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:
17 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:
20 STARTUP_SONG // plays when the keyboard starts up (audio.c)
21 GOODBYE_SONG // plays when you press the RESET key (quantum.c)
22 AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
23 AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
24 MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
25 MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
26 CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
27 GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
28 VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
29 MAJOR_SONG // plays when the major music mode is selected (process_music.c)
32 You can override the default songs by doing something like this in your `config.h`:
36 #define STARTUP_SONG SONG(STARTUP_SOUND)
40 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).
42 To play a custom sound at a particular time, you can define a song like this (near the top of the file):
45 float my_song[][2] = SONG(QWERTY_SOUND);
48 And then play your song like this:
54 Alternatively, you can play it in a loop like this:
60 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.
62 The available keycodes for audio are:
64 * `AU_ON` - Turn audio mode on
65 * `AU_OFF` - Turn audio mode off
66 * `AU_TOG` - Toggle audio mode
71 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.
73 Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
77 * `MU_ON` - Turn music mode on
78 * `MU_OFF` - Turn music mode off
79 * `MU_TOG` - Toggle music mode
80 * `MU_MOD` - Cycle through the music modes:
81 * `CHROMATIC_MODE` - Chromatic scale, row changes the octave
82 * `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
83 * `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
84 * `MAJOR_MODE` - Major scale
86 In music mode, the following keycodes work differently, and don't pass through:
88 * `LCTL` - start a recording
89 * `LALT` - stop recording/stop playing
90 * `LGUI` - play recording
91 * `KC_UP` - speed-up playback
92 * `KC_DOWN` - slow-down playback
94 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:
96 #define MUSIC_MASK keycode != KC_NO
98 Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
100 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`:
102 bool music_mask_user(uint16_t keycode) {
112 Things that return false are not part of the mask, and are always processed.
114 The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
116 #define PITCH_STANDARD_A 432.0f
118 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`:
120 #define NO_MUSIC_MODE
124 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.
126 * `CK_TOGG` - Toggles the status (will play sound if enabled)
127 * `CK_ON` - Turns on Audio Click (plays sound)
128 * `CK_OFF` - Turns off Audio Click (doesn't play sound)
129 * `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
130 * `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
131 * `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
134 The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
139 You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
141 | Option | Default Value | Description |
142 |--------|---------------|-------------|
143 | `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
144 | `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
145 | `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
146 | `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. |
147 | `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
152 ## MIDI Functionality
154 This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
159 |Key |Aliases |Description |
160 |----------------|---------|----------------------------------|
161 |`AU_ON` | |Audio mode on |
162 |`AU_OFF` | |Audio mode off |
163 |`AU_TOG` | |Toggles Audio mode |
164 |`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
165 |`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
166 |`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
167 |`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
168 |`MU_ON` | |Turns on Music Mode |
169 |`MU_OFF` | |Turns off Music Mode |
170 |`MU_TOG` | |Toggles Music Mode |
171 |`MU_MOD` | |Cycles through the music modes |
173 <!-- FIXME: this formatting needs work
183 #ifdef FAUXCLICKY_ENABLE
189 // Music mode on/off/toggle
194 // Music voice iterate
202 #if !MIDI_ENABLE_STRICT || (defined(MIDI_ENABLE) && defined(MIDI_BASIC))
203 MI_ON, // send midi notes when music mode is enabled
204 MI_OFF, // don't send midi notes when music mode is enabled
210 MI_C = MIDI_TONE_MIN,
228 MIDI_TONE_KEYCODE_OCTAVES > 1
251 MIDI_OCTAVE_MIN = MI_OCT_N2,
252 MIDI_OCTAVE_MAX = MI_OCT_7,
253 MI_OCTD, // octave down
254 MI_OCTU, // octave up
258 MIDI_TRANSPOSE_MIN = MI_TRNS_N6,
259 MIDI_TRANSPOSE_MAX = MI_TRNS_6,
260 MI_TRNSD, // transpose down
261 MI_TRNSU, // transpose up
264 MIDI_VELOCITY_MIN = MI_VEL_1,
265 MIDI_VELOCITY_MAX = MI_VEL_9,
266 MI_VELD, // velocity down
267 MI_VELU, // velocity up
270 MIDI_CHANNEL_MIN = MI_CH1
271 MIDI_CHANNEL_MAX = MI_CH16,
272 MI_CHD, // previous channel
273 MI_CHU, // next channel
275 MI_ALLOFF, // all notes off
278 MI_PORT, // portamento
279 MI_SOST, // sostenuto
280 MI_SOFT, // soft pedal
283 MI_MOD, // modulation
284 MI_MODSD, // decrease modulation speed
285 MI_MODSU, // increase modulation speed
286 #endif // MIDI_ADVANCED