1 #include "process_music.h"
3 bool music_activated = false;
4 uint8_t starting_note = 0x0C;
8 static bool music_sequence_recording = false;
9 static bool music_sequence_recorded = false;
10 static bool music_sequence_playing = false;
11 static float music_sequence[16] = {0};
12 static uint8_t music_sequence_count = 0;
13 static uint8_t music_sequence_position = 0;
15 static uint16_t music_sequence_timer = 0;
16 static uint16_t music_sequence_interval = 100;
18 bool process_music(uint16_t keycode, keyrecord_t *record) {
20 if (keycode == AU_ON && record->event.pressed) {
25 if (keycode == AU_OFF && record->event.pressed) {
30 if (keycode == AU_TOG && record->event.pressed) {
42 if (keycode == MU_ON && record->event.pressed) {
47 if (keycode == MU_OFF && record->event.pressed) {
52 if (keycode == MU_TOG && record->event.pressed) {
64 if (keycode == MUV_IN && record->event.pressed) {
70 if (keycode == MUV_DE && record->event.pressed) {
76 if (music_activated) {
78 if (keycode == KC_LCTL && record->event.pressed) { // Start recording
80 music_sequence_recording = true;
81 music_sequence_recorded = false;
82 music_sequence_playing = false;
83 music_sequence_count = 0;
87 if (keycode == KC_LALT && record->event.pressed) { // Stop recording/playing
89 if (music_sequence_recording) { // was recording
90 music_sequence_recorded = true;
92 music_sequence_recording = false;
93 music_sequence_playing = false;
97 if (keycode == KC_LGUI && record->event.pressed && music_sequence_recorded) { // Start playing
99 music_sequence_recording = false;
100 music_sequence_playing = true;
101 music_sequence_position = 0;
102 music_sequence_timer = 0;
106 if (keycode == KC_UP) {
107 if (record->event.pressed)
108 music_sequence_interval-=10;
112 if (keycode == KC_DOWN) {
113 if (record->event.pressed)
114 music_sequence_interval+=10;
118 float freq = ((float)220.0)*pow(2.0, -5.0)*pow(2.0,(starting_note + SCALE[record->event.key.col + offset])/12.0+(MATRIX_ROWS - record->event.key.row));
119 if (record->event.pressed) {
120 play_note(freq, 0xF);
121 if (music_sequence_recording) {
122 music_sequence[music_sequence_count] = freq;
123 music_sequence_count++;
129 if (keycode < 0xFF) // ignores all normal keycodes, but lets RAISE, LOWER, etc through
135 bool is_music_on(void) {
136 return (music_activated != 0);
139 void music_toggle(void) {
140 if (!music_activated) {
147 void music_on(void) {
152 void music_off(void) {
158 __attribute__ ((weak))
159 void music_on_user() {}
161 __attribute__ ((weak))
162 void audio_on_user() {}
164 __attribute__ ((weak))
165 void music_scale_user() {}
167 void matrix_scan_music(void) {
168 if (music_sequence_playing) {
169 if ((music_sequence_timer == 0) || (timer_elapsed(music_sequence_timer) > music_sequence_interval)) {
170 music_sequence_timer = timer_read();
171 stop_note(music_sequence[(music_sequence_position - 1 < 0)?(music_sequence_position - 1 + music_sequence_count):(music_sequence_position - 1)]);
172 play_note(music_sequence[music_sequence_position], 0xF);
173 music_sequence_position = (music_sequence_position + 1) % music_sequence_count;