forked from forks/qmk_firmware
83 lines
2.6 KiB
C
83 lines
2.6 KiB
C
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/* Copyright 2021 Batuhan Başerdem
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* <baserdem.batuhan@gmail.com> @bbaserdem
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "bb-audio.h"
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/* AUDIO
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* This contains some audio related stuff.
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* There is no need to wrap this up with preprocessor commands;
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* This is only called if audio is enabled
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*/
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float tone_game_intro[][2] = GAME_ON_SONG;
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float tone_game_outro[][2] = GAME_OFF_SONG;
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// Audio playing when layer changes
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layer_state_t layer_state_set_audio(layer_state_t state) {
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// Get this layer
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static bool prev_game = false;
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// If entering the game layer; play the intro sound
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if (layer_state_cmp(state, _GAME) && (!prev_game)) {
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stop_all_notes();
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PLAY_SONG(tone_game_intro);
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prev_game = true;
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}
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// If exiting the game layer; play the outro sound
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if ((!layer_state_cmp(state, _GAME)) && prev_game) {
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stop_all_notes();
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PLAY_SONG(tone_game_outro);
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prev_game = false;
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}
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return state;
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}
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// Audio layer switch; add the music layer on top of this
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bool process_record_audio(uint16_t keycode, keyrecord_t *record) {
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switch (keycode) {
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case MU_TOG:
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if (!record->event.pressed) {
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// On release, exit music mode if enabled
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if (layer_state_is(_MUSI)) {
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layer_off(_MUSI);
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// If not enabled; turn off all layers and load music layer
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} else {
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layer_clear();
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layer_on(_MUSI);
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}
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}
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return true;
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break;
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case MU_ON:
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if (!record->event.pressed) {
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// On release, enter music mode
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layer_clear();
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layer_on(_MUSI);
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}
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return true;
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break;
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case MU_OFF:
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if (!record->event.pressed) {
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// On release, exit music mode
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layer_off(_MUSI);
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}
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return true;
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break;
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}
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return true;
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}
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