diff --git a/docs/modding_your_keyboard.md b/docs/modding_your_keyboard.md index 29b0b3b0..ab40bdf9 100644 --- a/docs/modding_your_keyboard.md +++ b/docs/modding_your_keyboard.md @@ -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