123 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
			
		
		
	
	
			123 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			Markdown
		
	
	
	
	
	
sound state describes by struct:
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```C
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typedef struct {
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    float freq; /// frequency in Hz
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    float width; /// pulse witdh 0...1
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} Tone;
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```
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sound API provided by struct:
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```C
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typedef struct {
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    LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Tone*>
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    Subscriber* updates; /// sound value changes Supscriber<Tone*>
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    ValueMutex* state; /// sound state, ValueMutex<Tone*>
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} SoundApi;
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```
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You can get API instance by calling `open_sound`:
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```C
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/// Add new layer to sound:
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inline SoundApi* open_sound(const char* name) {
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    return (SoundApi*)furi_open(name);
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}
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```
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Default system sound is `/dev/sound`.
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Then add new layer to control sound by calling `add_sound_layer`:
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```C
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inline ValueManager* add_sound_layer(Tone* layer, uint8_t priority) {
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    ValueManager* manager = register_valuemanager((void*)layer);
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    if(manager == NULL) return NULL;
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    if(!add_layered_reducer(manager, priority, layer_compose_default)) {
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        unregister_valuemanager(manager);
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        return NULL;
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    }
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    return manager;
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}
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```
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For change sound you can get display instance pointer by calling `take_sound`, do something and commit your changes by calling `commit_sound`. Or you can call `write_sound`:
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```C
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/// return pointer in case off success, NULL otherwise
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inline Tone* take_sound(ValueManager* sound, uint32_t timeout) {
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    return (Tone*)take_mutex(sound->value, timeout);
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}
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inline void commit_sound(ValueManager* sound, Tone* value) {
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    commit_valuemanager(sound, value);
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}
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/// return true if success, false otherwise
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inline bool write_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
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    return write_valuemanager(state, (void*)value, sizeof(Tone), timeout);
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}
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```
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To read current sound state you should use `read_sound` function:
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```C
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/// return true if success, false otherwise
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inline bool read_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
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    return read_mutex(sound->value, (void*)value, sizeof(Tone), timeout);
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}
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```
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Also you can subscribe to sound state changes:
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Use `subscribe_sound_changes` to register your callback:
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```C
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/// return true if success, false otherwise
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inline bool subscribe_sound_changes(Subscriber* updates, void(*cb)(Tone*, void*), void* ctx) {
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    return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
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}
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```
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## Usage example
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```C
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void handle_sound_state(Tone* tone, void* _ctx) {
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    printf("sound: %d Hz, %d %%\n", (uint16_t)tone->freq, (uint8_t)(tone->witdh * 100));
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}
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void sound_example(void* p) {
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    soundApi* sound_api = open_display("/dev/sound");
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    if(sound_api == NULL) return; // sound not available, critical error
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    // subscribe to sound state updates
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    subscribe_sound_changes(sound_api->updates, handle_sound_state, NULL);
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    Tone current_state;
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    if(read_sound(sound_api->state, ¤t_state, OsWaitForever)) {
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        printf(
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            "sound: %d Hz, %d %%\n",
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            (uint16_t)current_state->freq,
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            (uint8_t)(current_state->witdh * 100)
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        );
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    }
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    // add layer to control sound
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    ValueManager* sound_manager = add_sound_layer(¤t_state, UI_LAYER_APP);
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    // write only freq by getting pointer
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    Tone* tone = take_sound(sound_manager, OsWaitForever);
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    if(tone != NULL) {
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        tone->freq = 440;
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    }
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    commit_sound(sound_manager, tone);
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    // write tone value
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    write_sound(sound_manager, &(Tone{.freq = 110., witdh = 0.5}), OsWaitForever);
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}
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```
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