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authorJosh <josh@visionistinc.com>2019-05-17 16:48:53 -0400
committerDrashna Jaelre <drashna@live.com>2019-05-17 13:48:53 -0700
commitd85110b6ec5fcdf3ef88b41909ce739b017abbea (patch)
tree4fd8ad2cd4d53362fe9cf1cd6da5fa51b808cc70
parent00d1d7828c63538122d9d3db7336b9a40c9ffe80 (diff)
Adds a configurable initial delay to the audio clicky feature (#4286)0.6.3810.6.380
* Adding an AUDIO_CLICKY_DELAY_DURATION configurable value to the AUDIO_CLICKY feature. * Tweaking my community keymap to work better with my rev 4 planck.
-rw-r--r--docs/feature_audio.md3
-rw-r--r--layouts/community/ortho_4x12/mindsound/config.h5
-rw-r--r--quantum/process_keycode/process_clicky.c11
3 files changed, 13 insertions, 6 deletions
diff --git a/docs/feature_audio.md b/docs/feature_audio.md
index e1dd4c5a85..7511598bcf 100644
--- a/docs/feature_audio.md
+++ b/docs/feature_audio.md
@@ -175,8 +175,9 @@ You can configure the default, min and max frequencies, the stepping and built i
| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
-| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. |
+| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
+| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |
diff --git a/layouts/community/ortho_4x12/mindsound/config.h b/layouts/community/ortho_4x12/mindsound/config.h
index 76e7da2049..e615fe77eb 100644
--- a/layouts/community/ortho_4x12/mindsound/config.h
+++ b/layouts/community/ortho_4x12/mindsound/config.h
@@ -15,9 +15,10 @@
#define STARTUP_SONG SONG(ADVENTURE_TIME)
#define AUDIO_CLICKY
#define AUDIO_CLICKY_ON
+ #define AUDIO_CLICKY_DELAY_DURATION 0
#define AUDIO_CLICKY_FREQ_MAX 2500.0f
- #define AUDIO_CLICKY_FREQ_RANDOMNESS 0.2f
- #define AUDIO_CLICKY_FREQ_DEFAULT 110.0f
+ #define AUDIO_CLICKY_FREQ_RANDOMNESS 0.3f
+ #define AUDIO_CLICKY_FREQ_DEFAULT 880.0f
#endif
// for some reason the LSvi rev1 disables action tapping...
diff --git a/quantum/process_keycode/process_clicky.c b/quantum/process_keycode/process_clicky.c
index 12fef51f9e..43b803afe7 100644
--- a/quantum/process_keycode/process_clicky.c
+++ b/quantum/process_keycode/process_clicky.c
@@ -3,6 +3,9 @@
#ifdef AUDIO_CLICKY
+#ifndef AUDIO_CLICKY_DELAY_DURATION
+#define AUDIO_CLICKY_DELAY_DURATION 1
+#endif // !AUDIO_CLICKY_DELAY_DURATION
#ifndef AUDIO_CLICKY_FREQ_DEFAULT
#define AUDIO_CLICKY_FREQ_DEFAULT 440.0f
#endif // !AUDIO_CLICKY_FREQ_DEFAULT
@@ -21,7 +24,9 @@
float clicky_freq = AUDIO_CLICKY_FREQ_DEFAULT;
float clicky_rand = AUDIO_CLICKY_FREQ_RANDOMNESS;
-float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
+
+// the first "note" is an intentional delay; the 2nd and 3rd notes are the "clicky"
+float clicky_song[][2] = {{AUDIO_CLICKY_FREQ_MIN, AUDIO_CLICKY_DELAY_DURATION}, {AUDIO_CLICKY_FREQ_DEFAULT, 3}, {AUDIO_CLICKY_FREQ_DEFAULT, 1}}; // 3 and 1 --> durations
extern audio_config_t audio_config;
@@ -34,8 +39,8 @@ void clicky_play(void) {
#ifndef NO_MUSIC_MODE
if (music_activated || midi_activated || !audio_config.enable) return;
#endif // !NO_MUSIC_MODE
- clicky_song[0][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
- clicky_song[1][0] = clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
+ clicky_song[1][0] = 2.0f * clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
+ clicky_song[2][0] = clicky_freq * (1.0f + clicky_rand * ( ((float)rand()) / ((float)(RAND_MAX)) ) );
PLAY_SONG(clicky_song);
}