c @@ -0,0 +1,539 @@ +/* Copyright 2016-2020 Jack Humbert + * Copyright 2020 JohSchneider + + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ +#include "audio.h" +#include "eeconfig.h" +#include "timer.h" +#include "wait.h" + +/* audio system: + * + * audio.[ch] takes care of all overall state, tracking the actively playing + * notes/tones; the notes a SONG consists of; + * ... + * = everything audio-related that is platform agnostic + * + * driver_[avr|chibios]_[dac|pwm] take care of the lower hardware dependent parts, + * specific to each platform and the used subsystem/driver to drive + * the output pins/channels with the calculated frequencies for each + * active tone + * as part of this, the driver has to trigger regular state updates by + * calling 'audio_update_state' through some sort of timer - be it a + * dedicated one or piggybacking on for example the timer used to + * generate a pwm signal/clock. + * + * + * A Note on terminology: + * tone, pitch and frequency are used somewhat interchangeably, in a strict Wikipedia-sense: + * "(Musical) tone, a sound characterized by its duration, pitch (=frequency), + * intensity (=volume), and timbre" + * - intensity/volume is currently not handled at all, although the 'dac_additive' driver could do so + * - timbre is handled globally (TODO: only used with the pwm drivers at the moment) + * + * in musical_note.h a 'note' is the combination of a pitch and a duration + * these are used to create SONG arrays; during playback their frequencies + * are handled as single successive tones, while the durations are + * kept track of in 'audio_update_state' + * + * 'voice' as it is used here, equates to a sort of instrument with its own + * characteristics sound and effects + * the audio system as-is deals only with (possibly multiple) tones of one + * instrument/voice at a time (think: chords). since the number of tones that + * can be reproduced depends on the hardware/driver in use: pwm can only + * reproduce one tone per output/speaker; DACs can reproduce/mix multiple + * when doing additive synthesis. + * + * 'duration' can either be in the beats-per-minute related unit found in + * musical_notes.h, OR in ms; keyboards create SONGs with the former, while + * the internal state of the audio system does its calculations with the later - ms + */ + +#ifndef AUDIO_TONE_STACKSIZE +# define AUDIO_TONE_STACKSIZE 8 +#endif +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 +musical_tone_t tones[AUDIO_TONE_STACKSIZE]; // stack of currently active tones + +bool playing_melody = false; // playing a SONG? +bool playing_note = false; // or (possibly multiple simultaneous) tones +bool state_changed = false; // global flag, which is set if anything changes with the active_tones + +// melody/SONG related state variables +float (*notes_pointer)[][2]; // SONG, an array of MUSICAL_NOTEs +uint16_t notes_count; // length of the notes_pointer array +bool notes_repeat; // PLAY_SONG or PLAY_LOOP? +uint16_t melody_current_note_duration = 0; // duration of the currently playing note from the active melody, in ms +uint8_t note_tempo = TEMPO_DEFAULT; // beats-per-minute +uint16_t current_note = 0; // index into the array at notes_pointer +bool note_resting = false; // if a short pause was introduced between two notes with the same frequency while playing a melody +uint16_t last_timestamp = 0; + +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING +# ifndef AUDIO_MAX_SIMULTANEOUS_TONES +# define AUDIO_MAX_SIMULTANEOUS_TONES 3 +# endif +uint16_t tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT; +uint8_t tone_multiplexing_index_shift = 0; // offset used on active-tone array access +#endif + +// provided and used by voices.c +extern uint8_t note_timbre; +extern bool glissando; +extern bool vibrato; +extern uint16_t voices_timer; + +#ifndef STARTUP_SONG +# define STARTUP_SONG SONG(STARTUP_SOUND) +#endif +#ifndef AUDIO_ON_SONG +# define AUDIO_ON_SONG SONG(AUDIO_ON_SOUND) +#endif +#ifndef AUDIO_OFF_SONG +# define AUDIO_OFF_SONG SONG(AUDIO_OFF_SOUND) +#endif +float startup_song[][2] = STARTUP_SONG; +float audio_on_song[][2] = AUDIO_ON_SONG; +float audio_off_song[][2] = AUDIO_OFF_SONG; + +static bool audio_initialized = false; +static bool audio_driver_stopped = true; +audio_config_t audio_config; + +void audio_init() { + if (audio_initialized) { + return; + } + + // Check EEPROM +#ifdef EEPROM_ENABLE + if (!eeconfig_is_enabled()) { + eeconfig_init(); + } + audio_config.raw = eeconfig_read_audio(); +#else // EEPROM settings + audio_config.enable = true; +# ifdef AUDIO_CLICKY_ON + audio_config.clicky_enable = true; +# endif +#endif // EEPROM settings + + for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) { + tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0}; + } + + if (!audio_initialized) { + audio_driver_initialize(); + audio_initialized = true; + } + stop_all_notes(); +} + +void audio_startup(void) { + if (audio_config.enable) { + PLAY_SONG(startup_song); + } + + last_timestamp = timer_read(); +} + +void audio_toggle(void) { + if (audio_config.enable) { + stop_all_notes(); + } + audio_config.enable ^= 1; + eeconfig_update_audio(audio_config.raw); + if (audio_config.enable) { + audio_on_user(); + } +} + +void audio_on(void) { + audio_config.enable = 1; + eeconfig_update_audio(audio_config.raw); + audio_on_user(); + PLAY_SONG(audio_on_song); +} + +void audio_off(void) { + PLAY_SONG(audio_off_song); + wait_ms(100); + audio_stop_all(); + audio_config.enable = 0; + eeconfig_update_audio(audio_config.raw); +} + +bool audio_is_on(void) { return (audio_config.enable != 0); } + +void audio_stop_all() { + if (audio_driver_stopped) { + return; + } + + active_tones = 0; + + audio_driver_stop(); + + playing_melody = false; + playing_note = false; + + melody_current_note_duration = 0; + + for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) { + tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0}; + } + + audio_driver_stopped = true; +} + +void audio_stop_tone(float pitch) { + if (pitch < 0.0f) { + pitch = -1 * pitch; + } + + if (playing_note) { + if (!audio_initialized) { + audio_init(); + } + bool found = false; + for (int i = AUDIO_TONE_STACKSIZE - 1; i >= 0; i--) { + found = (tones[i].pitch == pitch); + if (found) { + tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0}; + for (int j = i; (j < AUDIO_TONE_STACKSIZE - 1); j++) { + tones[j] = tones[j + 1]; + tones[j + 1] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0}; + } + break; + } + } + if (!found) { + return; + } + + state_changed = true; + active_tones--; + if (active_tones < 0) active_tones = 0; +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING + if (tone_multiplexing_index_shift >= active_tones) { + tone_multiplexing_index_shift = 0; + } +#endif + if (active_tones == 0) { + audio_driver_stop(); + audio_driver_stopped = true; + playing_note = false; + } + } +} + +void audio_play_note(float pitch, uint16_t duration) { + if (!audio_config.enable) { + return; + } + + if (!audio_initialized) { + audio_init(); + } + + if (pitch < 0.0f) { + pitch = -1 * pitch; + } + + // round-robin: shifting out old tones, keeping only unique ones + // if the new frequency is already amongst the active tones, shift it to the top of the stack + bool found = false; + for (int i = active_tones - 1; i >= 0; i--) { + found = (tones[i].pitch == pitch); + if (found) { + for (int j = i; (j < active_tones - 1); j++) { + tones[j] = tones[j + 1]; + tones[j + 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration}; + } + return; // since this frequency played already, the hardware was already started + } + } + + // frequency/tone is actually new, so we put it on the top of the stack + active_tones++; + if (active_tones > AUDIO_TONE_STACKSIZE) { + active_tones = AUDIO_TONE_STACKSIZE; + // shift out the oldest tone to make room + for (int i = 0; i < active_tones - 1; i++) { + tones[i] = tones[i + 1]; + } + } + state_changed = true; + playing_note = true; + tones[active_tones - 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration}; + + // TODO: needs to be handled per note/tone -> use its timestamp instead? + voices_timer = timer_read(); // reset to zero, for the effects added by voices.c + + if (audio_driver_stopped) { + audio_driver_start(); + audio_driver_stopped = false; + } +} + +void audio_play_tone(float pitch) { audio_play_note(pitch, 0xffff); } + +void audio_play_melody(float (*np)[][2], uint16_t n_count, bool n_repeat) { + if (!audio_config.enable) { + audio_stop_all(); + return; + } + + if (!audio_initialized) { + audio_init(); + } + + // Cancel note if a note is playing + if (playing_note) audio_stop_all(); + + playing_melody = true; + note_resting = false; + + notes_pointer = np; + notes_count = n_count; + notes_repeat = n_repeat; + + current_note = 0; // note in the melody-array/list at note_pointer + + // start first note manually, which also starts the audio_driver + // all following/remaining notes are played by 'audio_update_state' + audio_play_note((*notes_pointer)[current_note][0], audio_duration_to_ms((*notes_pointer)[current_note][1])); + last_timestamp = timer_read(); + melody_current_note_duration = audio_duration_to_ms((*notes_pointer)[current_note][1]); +} + +float click[2][2]; +void audio_play_click(uint16_t delay, float pitch, uint16_t duration) { + uint16_t duration_tone = audio_ms_to_duration(duration); + uint16_t duration_delay = audio_ms_to_duration(delay); + + if (delay <= 0.0f) { + click[0][0] = pitch; + click[0][1] = duration_tone; + click[1][0] = 0.0f; + click[1][1] = 0.0f; + audio_play_melody(&click, 1, false); + } else { + // first note is a rest/pause + click[0][0] = 0.0f; + click[0][1] = duration_delay; + // second note is the actual click + click[1][0] = pitch; + click[1][1] = duration_tone; + audio_play_melody(&click, 2, false); + } +} + +bool audio_is_playing_note(void) { return playing_note; } + +bool audio_is_playing_melody(void) { return playing_melody; } + +uint8_t audio_get_number_of_active_tones(void) { return active_tones; } + +float audio_get_frequency(uint8_t tone_index) { + if (tone_index >= active_tones) { + return 0.0f; + } + return tones[active_tones - tone_index - 1].pitch; +} + +float audio_get_processed_frequency(uint8_t tone_index) { + if (tone_index >= active_tones) { + return 0.0f; + } + + int8_t index = active_tones - tone_index - 1; + // new tones are stacked on top (= appended at the end), so the most recent/current is MAX-1 + +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING + index = index - tone_multiplexing_index_shift; + if (index < 0) // wrap around + index += active_tones; +#endif + + if (tones[index].pitch <= 0.0f) { + return 0.0f; + } + + return voice_envelope(tones[index].pitch); +} + +bool audio_update_state(void) { + if (!playing_note && !playing_melody) { + return false; + } + + bool goto_next_note = false; + uint16_t current_time = timer_read(); + + if (playing_melody) { + goto_next_note = timer_elapsed(last_timestamp) >= melody_current_note_duration; + if (goto_next_note) { + uint16_t delta = timer_elapsed(last_timestamp) - melody_current_note_duration; + last_timestamp = current_time; + uint16_t previous_note = current_note; + current_note++; + voices_timer = timer_read(); // reset to zero, for the effects added by voices.c + + if (current_note >= notes_count) { + if (notes_repeat) { + current_note = 0; + } else { + audio_stop_all(); + return false; + } + } + + if (!note_resting && (*notes_pointer)[previous_note][0] == (*notes_pointer)[current_note][0]) { + note_resting = true; + + // special handling for successive notes of the same frequency: + // insert a short pause to separate them audibly + audio_play_note(0.0f, audio_duration_to_ms(2)); + current_note = previous_note; + melody_current_note_duration = audio_duration_to_ms(2); + + } else { + note_resting = false; + + // TODO: handle glissando here (or remember previous and current tone) + /* there would need to be a freq(here we are) -> freq(next note) + * and do slide/glissando in between problem here is to know which + * frequency on the stack relates to what other? e.g. a melody starts + * tones in a sequence, and stops expiring one, so the most recently + * stopped is the starting point for a glissando to the most recently started? + * how to detect and preserve this relation? + * and what about user input, chords, ...? + */ + + // '- delta': Skip forward in the next note's length if we've over shot + // the last, so the overall length of the song is the same + uint16_t duration = audio_duration_to_ms((*notes_pointer)[current_note][1]); + + // Skip forward past any completely missed notes + while (delta > duration && current_note < notes_count - 1) { + delta -= duration; + current_note++; + duration = audio_duration_to_ms((*notes_pointer)[current_note][1]); + } + + if (delta < duration) { + duration -= delta; + } else { + // Only way to get here is if it is the last note and + // we have completely missed it. Play it for 1ms... + duration = 1; + } + + audio_play_note((*notes_pointer)[current_note][0], duration); + melody_current_note_duration = duration; + } + } + } + + if (playing_note) { +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING + tone_multiplexing_index_shift = (int)(current_time / tone_multiplexing_rate) % MIN(AUDIO_MAX_SIMULTANEOUS_TONES, active_tones); + goto_next_note = true; +#endif + if (vibrato || glissando) { + // force update on each cycle, since vibrato shifts the frequency slightly + goto_next_note = true; + } + + // housekeeping: stop notes that have no playtime left + for (int i = 0; i < active_tones; i++) { + if ((tones[i].duration != 0xffff) // indefinitely playing notes, started by 'audio_play_tone' + && (tones[i].duration != 0) // 'uninitialized' + ) { + if (timer_elapsed(tones[i].time_started) >= tones[i].duration) { + audio_stop_tone(tones[i].pitch); // also sets 'state_changed=true' + } + } + } + } + + // state-changes have a higher priority, always triggering the hardware to update + if (state_changed) { + state_changed = false; + return true; + } + + return goto_next_note; +} + +// Tone-multiplexing functions +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING +void audio_set_tone_multiplexing_rate(uint16_t rate) { tone_multiplexing_rate = rate; } +void audio_enable_tone_multiplexing(void) { tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT; } +void audio_disable_tone_multiplexing(void) { tone_multiplexing_rate = 0; } +void audio_increase_tone_multiplexing_rate(uint16_t change) { + if ((0xffff - change) > tone_multiplexing_rate) { + tone_multiplexing_rate += change; + } +} +void audio_decrease_tone_multiplexing_rate(uint16_t change) { + if (change <= tone_multiplexing_rate) { + tone_multiplexing_rate -= change; + } +} +#endif + +// Tempo functions + +void audio_set_tempo(uint8_t tempo) { + if (tempo < 10) note_tempo = 10; + // else if (tempo > 250) + // note_tempo = 250; + else + note_tempo = tempo; +} + +void audio_increase_tempo(uint8_t tempo_change) { + if (tempo_change > 255 - note_tempo) + note_tempo = 255; + else + note_tempo += tempo_change; +} + +void audio_decrease_tempo(uint8_t tempo_change) { + if (tempo_change >= note_tempo - 10) + note_tempo = 10; + else + note_tempo -= tempo_change; +} + +// TODO in the int-math version are some bugs; songs sometimes abruptly end - maybe an issue with the timer/system-tick wrapping around? +uint16_t audio_duration_to_ms(uint16_t duration_bpm) { +#if defined(__AVR__) + // 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 + return ((uint32_t)duration_bpm * 60 * 1000) / (64 * note_tempo); + // NOTE: beware of uint16_t overflows when note_tempo is low and/or the duration is long +#else + return ((float)duration_bpm * 60) / (64 * note_tempo) * 1000; +#endif +} +uint16_t audio_ms_to_duration(uint16_t duration_ms) { +#if defined(__AVR__) + return ((uint32_t)duration_ms * 64 * note_tempo) / 60 / 1000; +#else + return ((float)duration_ms * 64 * note_tempo) / 60 / 1000; +#endif +} diff --git a/quantum/audio/audio.h b/quantum/audio/audio.h index bc00cd19e6..56b9158a1a 100644 --- a/quantum/audio/audio.h +++ b/quantum/audio/audio.h @@ -1,4 +1,5 @@ -/* Copyright 2016 Jack Humbert +/* Copyright 2016-2020 Jack Humbert + * Copyright 2020 JohSchneider * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by @@ -13,28 +14,30 @@ * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ - #pragma once #include <stdint.h> #include <stdbool.h> -#if defined(__AVR__) -# include <avr/io.h> -#endif -#include "wait.h" #include "musical_notes.h" #include "song_list.h" #include "voices.h" #include "quantum.h" #include <math.h> -// Largely untested PWM audio mode (doesn't sound as good) -// #define PWM_AUDIO - -// #define VIBRATO_ENABLE +#if defined(__AVR__) +# include <avr/io.h> +# if defined(AUDIO_DRIVER_PWM) +# include "driver_avr_pwm.h" +# endif +#endif -// Enable vibrato strength/amplitude - slows down ISR too much -// #define VIBRATO_STRENGTH_ENABLE +#if defined(PROTOCOL_CHIBIOS) +# if defined(AUDIO_DRIVER_PWM) +# include "driver_chibios_pwm.h" +# elif defined(AUDIO_DRIVER_DAC) +# include "driver_chibios_dac.h" +# endif +#endif typedef union { uint8_t raw; @@ -45,61 +48,238 @@ typedef union { }; } audio_config_t; -bool is_audio_on(void); +// AVR/LUFA has a MIN, arm/chibios does not +#ifndef MIN +# define MIN(a, b) (((a) < (b)) ? (a) : (b)) +#endif + +/* + * a 'musical note' is represented by pitch and duration; a 'musical tone' adds intensity and timbre + * https://en.wikipedia.org/wiki/Musical_tone + * "A musical tone is characterized by its duration, pitch, intensity (or loudness), and timbre (or quality)" + */ +typedef struct { + uint16_t time_started; // timestamp the tone/note was started, system time runs with 1ms resolution -> 16bit timer overflows every ~64 seconds, long enough under normal circumstances; but might be too soon for long-duration notes when the note_tempo is set to a very low value + float pitch; // aka frequency, in Hz + uint16_t duration; // in ms, converted from the musical_notes.h unit which has 64parts to a beat, factoring in the current tempo in beats-per-minute + // float intensity; // aka volume [0,1] TODO: not used at the moment; pwm drivers can't handle it + // uint8_t timbre; // range: [0,100] TODO: this currently kept track of globally, should we do this per tone instead? +} musical_tone_t; + +// public interface + +/** + * @brief one-time initialization called by quantum/quantum.c + * @details usually done lazy, when some tones are to be played + * + * @post audio system (and hardware) initialized and ready to play tones + */ +void audio_init(void); +void audio_startup(void); + +/** + * @brief en-/disable audio output, save this choice to the eeprom + */ void audio_toggle(void); +/** + * @brief enable audio output, save this choice to the eeprom + */ void audio_on(void); +/** + * @brief disable audio output, save this choice to the eeprom + */ void audio_off(void); +/** + * @brief query the if audio output is enabled + */ +bool audio_is_on(void); + +/** + * @brief start playback of a tone with the given frequency and duration + * + * @details starts the playback of a given note, which is automatically stopped + * at the the end of its duration = fire&forget + * + * @param[in] pitch frequency of the tone be played + * @param[in] duration in milliseconds, use 'audio_duration_to_ms' to convert + * from the musical_notes.h unit to ms + */ +void audio_play_note(float pitch, uint16_t duration); +// TODO: audio_play_note(float pitch, uint16_t duration, float intensity, float timbre); +// audio_play_note_with_instrument ifdef AUDIO_ENABLE_VOICES + +/** + * @brief start playback of a tone with the given frequency + * + * @details the 'frequency' is put on-top the internal stack of active tones, + * as a new tone with indefinite duration. this tone is played by + * the hardware until a call to 'audio_stop_tone'. + * should a tone with that frequency already be active, its entry + * is put on the top of said internal stack - so no duplicate + * entries are kept. + * 'hardware_start' is called upon the first note. + * + * @param[in] pitch frequency of the tone be played + */ +void audio_play_tone(float pitch); + +/** + * @brief stop a given tone/frequency + * + * @details removes a tone matching the given frequency from the internal + * playback stack + * the hardware is stopped in case this was the last/only frequency + * being played. + * + * @param[in] pitch tone/frequency to be stopped + */ +void audio_stop_tone(float pitch); -// Vibrato rate functions +/** + * @brief play a melody + * + * @details starts playback of a melody passed in from a SONG definition - an + * array of {pitch, duration} float-tuples + * + * @param[in] np note-pointer to the SONG array + * @param[in] n_count number of MUSICAL_NOTES of the SONG + * @param[in] n_repeat false for onetime, true for looped playback + */ +void audio_play_melody(float (*np)[][2], uint16_t n_count, bool n_repeat); -#ifdef VIBRATO_ENABLE +/** + * @brief play a short tone of a specific frequency to emulate a 'click' + * + * @details constructs a two-note melody (one pause plus a note) and plays it through + * audio_play_melody. very short durations might not quite work due to + * hardware limitations (DAC: added pulses from zero-crossing feature;...) + * + * @param[in] delay in milliseconds, length for the pause before the pulses, can be zero + * @param[in] pitch + * @param[in] duration in milliseconds, length of the 'click' + */ +void audio_play_click(uint16_t delay, float pitch, uint16_t duration); -void set_vibrato_rate(float rate); -void increase_vibrato_rate(float change); -void decrease_vibrato_rate(float change); +/** + * @brief stops all playback + * + * @details stops playback of both a melody as well as single tones, resetting + * the internal state + */ +void audio_stop_all(void); -# ifdef VIBRATO_STRENGTH_ENABLE +/** + * @brief query if one/multiple tones are playing + */ +bool audio_is_playing_note(void); -void set_vibrato_strength(float strength); -void increase_vibrato_strength(float change); -void decrease_vibrato_strength(float change); +/** + * @brief query if a melody/SONG is playing + */ +bool audio_is_playing_melody(void); -# endif +// These macros are used to allow audio_play_melody to play an array of indeterminate +// length. This works around the limitation of C's sizeof operation on pointers. +// The global float array for the song must be used here. +#define NOTE_ARRAY_SIZE(x) ((int16_t)(sizeof(x) / (sizeof(x[0])))) + +/** + * @brief convenience macro, to play a melody/SONG once + */ +#define PLAY_SONG(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), false) +// TODO: a 'song' is a melody plus singing/vocals -> PLAY_MELODY +/** + * @brief convenience macro, to play a melody/SONG in a loop, until stopped by 'audio_stop_all' + */ +#define PLAY_LOOP(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), true) +// Tone-Multiplexing functions +// this feature only makes sense for hardware setups which can't do proper +// audio-wave synthesis = have no DAC and need to use PWM for tone generation +#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING +# ifndef AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT +# define AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT 0 +// 0=off, good starting value is 4; the lower the value the higher the cpu-load +# endif +void audio_set_tone_multiplexing_rate(uint16_t rate); +void audio_enable_tone_multiplexing(void); +void audio_disable_tone_multiplexing(void); +void audio_increase_tone_multiplexing_rate(uint16_t change); +void audio_decrease_tone_multiplexing_rate(uint16_t change); #endif -// Polyphony functions +// Tempo functions -void set_polyphony_rate(float rate); -void enable_polyphony(void); -void disable_polyphony(void); -void increase_polyphony_rate(float change); -void decrease_polyphony_rate(float change); +void audio_set_tempo(uint8_t tempo); +void audio_increase_tempo(uint8_t tempo_change); +void audio_decrease_tempo(uint8_t tempo_change); -void set_timbre(float timbre); -void set_tempo(uint8_t tempo); +// conversion macros, from 64parts-to-a-beat to milliseconds and back +uint16_t audio_duration_to_ms(uint16_t duration_bpm); +uint16_t audio_ms_to_duration(uint16_t duration_ms); -void increase_tempo(uint8_t tempo_change); -void decrease_tempo(uint8_t tempo_change); +void audio_startup(void); -void audio_init(void); +// hardware interface -#ifdef PWM_AUDIO -void play_sample(uint8_t* s, uint16_t l, bool r); -#endif -void play_note(float freq, int vol); -void stop_note(float freq); -void stop_all_notes(void); -void play_notes(float (*np)[][2], uint16_t n_count, bool n_repeat); +// implementation in the driver_avr/arm_* respective parts +void audio_driver_initialize(void); +void audio_driver_start(void); +void audio_driver_stop(void); -#define SCALE \ - (int8_t[]) { 0 + (12 * 0), 2 + (12 * 0), 4 + (12 * 0), 5 + (12 * 0), 7 + (12 * 0), 9 + (12 * 0), 11 + (12 * 0), 0 + (12 * 1), 2 + (12 * 1), 4 + (12 * 1), 5 + (12 * 1), 7 + (12 * 1), 9 + (12 * 1), 11 + (12 * 1), 0 + (12 * 2), 2 + (12 * 2), 4 + (12 * 2), 5 + (12 * 2), 7 + (12 * 2), 9 + (12 * 2), 11 + (12 * 2), 0 + (12 * 3), 2 + (12 * 3), 4 + (12 * 3), 5 + (12 * 3), 7 + (12 * 3), 9 + (12 * 3), 11 + (12 * 3), 0 + (12 * 4), 2 + (12 * 4), 4 + (12 * 4), 5 + (12 * 4), 7 + (12 * 4), 9 + (12 * 4), 11 + (12 * 4), } +/** + * @brief get the number of currently active tones + * @return number, 0=none active + */ +uint8_t audio_get_number_of_active_tones(void); -// These macros are used to allow play_notes to play an array of indeterminate -// length. This works around the limitation of C's sizeof operation on pointers. -// The global float array for the song must be used here. -#define NOTE_ARRAY_SIZE(x) ((int16_t)(sizeof(x) / (sizeof(x[0])))) -#define PLAY_SONG(note_array) play_notes(¬e_array, NOTE_ARRAY_SIZE((note_array)), false) -#define PLAY_LOOP(note_array) play_notes(¬e_array, NOTE_ARRAY_SIZE((note_array)), true) +/** + * @brief access to the raw/unprocessed frequency for a specific tone + * @details each active tone has a frequency associated with it, which + * the internal state keeps track of, and is usually influenced + * by various effects + * @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the + * first being the most recent and each increment yielding the next + * older one + * @return a positive frequency, in Hz; or zero if the tone is a pause + */ +float audio_get_frequency(uint8_t tone_index); + +/** + * @brief calculate and return the frequency for the requested tone + * @details effects like glissando, vibrato, ... are post-processed onto the + * each active tones 'base'-frequency; this function returns the + * post-processed result. + * @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the + * first being the most recent and each increment yielding the next + * older one + * @return a positive frequency, in Hz; or zero if the tone is a pause + */ +float audio_get_processed_frequency(uint8_t tone_index); + +/** + * @brief update audio internal state: currently playing and active tones,... + * @details This function is intended to be called by the audio-hardware + * specific implementation on a somewhat regular basis while a SONG + * or notes (pitch+duration) are playing to 'advance' the internal + * state (current playing notes, position in the melody, ...) + * + * @return true if something changed in the currently active tones, which the + * hardware might need to react to + */ +bool audio_update_state(void); + +// legacy and back-warts compatibility stuff + +#define is_audio_on() audio_is_on() +#define is_playing_notes() audio_is_playing_melody() +#define is_playing_note() audio_is_playing_note() +#define stop_all_notes() audio_stop_all() +#define stop_note(f) audio_stop_tone(f) +#define play_note(f, v) audio_play_tone(f) -bool is_playing_notes(void); +#define set_timbre(t) voice_set_timbre(t) +#define set_tempo(t) audio_set_tempo(t) +#define increase_tempo(t) audio_increase_tempo(t) +#define decrease_tempo(t) audio_decrease_tempo(t) +// vibrato functions are not used in any keyboards diff --git a/quantum/a |