process_music.c 4.1 KB

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  1. #include "process_music.h"
  2. bool music_activated = false;
  3. uint8_t starting_note = 0x0C;
  4. int offset = 7;
  5. // music sequencer
  6. static bool music_sequence_recording = false;
  7. static bool music_sequence_playing = false;
  8. static float music_sequence[16] = {0};
  9. static uint8_t music_sequence_count = 0;
  10. static uint8_t music_sequence_position = 0;
  11. static uint16_t music_sequence_timer = 0;
  12. static uint16_t music_sequence_interval = 100;
  13. bool process_music(uint16_t keycode, keyrecord_t *record) {
  14. if (keycode == AU_ON && record->event.pressed) {
  15. audio_on();
  16. return false;
  17. }
  18. if (keycode == AU_OFF && record->event.pressed) {
  19. audio_off();
  20. return false;
  21. }
  22. if (keycode == AU_TOG && record->event.pressed) {
  23. if (is_audio_on())
  24. {
  25. audio_off();
  26. }
  27. else
  28. {
  29. audio_on();
  30. }
  31. return false;
  32. }
  33. if (keycode == MU_ON && record->event.pressed) {
  34. music_on();
  35. return false;
  36. }
  37. if (keycode == MU_OFF && record->event.pressed) {
  38. music_off();
  39. return false;
  40. }
  41. if (keycode == MU_TOG && record->event.pressed) {
  42. if (music_activated)
  43. {
  44. music_off();
  45. }
  46. else
  47. {
  48. music_on();
  49. }
  50. return false;
  51. }
  52. if (keycode == MUV_IN && record->event.pressed) {
  53. voice_iterate();
  54. music_scale_user();
  55. return false;
  56. }
  57. if (keycode == MUV_DE && record->event.pressed) {
  58. voice_deiterate();
  59. music_scale_user();
  60. return false;
  61. }
  62. if (music_activated) {
  63. if (keycode == KC_LCTL && record->event.pressed) { // Start recording
  64. stop_all_notes();
  65. music_sequence_recording = true;
  66. music_sequence_playing = false;
  67. music_sequence_count = 0;
  68. return false;
  69. }
  70. if (keycode == KC_LALT && record->event.pressed) { // Stop recording/playing
  71. stop_all_notes();
  72. music_sequence_recording = false;
  73. music_sequence_playing = false;
  74. return false;
  75. }
  76. if (keycode == KC_LGUI && record->event.pressed) { // Start playing
  77. stop_all_notes();
  78. music_sequence_recording = false;
  79. music_sequence_playing = true;
  80. music_sequence_position = 0;
  81. music_sequence_timer = 0;
  82. return false;
  83. }
  84. if (keycode == KC_UP) {
  85. if (record->event.pressed)
  86. music_sequence_interval-=10;
  87. return false;
  88. }
  89. if (keycode == KC_DOWN) {
  90. if (record->event.pressed)
  91. music_sequence_interval+=10;
  92. return false;
  93. }
  94. float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(starting_note + SCALE[record->event.key.col + offset])/12.0+(MATRIX_ROWS - record->event.key.row));
  95. if (record->event.pressed) {
  96. play_note(freq, 0xF);
  97. if (music_sequence_recording) {
  98. music_sequence[music_sequence_count] = freq;
  99. music_sequence_count++;
  100. }
  101. } else {
  102. stop_note(freq);
  103. }
  104. if (keycode < 0xFF) // ignores all normal keycodes, but lets RAISE, LOWER, etc through
  105. return false;
  106. }
  107. return true;
  108. }
  109. bool is_music_on(void) {
  110. return (music_activated != 0);
  111. }
  112. void music_toggle(void) {
  113. if (!music_activated) {
  114. music_on();
  115. } else {
  116. music_off();
  117. }
  118. }
  119. void music_on(void) {
  120. music_activated = 1;
  121. music_on_user();
  122. }
  123. void music_off(void) {
  124. music_activated = 0;
  125. stop_all_notes();
  126. }
  127. __attribute__ ((weak))
  128. void music_on_user() {}
  129. __attribute__ ((weak))
  130. void audio_on_user() {}
  131. __attribute__ ((weak))
  132. void music_scale_user() {}
  133. void matrix_scan_music(void) {
  134. if (music_sequence_playing) {
  135. if ((music_sequence_timer == 0) || (timer_elapsed(music_sequence_timer) > music_sequence_interval)) {
  136. music_sequence_timer = timer_read();
  137. stop_note(music_sequence[(music_sequence_position - 1 < 0)?(music_sequence_position - 1 + music_sequence_count):(music_sequence_position - 1)]);
  138. play_note(music_sequence[music_sequence_position], 0xF);
  139. music_sequence_position = (music_sequence_position + 1) % music_sequence_count;
  140. }
  141. }
  142. }