add new arguements, docs

example_keyboards
Jack Humbert 8 years ago
parent 9f5b4e1d7a
commit ea7590c894

@ -1,7 +1,7 @@
## Audio output from a speaker ## 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 port, 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 keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and `#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.
The audio code lives in [quantum/audio/audio.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c). Here are the important bits: The audio code lives in [quantum/audio/audio.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/audio.h) and in the other files in the audio directory. It's enabled by default on the Planck [stock keymap](https://github.com/qmk/qmk_firmware/blob/master/keyboards/planck/keymaps/default/keymap.c). Here are the important bits:

@ -37,6 +37,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define UNUSED_PINS #define UNUSED_PINS
#define AUDIO_VOICES #define AUDIO_VOICES
#define C6_AUDIO
#define BACKLIGHT_PIN B7 #define BACKLIGHT_PIN B7

@ -38,6 +38,7 @@ along with this program. If not, see <http://www.gnu.org/licenses/>.
#define UNUSED_PINS #define UNUSED_PINS
#define AUDIO_VOICES #define AUDIO_VOICES
#define C6_AUDIO
#define BACKLIGHT_PIN B7 #define BACKLIGHT_PIN B7

@ -271,12 +271,13 @@ float vibrato(float average_freq) {
#ifdef C6_AUDIO #ifdef C6_AUDIO
ISR(TIMER3_COMPA_vect) ISR(TIMER3_COMPA_vect)
{ {
float freq, freq_alt = 0; float freq;
if (playing_note) { if (playing_note) {
if (voices > 0) { if (voices > 0) {
#ifdef B5_AUDIO #ifdef B5_AUDIO
float freq_alt = 0;
if (voices > 1) { if (voices > 1) {
if (polyphony_rate == 0) { if (polyphony_rate == 0) {
if (glissando) { if (glissando) {

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