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+/* Copyright 2016-2020 Jack Humbert
+ * Copyright 2020 JohSchneider
+
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ */
+#include "audio.h"
+#include "eeconfig.h"
+#include "timer.h"
+#include "wait.h"
+
+/* audio system:
+ *
+ * audio.[ch] takes care of all overall state, tracking the actively playing
+ * notes/tones; the notes a SONG consists of;
+ * ...
+ * = everything audio-related that is platform agnostic
+ *
+ * driver_[avr|chibios]_[dac|pwm] take care of the lower hardware dependent parts,
+ * specific to each platform and the used subsystem/driver to drive
+ * the output pins/channels with the calculated frequencies for each
+ * active tone
+ * as part of this, the driver has to trigger regular state updates by
+ * calling 'audio_update_state' through some sort of timer - be it a
+ * dedicated one or piggybacking on for example the timer used to
+ * generate a pwm signal/clock.
+ *
+ *
+ * A Note on terminology:
+ * tone, pitch and frequency are used somewhat interchangeably, in a strict Wikipedia-sense:
+ * "(Musical) tone, a sound characterized by its duration, pitch (=frequency),
+ * intensity (=volume), and timbre"
+ * - intensity/volume is currently not handled at all, although the 'dac_additive' driver could do so
+ * - timbre is handled globally (TODO: only used with the pwm drivers at the moment)
+ *
+ * in musical_note.h a 'note' is the combination of a pitch and a duration
+ * these are used to create SONG arrays; during playback their frequencies
+ * are handled as single successive tones, while the durations are
+ * kept track of in 'audio_update_state'
+ *
+ * 'voice' as it is used here, equates to a sort of instrument with its own
+ * characteristics sound and effects
+ * the audio system as-is deals only with (possibly multiple) tones of one
+ * instrument/voice at a time (think: chords). since the number of tones that
+ * can be reproduced depends on the hardware/driver in use: pwm can only
+ * reproduce one tone per output/speaker; DACs can reproduce/mix multiple
+ * when doing additive synthesis.
+ *
+ * 'duration' can either be in the beats-per-minute related unit found in
+ * musical_notes.h, OR in ms; keyboards create SONGs with the former, while
+ * the internal state of the audio system does its calculations with the later - ms
+ */
+
+#ifndef AUDIO_TONE_STACKSIZE
+# define AUDIO_TONE_STACKSIZE 8
+#endif
+uint8_t active_tones = 0; // number of tones pushed onto the stack by audio_play_tone - might be more than the hardware is able to reproduce at any single time
+musical_tone_t tones[AUDIO_TONE_STACKSIZE]; // stack of currently active tones
+
+bool playing_melody = false; // playing a SONG?
+bool playing_note = false; // or (possibly multiple simultaneous) tones
+bool state_changed = false; // global flag, which is set if anything changes with the active_tones
+
+// melody/SONG related state variables
+float (*notes_pointer)[][2]; // SONG, an array of MUSICAL_NOTEs
+uint16_t notes_count; // length of the notes_pointer array
+bool notes_repeat; // PLAY_SONG or PLAY_LOOP?
+uint16_t melody_current_note_duration = 0; // duration of the currently playing note from the active melody, in ms
+uint8_t note_tempo = TEMPO_DEFAULT; // beats-per-minute
+uint16_t current_note = 0; // index into the array at notes_pointer
+bool note_resting = false; // if a short pause was introduced between two notes with the same frequency while playing a melody
+uint16_t last_timestamp = 0;
+
+#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
+# ifndef AUDIO_MAX_SIMULTANEOUS_TONES
+# define AUDIO_MAX_SIMULTANEOUS_TONES 3
+# endif
+uint16_t tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT;
+uint8_t tone_multiplexing_index_shift = 0; // offset used on active-tone array access
+#endif
+
+// provided and used by voices.c
+extern uint8_t note_timbre;
+extern bool glissando;
+extern bool vibrato;
+extern uint16_t voices_timer;
+
+#ifndef STARTUP_SONG
+# define STARTUP_SONG SONG(STARTUP_SOUND)
+#endif
+#ifndef AUDIO_ON_SONG
+# define AUDIO_ON_SONG SONG(AUDIO_ON_SOUND)
+#endif
+#ifndef AUDIO_OFF_SONG
+# define AUDIO_OFF_SONG SONG(AUDIO_OFF_SOUND)
+#endif
+float startup_song[][2] = STARTUP_SONG;
+float audio_on_song[][2] = AUDIO_ON_SONG;
+float audio_off_song[][2] = AUDIO_OFF_SONG;
+
+static bool audio_initialized = false;
+static bool audio_driver_stopped = true;
+audio_config_t audio_config;
+
+void audio_init() {
+ if (audio_initialized) {
+ return;
+ }
+
+ // Check EEPROM
+#ifdef EEPROM_ENABLE
+ if (!eeconfig_is_enabled()) {
+ eeconfig_init();
+ }
+ audio_config.raw = eeconfig_read_audio();
+#else // EEPROM settings
+ audio_config.enable = true;
+# ifdef AUDIO_CLICKY_ON
+ audio_config.clicky_enable = true;
+# endif
+#endif // EEPROM settings
+
+ for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) {
+ tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
+ }
+
+ if (!audio_initialized) {
+ audio_driver_initialize();
+ audio_initialized = true;
+ }
+ stop_all_notes();
+#ifndef AUDIO_INIT_DELAY
+ audio_startup();
+#endif
+}
+
+void audio_startup(void) {
+ if (audio_config.enable) {
+ PLAY_SONG(startup_song);
+ }
+
+ last_timestamp = timer_read();
+}
+
+void audio_toggle(void) {
+ if (audio_config.enable) {
+ stop_all_notes();
+ }
+ audio_config.enable ^= 1;
+ eeconfig_update_audio(audio_config.raw);
+ if (audio_config.enable) {
+ audio_on_user();
+ }
+}
+
+void audio_on(void) {
+ audio_config.enable = 1;
+ eeconfig_update_audio(audio_config.raw);
+ audio_on_user();
+ PLAY_SONG(audio_on_song);
+}
+
+void audio_off(void) {
+ PLAY_SONG(audio_off_song);
+ wait_ms(100);
+ audio_stop_all();
+ audio_config.enable = 0;
+ eeconfig_update_audio(audio_config.raw);
+}
+
+bool audio_is_on(void) { return (audio_config.enable != 0); }
+
+void audio_stop_all() {
+ if (audio_driver_stopped) {
+ return;
+ }
+
+ active_tones = 0;
+
+ audio_driver_stop();
+
+ playing_melody = false;
+ playing_note = false;
+
+ melody_current_note_duration = 0;
+
+ for (uint8_t i = 0; i < AUDIO_TONE_STACKSIZE; i++) {
+ tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
+ }
+
+ audio_driver_stopped = true;
+}
+
+void audio_stop_tone(float pitch) {
+ if (pitch < 0.0f) {
+ pitch = -1 * pitch;
+ }
+
+ if (playing_note) {
+ if (!audio_initialized) {
+ audio_init();
+ }
+ bool found = false;
+ for (int i = AUDIO_TONE_STACKSIZE - 1; i >= 0; i--) {
+ found = (tones[i].pitch == pitch);
+ if (found) {
+ tones[i] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
+ for (int j = i; (j < AUDIO_TONE_STACKSIZE - 1); j++) {
+ tones[j] = tones[j + 1];
+ tones[j + 1] = (musical_tone_t){.time_started = 0, .pitch = -1.0f, .duration = 0};
+ }
+ break;
+ }
+ }
+ if (!found) {
+ return;
+ }
+
+ state_changed = true;
+ active_tones--;
+ if (active_tones < 0) active_tones = 0;
+#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
+ if (tone_multiplexing_index_shift >= active_tones) {
+ tone_multiplexing_index_shift = 0;
+ }
+#endif
+ if (active_tones == 0) {
+ audio_driver_stop();
+ audio_driver_stopped = true;
+ playing_note = false;
+ }
+ }
+}
+
+void audio_play_note(float pitch, uint16_t duration) {
+ if (!audio_config.enable) {
+ return;
+ }
+
+ if (!audio_initialized) {
+ audio_init();
+ }
+
+ if (pitch < 0.0f) {
+ pitch = -1 * pitch;
+ }
+
+ // round-robin: shifting out old tones, keeping only unique ones
+ // if the new frequency is already amongst the active tones, shift it to the top of the stack
+ bool found = false;
+ for (int i = active_tones - 1; i >= 0; i--) {
+ found = (tones[i].pitch == pitch);
+ if (found) {
+ for (int j = i; (j < active_tones - 1); j++) {
+ tones[j] = tones[j + 1];
+ tones[j + 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration};
+ }
+ return; // since this frequency played already, the hardware was already started
+ }
+ }
+
+ // frequency/tone is actually new, so we put it on the top of the stack
+ active_tones++;
+ if (active_tones > AUDIO_TONE_STACKSIZE) {
+ active_tones = AUDIO_TONE_STACKSIZE;
+ // shift out the oldest tone to make room
+ for (int i = 0; i < active_tones - 1; i++) {
+ tones[i] = tones[i + 1];
+ }
+ }
+ state_changed = true;
+ playing_note = true;
+ tones[active_tones - 1] = (musical_tone_t){.time_started = timer_read(), .pitch = pitch, .duration = duration};
+
+ // TODO: needs to be handled per note/tone -> use its timestamp instead?
+ voices_timer = timer_read(); // reset to zero, for the effects added by voices.c
+
+ if (audio_driver_stopped) {
+ audio_driver_start();
+ audio_driver_stopped = false;
+ }
+}
+
+void audio_play_tone(float pitch) { audio_play_note(pitch, 0xffff); }
+
+void audio_play_melody(float (*np)[][2], uint16_t n_count, bool n_repeat) {
+ if (!audio_config.enable) {
+ audio_stop_all();
+ return;
+ }
+
+ if (!audio_initialized) {
+ audio_init();
+ }
+
+ // Cancel note if a note is playing
+ if (playing_note) audio_stop_all();
+
+ playing_melody = true;
+ note_resting = false;
+
+ notes_pointer = np;
+ notes_count = n_count;
+ notes_repeat = n_repeat;
+
+ current_note = 0; // note in the melody-array/list at note_pointer
+
+ // start first note manually, which also starts the audio_driver
+ // all following/remaining notes are played by 'audio_update_state'
+ audio_play_note((*notes_pointer)[current_note][0], audio_duration_to_ms((*notes_pointer)[current_note][1]));
+ last_timestamp = timer_read();
+ melody_current_note_duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
+}
+
+float click[2][2];
+void audio_play_click(uint16_t delay, float pitch, uint16_t duration) {
+ uint16_t duration_tone = audio_ms_to_duration(duration);
+ uint16_t duration_delay = audio_ms_to_duration(delay);
+
+ if (delay <= 0.0f) {
+ click[0][0] = pitch;
+ click[0][1] = duration_tone;
+ click[1][0] = 0.0f;
+ click[1][1] = 0.0f;
+ audio_play_melody(&click, 1, false);
+ } else {
+ // first note is a rest/pause
+ click[0][0] = 0.0f;
+ click[0][1] = duration_delay;
+ // second note is the actual click
+ click[1][0] = pitch;
+ click[1][1] = duration_tone;
+ audio_play_melody(&click, 2, false);
+ }
+}
+
+bool audio_is_playing_note(void) { return playing_note; }
+
+bool audio_is_playing_melody(void) { return playing_melody; }
+
+uint8_t audio_get_number_of_active_tones(void) { return active_tones; }
+
+float audio_get_frequency(uint8_t tone_index) {
+ if (tone_index >= active_tones) {
+ return 0.0f;
+ }
+ return tones[active_tones - tone_index - 1].pitch;
+}
+
+float audio_get_processed_frequency(uint8_t tone_index) {
+ if (tone_index >= active_tones) {
+ return 0.0f;
+ }
+
+ int8_t index = active_tones - tone_index - 1;
+ // new tones are stacked on top (= appended at the end), so the most recent/current is MAX-1
+
+#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
+ index = index - tone_multiplexing_index_shift;
+ if (index < 0) // wrap around
+ index += active_tones;
+#endif
+
+ if (tones[index].pitch <= 0.0f) {
+ return 0.0f;
+ }
+
+ return voice_envelope(tones[index].pitch);
+}
+
+bool audio_update_state(void) {
+ if (!playing_note && !playing_melody) {
+ return false;
+ }
+
+ bool goto_next_note = false;
+ uint16_t current_time = timer_read();
+
+ if (playing_melody) {
+ goto_next_note = timer_elapsed(last_timestamp) >= melody_current_note_duration;
+ if (goto_next_note) {
+ uint16_t delta = timer_elapsed(last_timestamp) - melody_current_note_duration;
+ last_timestamp = current_time;
+ uint16_t previous_note = current_note;
+ current_note++;
+ voices_timer = timer_read(); // reset to zero, for the effects added by voices.c
+
+ if (current_note >= notes_count) {
+ if (notes_repeat) {
+ current_note = 0;
+ } else {
+ audio_stop_all();
+ return false;
+ }
+ }
+
+ if (!note_resting && (*notes_pointer)[previous_note][0] == (*notes_pointer)[current_note][0]) {
+ note_resting = true;
+
+ // special handling for successive notes of the same frequency:
+ // insert a short pause to separate them audibly
+ audio_play_note(0.0f, audio_duration_to_ms(2));
+ current_note = previous_note;
+ melody_current_note_duration = audio_duration_to_ms(2);
+
+ } else {
+ note_resting = false;
+
+ // TODO: handle glissando here (or remember previous and current tone)
+ /* there would need to be a freq(here we are) -> freq(next note)
+ * and do slide/glissando in between problem here is to know which
+ * frequency on the stack relates to what other? e.g. a melody starts
+ * tones in a sequence, and stops expiring one, so the most recently
+ * stopped is the starting point for a glissando to the most recently started?
+ * how to detect and preserve this relation?
+ * and what about user input, chords, ...?
+ */
+
+ // '- delta': Skip forward in the next note's length if we've over shot
+ // the last, so the overall length of the song is the same
+ uint16_t duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
+
+ // Skip forward past any completely missed notes
+ while (delta > duration && current_note < notes_count - 1) {
+ delta -= duration;
+ current_note++;
+ duration = audio_duration_to_ms((*notes_pointer)[current_note][1]);
+ }
+
+ if (delta < duration) {
+ duration -= delta;
+ } else {
+ // Only way to get here is if it is the last note and
+ // we have completely missed it. Play it for 1ms...
+ duration = 1;
+ }
+
+ audio_play_note((*notes_pointer)[current_note][0], duration);
+ melody_current_note_duration = duration;
+ }
+ }
+ }
+
+ if (playing_note) {
+#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
+ tone_multiplexing_index_shift = (int)(current_time / tone_multiplexing_rate) % MIN(AUDIO_MAX_SIMULTANEOUS_TONES, active_tones);
+ goto_next_note = true;
+#endif
+ if (vibrato || glissando) {
+ // force update on each cycle, since vibrato shifts the frequency slightly
+ goto_next_note = true;
+ }
+
+ // housekeeping: stop notes that have no playtime left
+ for (int i = 0; i < active_tones; i++) {
+ if ((tones[i].duration != 0xffff) // indefinitely playing notes, started by 'audio_play_tone'
+ && (tones[i].duration != 0) // 'uninitialized'
+ ) {
+ if (timer_elapsed(tones[i].time_started) >= tones[i].duration) {
+ audio_stop_tone(tones[i].pitch); // also sets 'state_changed=true'
+ }
+ }
+ }
+ }
+
+ // state-changes have a higher priority, always triggering the hardware to update
+ if (state_changed) {
+ state_changed = false;
+ return true;
+ }
+
+ return goto_next_note;
+}
+
+// Tone-multiplexing functions
+#ifdef AUDIO_ENABLE_TONE_MULTIPLEXING
+void audio_set_tone_multiplexing_rate(uint16_t rate) { tone_multiplexing_rate = rate; }
+void audio_enable_tone_multiplexing(void) { tone_multiplexing_rate = AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT; }
+void audio_disable_tone_multiplexing(void) { tone_multiplexing_rate = 0; }
+void audio_increase_tone_multiplexing_rate(uint16_t change) {
+ if ((0xffff - change) > tone_multiplexing_rate) {
+ tone_multiplexing_rate += change;
+ }
+}
+void audio_decrease_tone_multiplexing_rate(uint16_t change) {
+ if (change <= tone_multiplexing_rate) {
+ tone_multiplexing_rate -= change;
+ }
+}
+#endif
+
+// Tempo functions
+
+void audio_set_tempo(uint8_t tempo) {
+ if (tempo < 10) note_tempo = 10;
+ // else if (tempo > 250)
+ // note_tempo = 250;
+ else
+ note_tempo = tempo;
+}
+
+void audio_increase_tempo(uint8_t tempo_change) {
+ if (tempo_change > 255 - note_tempo)
+ note_tempo = 255;
+ else
+ note_tempo += tempo_change;
+}
+
+void audio_decrease_tempo(uint8_t tempo_change) {
+ if (tempo_change >= note_tempo - 10)
+ note_tempo = 10;
+ else
+ note_tempo -= tempo_change;
+}
+
+// TODO in the int-math version are some bugs; songs sometimes abruptly end - maybe an issue with the timer/system-tick wrapping around?
+uint16_t audio_duration_to_ms(uint16_t duration_bpm) {
+#if defined(__AVR__)
+ // doing int-math saves us some bytes in the overall firmware size, but the intermediate result is less accurate before being cast to/returned as uint
+ return ((uint32_t)duration_bpm * 60 * 1000) / (64 * note_tempo);
+ // NOTE: beware of uint16_t overflows when note_tempo is low and/or the duration is long
+#else
+ return ((float)duration_bpm * 60) / (64 * note_tempo) * 1000;
+#endif
+}
+uint16_t audio_ms_to_duration(uint16_t duration_ms) {
+#if defined(__AVR__)
+ return ((uint32_t)duration_ms * 64 * note_tempo) / 60 / 1000;
+#else
+ return ((float)duration_ms * 64 * note_tempo) / 60 / 1000;
+#endif
+}