+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`:
+
+ bool music_mask_user(uint16_t keycode) {
+ switch (keycode) {
+ case RAISE:
+ case LOWER:
+ return false;
+ default:
+ return true;
+ }
+ }
+
+Things that return false are not part of the mask, and are always processed.
+
+### Music Map
+
+By default, the Music Mode uses the columns and row to determine the scale for the keys. For a board that uses a rectangular matrix that matches the keyboard layout, this is just fine. However, for boards that use a more complicated matrix (such as the Planck Rev6, or many split keyboards) this would result in a very skewed experience.
+
+However, the Music Map option allows you to remap the scaling for the music mode, so it fits the layout, and is more natural.
+
+To enable this feature, add `#define MUSIC_MAP` to your `config.h` file, and then you will want to add a `uint8_t music_map` to your keyboard's `c` file, or your `keymap.c`.
+
+```c
+const uint8_t music_map[MATRIX_ROWS][MATRIX_COLS] = LAYOUT_ortho_4x12(
+ 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
+ 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
+ 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
+ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
+);
+```
+
+You will want to use whichever `LAYOUT` macro that your keyboard uses here. This maps it to the correct key location. Start in the bottom left of the keyboard layout, and move to the right, and then upwards. Fill in all the entries until you have a complete matrix.
+
+You can look at the [Planck Keyboard](https://github.com/qmk/qmk_firmware/blob/e9ace1487887c1f8b4a7e8e6d87c322988bec9ce/keyboards/planck/planck.c#L24-L29) as an example of how to implement this.
+
+## Audio Click
+
+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.
+
+* `CK_TOGG` - Toggles the status (will play sound if enabled)
+* `CK_ON` - Turns on Audio Click (plays sound)
+* `CK_OFF` - Turns off Audio Click (doesn't play sound)
+* `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
+* `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
+* `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
+
+
+The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
+
+ #define AUDIO_CLICKY
+
+
+You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
+
+| Option | Default Value | Description |
+|--------|---------------|-------------|
+| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
+| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
+| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the the highest frequency. Too high may result in coworkers attacking you. |
+| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
+| `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. |
+| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |