/* Copyright 2021 Batuhan Başerdem * <baserdem.batuhan@gmail.com> @bbaserdem * * 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 "bb-audio.h" /* AUDIO * This contains some audio related stuff. * There is no need to wrap this up with preprocessor commands; * This is only called if audio is enabled */ float tone_game_intro[][2] = GAME_ON_SONG; float tone_game_outro[][2] = GAME_OFF_SONG; // Audio playing when layer changes layer_state_t layer_state_set_audio(layer_state_t state) { // Get this layer static bool prev_game = false; // If entering the game layer; play the intro sound if (layer_state_cmp(state, _GAME) && (!prev_game)) { stop_all_notes(); PLAY_SONG(tone_game_intro); prev_game = true; } // If exiting the game layer; play the outro sound if ((!layer_state_cmp(state, _GAME)) && prev_game) { stop_all_notes(); PLAY_SONG(tone_game_outro); prev_game = false; } return state; } // Audio layer switch; add the music layer on top of this bool process_record_audio(uint16_t keycode, keyrecord_t *record) { switch (keycode) { case MU_TOG: if (!record->event.pressed) { // On release, exit music mode if enabled if (layer_state_is(_MUSI)) { layer_off(_MUSI); // If not enabled; turn off all layers and load music layer } else { layer_clear(); layer_on(_MUSI); } } return true; break; case MU_ON: if (!record->event.pressed) { // On release, enter music mode layer_clear(); layer_on(_MUSI); } return true; break; case MU_OFF: if (!record->event.pressed) { // On release, exit music mode layer_off(_MUSI); } return true; break; } return true; }