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Copy pathbuzz.cpp
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286 lines (255 loc) · 8.76 KB
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#include "buzz.h"
#include "NodeDB.h"
#include "configuration.h"
#if !defined(ARCH_ESP32) && !defined(ARCH_RP2040) && !defined(ARCH_PORTDUINO)
#include "Tone.h"
#endif
#if defined(HAS_I2S)
#include "main.h"
#include <unordered_map>
#endif
#if defined(HAS_I2S_SPEAKER_NRF52)
#include "platform/nrf52/NRF52I2SOutput.h"
#endif
#if !defined(ARCH_PORTDUINO)
extern "C" void delay(uint32_t dwMs);
#endif
struct ToneDuration {
int frequency_khz;
int duration_ms;
};
// Some common frequencies.
#define NOTE_SILENT 1
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_CS4 277
#define NOTE_B4 494
#define NOTE_F5 698
#define NOTE_G6 1568
#define NOTE_E7 2637
#define NOTE_C4 262
#define NOTE_E4 330
#define NOTE_G4 392
#define NOTE_A4 440
#define NOTE_C5 523
#define NOTE_E5 659
#define NOTE_G5 784
const int DURATION_1_16 = 62; // 1/16 note
const int DURATION_1_8 = 125; // 1/8 note
const int DURATION_1_4 = 250; // 1/4 note
const int DURATION_1_2 = 500; // 1/2 note
const int DURATION_3_4 = 750; // 3/4 note
const int DURATION_1_1 = 1000; // 1/1 note
#ifdef HAS_I2S
void playTonesRTTTL(const ToneDuration *tone_durations, int size)
{
// translate ToneDuration[] to RTTTL string and play using audioThread
static std::unordered_map<int, std::string> freqToNote = {
{NOTE_C3, "c4"}, {NOTE_CS3, "c#4"}, {NOTE_D3, "d4"}, {NOTE_DS3, "d#4"}, {NOTE_E3, "e4"}, {NOTE_F3, "f4"},
{NOTE_FS3, "f#4"}, {NOTE_G3, "g4"}, {NOTE_GS3, "g#4"}, {NOTE_A3, "a4"}, {NOTE_AS3, "a#4"}, {NOTE_B3, "b4"},
{NOTE_C4, "c5"}, {NOTE_E4, "e5"}, {NOTE_G4, "g5"}, {NOTE_A4, "a5"}, {NOTE_C5, "c6"}, {NOTE_E5, "e6"},
{NOTE_G5, "g6"}, {NOTE_F5, "f6"}, {NOTE_G6, "g7"}, {NOTE_E7, "e8"}};
char rtttl[128] = "tone:d=32,o=4,b=200:"; // default duration and octave
for (int i = 0; i < size; i++) {
const auto &td = tone_durations[i];
std::string note = "b4";
if (freqToNote.find(td.frequency_khz) != freqToNote.end()) {
note = freqToNote[td.frequency_khz];
}
int dur = 32; // default duration
if (td.duration_ms >= 1000)
dur = 1;
else if (td.duration_ms >= 500)
dur = 2;
else if (td.duration_ms >= 250)
dur = 4;
else if (td.duration_ms >= 125)
dur = 8;
else if (td.duration_ms >= 62)
dur = 16;
else
dur = 32;
char noteStr[64];
snprintf(noteStr, sizeof(noteStr), "%s,%d", note.c_str(), dur);
strncat(rtttl, noteStr, sizeof(rtttl) - strlen(rtttl) - 1);
audioThread->beginRttl(rtttl, strlen(rtttl));
while (audioThread->isPlaying()) {
delay(10);
}
return;
}
}
#endif
void playTones(const ToneDuration *tone_durations, int size)
{
if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY) {
// Buzzer is disabled or not set to system tones
return;
}
#ifdef HAS_I2S
if (moduleConfig.external_notification.use_i2s_as_buzzer && audioThread) {
playTonesRTTTL(tone_durations, size);
return;
}
#endif
#if defined(HAS_I2S_SPEAKER_NRF52)
// Native I2S speaker path (no ESP AudioThread/RTTTL needed here).
pinMode(SPEAKER_EN, OUTPUT);
digitalWrite(SPEAKER_EN, HIGH);
#if defined(SPEAKER_EN_2)
pinMode(SPEAKER_EN_2, OUTPUT);
digitalWrite(SPEAKER_EN_2, HIGH);
#endif
if (!nrf52I2SOutput.begin(SPEAKER_BCLK, SPEAKER_WS_LRCK, SPEAKER_DATA)) {
digitalWrite(SPEAKER_EN, LOW);
#if defined(SPEAKER_EN_2)
digitalWrite(SPEAKER_EN_2, LOW);
#endif
return;
}
for (int i = 0; i < size; i++) {
const auto &tone_duration = tone_durations[i];
nrf52I2SOutput.playTone(tone_duration.frequency_khz, tone_duration.duration_ms);
}
nrf52I2SOutput.end();
digitalWrite(SPEAKER_EN, LOW);
#if defined(SPEAKER_EN_2)
digitalWrite(SPEAKER_EN_2, LOW);
#endif
return;
#endif
#if defined(PIN_BUZZER)
if (!config.device.buzzer_gpio)
config.device.buzzer_gpio = PIN_BUZZER;
#endif
if (config.device.buzzer_gpio) {
for (int i = 0; i < size; i++) {
const auto &tone_duration = tone_durations[i];
tone(config.device.buzzer_gpio, tone_duration.frequency_khz, tone_duration.duration_ms);
// to distinguish the notes, set a minimum time between them.
delay(1.3 * tone_duration.duration_ms);
}
}
}
void playBeep()
{
ToneDuration melody[] = {{NOTE_B3, DURATION_1_16}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playLongBeep()
{
ToneDuration melody[] = {{NOTE_B3, DURATION_1_1}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playGPSEnableBeep()
{
#if defined(R1_NEO) || defined(MUZI_BASE)
ToneDuration melody[] = {
{NOTE_F5, DURATION_1_2}, {NOTE_G6, DURATION_1_8}, {NOTE_E7, DURATION_1_4}, {NOTE_SILENT, DURATION_1_2}};
#else
ToneDuration melody[] = {{NOTE_C3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_CS4, DURATION_1_4}};
#endif
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playGPSDisableBeep()
{
#if defined(R1_NEO) || defined(MUZI_BASE)
ToneDuration melody[] = {{NOTE_B4, DURATION_1_16}, {NOTE_B4, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
{NOTE_F3, DURATION_1_16}, {NOTE_F3, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
{NOTE_C3, DURATION_1_1}, {NOTE_SILENT, DURATION_1_1}};
#else
ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_C3, DURATION_1_4}};
#endif
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playStartMelody()
{
ToneDuration melody[] = {{NOTE_FS3, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_CS4, DURATION_1_4}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playShutdownMelody()
{
ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playChirp()
{
// A short, friendly "chirp" sound for key presses
ToneDuration melody[] = {{NOTE_AS3, 20}}; // Short AS3 note
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playClick()
{
// A very short "click" sound with minimum delay; ideal for rotary encoder events
ToneDuration melody[] = {{NOTE_AS3, 1}}; // Very Short AS3
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void playBoop()
{
// A short, friendly "boop" sound for button presses
ToneDuration melody[] = {{NOTE_A3, 50}}; // Very short A3 note
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
// Static state for progressive lead-up notes
static int leadUpNoteIndex = 0;
static const ToneDuration leadUpNotes[] = {
{NOTE_C3, 100}, // Start low
{NOTE_E3, 100}, // Step up
{NOTE_G3, 100}, // Keep climbing
{NOTE_B3, 150} // Peak with longer note for emphasis
};
static const int leadUpNotesCount = sizeof(leadUpNotes) / sizeof(ToneDuration);
bool playNextLeadUpNote()
{
if (leadUpNoteIndex >= leadUpNotesCount) {
return false; // All notes have been played
}
// Use playTones to handle buzzer logic consistently
const auto ¬e = leadUpNotes[leadUpNoteIndex];
playTones(¬e, 1); // Play single note using existing playTones function
leadUpNoteIndex++;
if (leadUpNoteIndex >= leadUpNotesCount) {
return false; // this was the final note
}
return true; // Note was played (playTones handles buzzer availability internally)
}
void resetLeadUpSequence()
{
leadUpNoteIndex = 0;
}
void playComboTune()
{
// Quick high-pitched notes with trills
ToneDuration melody[] = {
{NOTE_G3, 80}, // Quick chirp
{NOTE_B3, 60}, // Higher chirp
{NOTE_CS4, 80}, // Even higher
{NOTE_G3, 60}, // Quick trill down
{NOTE_CS4, 60}, // Quick trill up
{NOTE_B3, 120} // Ending chirp
};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void play4ClickDown()
{
ToneDuration melody[] = {{NOTE_G5, 55}, {NOTE_E5, 55}, {NOTE_C5, 60}, {NOTE_A4, 55}, {NOTE_G4, 55},
{NOTE_E4, 65}, {NOTE_C4, 80}, {NOTE_G3, 120}, {NOTE_E3, 160}, {NOTE_SILENT, 120}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}
void play4ClickUp()
{
// Quick high-pitched notes with trills
ToneDuration melody[] = {{NOTE_F5, 50}, {NOTE_G6, 45}, {NOTE_E7, 60}};
playTones(melody, sizeof(melody) / sizeof(ToneDuration));
}