# Audio
-Your keyboard can make sounds! If you've got a Planck, Preonic, or basically any AVR keyboard that allows access to the C6 or B5 port (`#define C6_AUDIO` and/or `#define B5_AUDIO`), 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.
+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.
+
+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:
+
+Timer 1:
+`#define B5_AUDIO`
+`#define B6_AUDIO`
+`#define B7_AUDIO`
+
+Timer 3:
+`#define C4_AUDIO`
+`#define C5_AUDIO`
+`#define C6_AUDIO`
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:
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.
+The available keycodes for audio are:
+
+* `AU_ON` - Turn audio mode on
+* `AU_OFF` - Turn audio mode off
+* `AU_TOG` - Toggle audio mode
+
+
## Music Mode
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.
Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
+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.
+
The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
#define PITCH_STANDARD_A 432.0f
-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 `confid.h`:
+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`:
#define NO_MUSIC_MODE
+## 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. |
+| `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. |
+
+
+
+
## MIDI Functionality
This is still a WIP, but check out `quantum/keymap_midi.c` to see what's happening. Enable from the Makefile.
+
+## Audio Keycodes
+
+|Key |Aliases |Description |
+|----------------|---------|----------------------------------|
+|`AU_ON` | |Audio mode on |
+|`AU_OFF` | |Audio mode off |
+|`AU_TOG` | |Toggles Audio mode |
+|`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
+|`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
+|`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
+|`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
+|`MU_ON` | |Turns on Music Mode |
+|`MU_OFF` | |Turns off Music Mode |
+|`MU_TOG` | |Toggles Music Mode |
+|`MU_MOD` | |Cycles through the music modes |
+
<!-- FIXME: this formatting needs work
## Audio