add new arguements, docs
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4 changed files with 5 additions and 2 deletions
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@ -1,7 +1,7 @@
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## Audio output from a speaker
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## Audio output from a speaker
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Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any keyboard that allows access to the C6 port, 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.
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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.
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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:
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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:
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@ -37,6 +37,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define UNUSED_PINS
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#define UNUSED_PINS
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#define AUDIO_VOICES
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#define AUDIO_VOICES
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#define C6_AUDIO
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#define BACKLIGHT_PIN B7
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#define BACKLIGHT_PIN B7
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@ -38,6 +38,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
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#define UNUSED_PINS
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#define UNUSED_PINS
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#define AUDIO_VOICES
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#define AUDIO_VOICES
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#define C6_AUDIO
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#define BACKLIGHT_PIN B7
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#define BACKLIGHT_PIN B7
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@ -271,12 +271,13 @@ float vibrato(float average_freq) {
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#ifdef C6_AUDIO
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#ifdef C6_AUDIO
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ISR(TIMER3_COMPA_vect)
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ISR(TIMER3_COMPA_vect)
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{
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{
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float freq, freq_alt = 0;
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float freq;
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if (playing_note) {
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if (playing_note) {
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if (voices > 0) {
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if (voices > 0) {
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#ifdef B5_AUDIO
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#ifdef B5_AUDIO
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float freq_alt = 0;
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if (voices > 1) {
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if (voices > 1) {
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if (polyphony_rate == 0) {
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if (polyphony_rate == 0) {
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if (glissando) {
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if (glissando) {
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