Make Audio Clicky's randomness a float
Rather than a define, but read from the define. This way, a smart coder could externally configure the randomness, changing it on the fly This is also a precursor step to adding full on support for configurable randomness.
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1 changed files with 3 additions and 2 deletions
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@ -20,6 +20,7 @@
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#endif // !AUDIO_CLICKY_FREQ_RANDOMNESS
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#endif // !AUDIO_CLICKY_FREQ_RANDOMNESS
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float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT;
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float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT;
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float clicky_rand = AUDIO_CLICKY_FREQ_RANDOMNESS;
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float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
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float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
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extern audio_config_t audio_config;
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extern audio_config_t audio_config;
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@ -33,8 +34,8 @@ void clicky_play(void) {
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#ifndef NO_MUSIC_MODE
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#ifndef NO_MUSIC_MODE
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if (music_activated || midi_activated) return;
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if (music_activated || midi_activated) return;
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#endif // !NO_MUSIC_MODE
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#endif // !NO_MUSIC_MODE
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clicky_song[0][0] = 2.0f * clicky_freq * (1.0f + AUDIO_CLICKY_FREQ_RANDOMNESS * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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clicky_song[0][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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clicky_song[1][0] = clicky_freq * (1.0f + AUDIO_CLICKY_FREQ_RANDOMNESS * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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clicky_song[1][0] = clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
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PLAY_SONG(clicky_song);
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PLAY_SONG(clicky_song);
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}
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}
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