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author | Nick Brassel <nick@tzarc.org> | 2022-07-02 21:13:06 +1000 |
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committer | Nick Brassel <nick@tzarc.org> | 2022-07-02 21:13:06 +1000 |
commit | a9af4c928eb7e754439a9435d6e07126b3cd3194 (patch) | |
tree | fba74401c3909d73b9f32c63ffefb13552044387 /users/bbaserdem/bb-audio.c | |
parent | 92c0b29be94acb5450fcd6e6e8673248b1b18052 (diff) | |
parent | fd44341cbf63787e1e0d8224a8dcb5143b029d2a (diff) |
Merge remote-tracking branch 'upstream/master' into develop
Diffstat (limited to 'users/bbaserdem/bb-audio.c')
-rw-r--r-- | users/bbaserdem/bb-audio.c | 82 |
1 files changed, 82 insertions, 0 deletions
diff --git a/users/bbaserdem/bb-audio.c b/users/bbaserdem/bb-audio.c new file mode 100644 index 0000000000..eef0cdf2f6 --- /dev/null +++ b/users/bbaserdem/bb-audio.c @@ -0,0 +1,82 @@ +/* Copyright 2021 Batuhan Başerdem + * <baserdem.batuhan@gmail.com> @bbaserdem + * + * This program is free software: you can redistribute it and/or modify + * it under the terms of the GNU General Public License as published by + * the Free Software Foundation, either version 2 of the License, or + * (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program. If not, see <http://www.gnu.org/licenses/>. + */ + + +#include "bb-audio.h" +/* AUDIO + * This contains some audio related stuff. + * There is no need to wrap this up with preprocessor commands; + * This is only called if audio is enabled + */ + +float tone_game_intro[][2] = GAME_ON_SONG; +float tone_game_outro[][2] = GAME_OFF_SONG; + +// Audio playing when layer changes +layer_state_t layer_state_set_audio(layer_state_t state) { + // Get this layer + static bool prev_game = false; + + // If entering the game layer; play the intro sound + if (layer_state_cmp(state, _GAME) && (!prev_game)) { + stop_all_notes(); + PLAY_SONG(tone_game_intro); + prev_game = true; + } + // If exiting the game layer; play the outro sound + if ((!layer_state_cmp(state, _GAME)) && prev_game) { + stop_all_notes(); + PLAY_SONG(tone_game_outro); + prev_game = false; + } + return state; +} + +// Audio layer switch; add the music layer on top of this +bool process_record_audio(uint16_t keycode, keyrecord_t *record) { + switch (keycode) { + case MU_TOG: + if (!record->event.pressed) { + // On release, exit music mode if enabled + if (layer_state_is(_MUSI)) { + layer_off(_MUSI); + // If not enabled; turn off all layers and load music layer + } else { + layer_clear(); + layer_on(_MUSI); + } + } + return true; + break; + case MU_ON: + if (!record->event.pressed) { + // On release, enter music mode + layer_clear(); + layer_on(_MUSI); + } + return true; + break; + case MU_OFF: + if (!record->event.pressed) { + // On release, exit music mode + layer_off(_MUSI); + } + return true; + break; + } + return true; +} |