280 lines
10 KiB
C
280 lines
10 KiB
C
/* Copyright 2016-2020 Jack Humbert
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* Copyright 2020 JohSchneider
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*
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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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#pragma once
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#include <stdint.h>
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#include <stdbool.h>
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#include "musical_notes.h"
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#include "song_list.h"
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#include "voices.h"
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#include "quantum.h"
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#include <math.h>
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#if defined(__AVR__)
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# include <avr/io.h>
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#endif
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#if defined(AUDIO_DRIVER_PWM)
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# include "audio_pwm.h"
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#elif defined(AUDIO_DRIVER_DAC)
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# include "audio_dac.h"
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#endif
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typedef union {
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uint8_t raw;
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struct {
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bool enable : 1;
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bool clicky_enable : 1;
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uint8_t level : 6;
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};
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} audio_config_t;
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// AVR/LUFA has a MIN, arm/chibios does not
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#ifndef MIN
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# define MIN(a, b) (((a) < (b)) ? (a) : (b))
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#endif
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/*
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* a 'musical note' is represented by pitch and duration; a 'musical tone' adds intensity and timbre
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* https://en.wikipedia.org/wiki/Musical_tone
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* "A musical tone is characterized by its duration, pitch, intensity (or loudness), and timbre (or quality)"
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*/
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typedef struct {
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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
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float pitch; // aka frequency, in Hz
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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
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// float intensity; // aka volume [0,1] TODO: not used at the moment; pwm drivers can't handle it
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// uint8_t timbre; // range: [0,100] TODO: this currently kept track of globally, should we do this per tone instead?
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} musical_tone_t;
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// public interface
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/**
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* @brief one-time initialization called by quantum/quantum.c
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* @details usually done lazy, when some tones are to be played
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*
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* @post audio system (and hardware) initialized and ready to play tones
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*/
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void audio_init(void);
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void audio_startup(void);
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/**
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* @brief en-/disable audio output, save this choice to the eeprom
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*/
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void audio_toggle(void);
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/**
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* @brief enable audio output, save this choice to the eeprom
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*/
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void audio_on(void);
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/**
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* @brief disable audio output, save this choice to the eeprom
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*/
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void audio_off(void);
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/**
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* @brief query the if audio output is enabled
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*/
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bool audio_is_on(void);
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/**
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* @brief start playback of a tone with the given frequency and duration
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*
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* @details starts the playback of a given note, which is automatically stopped
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* at the the end of its duration = fire&forget
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*
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* @param[in] pitch frequency of the tone be played
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* @param[in] duration in milliseconds, use 'audio_duration_to_ms' to convert
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* from the musical_notes.h unit to ms
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*/
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void audio_play_note(float pitch, uint16_t duration);
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// TODO: audio_play_note(float pitch, uint16_t duration, float intensity, float timbre);
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// audio_play_note_with_instrument ifdef AUDIO_ENABLE_VOICES
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/**
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* @brief start playback of a tone with the given frequency
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*
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* @details the 'frequency' is put on-top the internal stack of active tones,
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* as a new tone with indefinite duration. this tone is played by
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* the hardware until a call to 'audio_stop_tone'.
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* should a tone with that frequency already be active, its entry
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* is put on the top of said internal stack - so no duplicate
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* entries are kept.
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* 'hardware_start' is called upon the first note.
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*
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* @param[in] pitch frequency of the tone be played
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*/
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void audio_play_tone(float pitch);
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/**
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* @brief stop a given tone/frequency
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*
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* @details removes a tone matching the given frequency from the internal
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* playback stack
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* the hardware is stopped in case this was the last/only frequency
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* being played.
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*
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* @param[in] pitch tone/frequency to be stopped
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*/
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void audio_stop_tone(float pitch);
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/**
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* @brief play a melody
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*
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* @details starts playback of a melody passed in from a SONG definition - an
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* array of {pitch, duration} float-tuples
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*
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* @param[in] np note-pointer to the SONG array
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* @param[in] n_count number of MUSICAL_NOTES of the SONG
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* @param[in] n_repeat false for onetime, true for looped playback
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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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/**
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* @brief play a short tone of a specific frequency to emulate a 'click'
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*
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* @details constructs a two-note melody (one pause plus a note) and plays it through
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* audio_play_melody. very short durations might not quite work due to
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* hardware limitations (DAC: added pulses from zero-crossing feature;...)
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*
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* @param[in] delay in milliseconds, length for the pause before the pulses, can be zero
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* @param[in] pitch
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* @param[in] duration in milliseconds, length of the 'click'
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*/
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void audio_play_click(uint16_t delay, float pitch, uint16_t duration);
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/**
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* @brief stops all playback
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*
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* @details stops playback of both a melody as well as single tones, resetting
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* the internal state
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*/
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void audio_stop_all(void);
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/**
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* @brief query if one/multiple tones are playing
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*/
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bool audio_is_playing_note(void);
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/**
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* @brief query if a melody/SONG is playing
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*/
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bool audio_is_playing_melody(void);
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// These macros are used to allow audio_play_melody to play an array of indeterminate
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// length. This works around the limitation of C's sizeof operation on pointers.
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// The global float array for the song must be used here.
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#define NOTE_ARRAY_SIZE(x) ((int16_t)(sizeof(x) / (sizeof(x[0]))))
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/**
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* @brief convenience macro, to play a melody/SONG once
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*/
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#define PLAY_SONG(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), false)
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// TODO: a 'song' is a melody plus singing/vocals -> PLAY_MELODY
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/**
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* @brief convenience macro, to play a melody/SONG in a loop, until stopped by 'audio_stop_all'
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*/
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#define PLAY_LOOP(note_array) audio_play_melody(¬e_array, NOTE_ARRAY_SIZE((note_array)), true)
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// Tone-Multiplexing functions
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// this feature only makes sense for hardware setups which can't do proper
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// audio-wave synthesis = have no DAC and need to use PWM for tone generation
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#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
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# ifndef AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT
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# define AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT 0
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// 0=off, good starting value is 4; the lower the value the higher the cpu-load
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# endif
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void audio_set_tone_multiplexing_rate(uint16_t rate);
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void audio_enable_tone_multiplexing(void);
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void audio_disable_tone_multiplexing(void);
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void audio_increase_tone_multiplexing_rate(uint16_t change);
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void audio_decrease_tone_multiplexing_rate(uint16_t change);
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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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void audio_increase_tempo(uint8_t tempo_change);
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void audio_decrease_tempo(uint8_t tempo_change);
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// conversion macros, from 64parts-to-a-beat to milliseconds and back
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uint16_t audio_duration_to_ms(uint16_t duration_bpm);
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uint16_t audio_ms_to_duration(uint16_t duration_ms);
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void audio_startup(void);
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// hardware interface
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// implementation in the driver_avr/arm_* respective parts
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void audio_driver_initialize(void);
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void audio_driver_start(void);
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void audio_driver_stop(void);
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/**
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* @brief get the number of currently active tones
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* @return number, 0=none active
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*/
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uint8_t audio_get_number_of_active_tones(void);
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/**
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* @brief access to the raw/unprocessed frequency for a specific tone
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* @details each active tone has a frequency associated with it, which
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* the internal state keeps track of, and is usually influenced
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* by various effects
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* @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the
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* first being the most recent and each increment yielding the next
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* older one
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* @return a positive frequency, in Hz; or zero if the tone is a pause
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*/
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float audio_get_frequency(uint8_t tone_index);
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/**
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* @brief calculate and return the frequency for the requested tone
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* @details effects like glissando, vibrato, ... are post-processed onto the
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* each active tones 'base'-frequency; this function returns the
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* post-processed result.
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* @param[in] tone_index, ranging from 0 to number_of_active_tones-1, with the
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* first being the most recent and each increment yielding the next
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* older one
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* @return a positive frequency, in Hz; or zero if the tone is a pause
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*/
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float audio_get_processed_frequency(uint8_t tone_index);
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/**
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* @brief update audio internal state: currently playing and active tones,...
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* @details This function is intended to be called by the audio-hardware
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* specific implementation on a somewhat regular basis while a SONG
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* or notes (pitch+duration) are playing to 'advance' the internal
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* state (current playing notes, position in the melody, ...)
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*
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* @return true if something changed in the currently active tones, which the
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* hardware might need to react to
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*/
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bool audio_update_state(void);
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// legacy and back-warts compatibility stuff
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#define is_audio_on() audio_is_on()
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#define is_playing_notes() audio_is_playing_melody()
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#define is_playing_note() audio_is_playing_note()
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#define stop_all_notes() audio_stop_all()
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#define stop_note(f) audio_stop_tone(f)
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#define play_note(f, v) audio_play_tone(f)
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#define set_timbre(t) voice_set_timbre(t)
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#define set_tempo(t) audio_set_tempo(t)
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#define increase_tempo(t) audio_increase_tempo(t)
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#define decrease_tempo(t) audio_decrease_tempo(t)
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// vibrato functions are not used in any keyboards
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