update audio documentation

b6_b7_audio
Jack Humbert 8 years ago
parent f407f3e8de
commit 9abbbe7089

@ -1,61 +1,48 @@
## Audio output from a speaker
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/or `#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.
Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and/or `#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.
If you add this to your `rules.mk`:
If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
```
AUDIO_ENABLE = yes
STARTUP_SONG // plays when the keyboard starts up (audio.c)
GOODBYE_SONG // plays when you press the RESET key (quantum.c)
AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
```
there's a couple different sounds that will automatically be enabled without any other configuration:
You can override the default songs by doing something like this in your `config.h`:
If you want to implement something custom, you can
```
```c
#ifdef AUDIO_ENABLE
#include "audio.h"
#define STARTUP_SONG SONG(STARTUP_SOUND)
#endif
```
Then, lower down the file:
```
float tone_startup[][2] = {
ED_NOTE(_E7 ),
E__NOTE(_CS7),
E__NOTE(_E6 ),
E__NOTE(_A6 ),
M__NOTE(_CS7, 20)
};
```
This is how you write a song. Each of these lines is a note, so we have a little ditty composed of five notes here.
A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
Then, we have this chunk:
To play a custom sound at a particular time, you can define a song like this (near the top of the file):
```c
float my_song[][2] = SONG(QWERTY_SOUND);
```
float tone_qwerty[][2] = SONG(QWERTY_SOUND);
float tone_dvorak[][2] = SONG(DVORAK_SOUND);
float tone_colemak[][2] = SONG(COLEMAK_SOUND);
float tone_plover[][2] = SONG(PLOVER_SOUND);
float tone_plover_gb[][2] = SONG(PLOVER_GOODBYE_SOUND);
float music_scale[][2] = SONG(MUSIC_SCALE_SOUND);
float goodbye[][2] = SONG(GOODBYE_SOUND);
```
And then play your song like this:
Wherein we bind predefined songs (from [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h)) into named variables. This is one optimization that helps save on memory: These songs only take up memory when you reference them in your keymap, because they're essentially all preprocessor directives.
```c
PLAY_SONG(my_song);
```
So now you have something called `tone_plover` for example. How do you make it play the Plover tune, then? If you look further down the keymap, you'll see this:
Alternatively, you can play it in a loop like this:
```
PLAY_SONG(tone_plover); // song name
```c
PLAY_LOOP(my_song);
```
This is inside one of the macros. So when that macro executes, your keyboard plays that particular chime.
It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
## Music mode

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