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/* 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;
}
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