3 Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to certain PWM-capable pins, 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.
5 Up to two simultaneous audio voices are supported, one driven by timer 1 and another driven by timer 3. The following pins can be defined as audio outputs in config.h:
16 If you add `AUDIO_ENABLE = yes` to your `rules.mk`, there's a couple different sounds that will automatically be enabled without any other configuration:
19 STARTUP_SONG // plays when the keyboard starts up (audio.c)
20 GOODBYE_SONG // plays when you press the RESET key (quantum.c)
21 AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
22 AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
23 MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
24 MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
25 CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
26 GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
27 VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
28 MAJOR_SONG // plays when the major music mode is selected (process_music.c)
31 You can override the default songs by doing something like this in your `config.h`:
35 #define STARTUP_SONG SONG(STARTUP_SOUND)
39 A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
41 To play a custom sound at a particular time, you can define a song like this (near the top of the file):
44 float my_song[][2] = SONG(QWERTY_SOUND);
47 And then play your song like this:
53 Alternatively, you can play it in a loop like this:
59 It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
63 The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
65 Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
69 * `MU_ON` - Turn music mode on
70 * `MU_OFF` - Turn music mode off
71 * `MU_TOG` - Toggle music mode
72 * `MU_MOD` - Cycle through the music modes:
73 * `CHROMATIC_MODE` - Chromatic scale, row changes the octave
74 * `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
75 * `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
76 * `MAJOR_MODE` - Major scale
78 In music mode, the following keycodes work differently, and don't pass through:
80 * `LCTL` - start a recording
81 * `LALT` - stop recording/stop playing
82 * `LGUI` - play recording
83 * `KC_UP` - speed-up playback
84 * `KC_DOWN` - slow-down playback
86 By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
88 #define MUSIC_MASK keycode != KC_NO
90 Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
92 For a more advanced way to control which keycodes should still be processed, you can use `music_mask_kb(keycode)` in `<keyboard>.c` and `music_mask_user(keycode)` in your `keymap.c`:
94 bool music_mask_user(uint16_t keycode) {
104 Things that return false are not part of the mask, and are always processed.
106 The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
108 #define PITCH_STANDARD_A 432.0f
110 You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
112 #define NO_MUSIC_MODE
116 This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
118 * `CK_TOGG` - Toggles the status (will play sound if enabled)
119 * `CK_RST` - Resets the frequency to the default state
120 * `CK_UP` - Increases the frequency of the clicks
121 * `CK_DOWN` - Decreases the frequency of the clicks
123 The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
127 Additionally, even when enabled, the feature is not enabled by default, so you would need to turn it on first. And since we don't use EEPROM to store the setting (yet), you can default this to on by adding this to your `config.h`:
129 #define AUDIO_CLICKY_ON
131 You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
133 | Option | Default Value | Description |
134 |--------|---------------|-------------|
135 | `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
136 | `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
137 | `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
138 | `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. |
139 | `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical. |
144 ## MIDI Functionality
146 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
148 <!-- FIXME: this formatting needs work
158 #ifdef FAUXCLICKY_ENABLE
164 // Music mode on/off/toggle
169 // Music voice iterate
177 #if !MIDI_ENABLE_STRICT || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
178 MI_ON, // send midi notes when music mode is enabled
179 MI_OFF, // don't send midi notes when music mode is enabled
185 MI_C = MIDI_TONE_MIN,
203 MIDI_TONE_KEYCODE_OCTAVES > 1
226 MIDI_OCTAVE_MIN = MI_OCT_N2,
227 MIDI_OCTAVE_MAX = MI_OCT_7,
228 MI_OCTD, // octave down
229 MI_OCTU, // octave up
233 MIDI_TRANSPOSE_MIN = MI_TRNS_N6,
234 MIDI_TRANSPOSE_MAX = MI_TRNS_6,
235 MI_TRNSD, // transpose down
236 MI_TRNSU, // transpose up
239 MIDI_VELOCITY_MIN = MI_VEL_1,
240 MIDI_VELOCITY_MAX = MI_VEL_9,
241 MI_VELD, // velocity down
242 MI_VELU, // velocity up
245 MIDI_CHANNEL_MIN = MI_CH1
246 MIDI_CHANNEL_MAX = MI_CH16,
247 MI_CHD, // previous channel
248 MI_CHU, // next channel
250 MI_ALLOFF, // all notes off
253 MI_PORT, // portamento
254 MI_SOST, // sostenuto
255 MI_SOFT, // soft pedal
258 MI_MOD, // modulation
259 MI_MODSD, // decrease modulation speed
260 MI_MODSU, // increase modulation speed
261 #endif // MIDI_ADVANCED