870fa8c7cd
* add input debounce code from old fw * exampl of input api * change input API to get/release * revert input API to read * pointer instead of instance * add input API description * add display API * rewrite display names * migrate to valuemanager * add links * little changes * add LED API * add closing brakets * add sound api * change format * Delete input.c * Delete input.h * change format
3.4 KiB
3.4 KiB
sound state describes by struct:
typedef struct {
float freq; /// frequency in Hz
float width; /// pulse witdh 0...1
} Tone;
sound API provided by struct:
typedef struct {
LayeredReducer* source; /// every app add its layer to set value, LayeredReducer<Tone*>
Subscriber* updates; /// sound value changes Supscriber<Tone*>
ValueMutex* state; /// sound state, ValueMutex<Tone*>
} SoundApi;
You can get API instance by calling open_sound
:
/// Add new layer to sound:
inline SoundApi* open_sound(const char* name) {
return (SoundApi*)furi_open(name);
}
Default system sound is /dev/sound
.
Then add new layer to control sound by calling add_sound_layer
:
inline ValueManager* add_sound_layer(Tone* layer, uint8_t priority) {
ValueManager* manager = register_valuemanager((void*)layer);
if(manager == NULL) return NULL;
if(!add_layered_reducer(manager, priority, layer_compose_default)) {
unregister_valuemanager(manager);
return NULL;
}
return manager;
}
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
:
/// return pointer in case off success, NULL otherwise
inline Tone* take_sound(ValueManager* sound, uint32_t timeout) {
return (Tone*)take_mutex(sound->value, timeout);
}
inline void commit_sound(ValueManager* sound, Tone* value) {
commit_valuemanager(sound, value);
}
/// return true if success, false otherwise
inline bool write_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
return write_valuemanager(state, (void*)value, sizeof(Tone), timeout);
}
To read current sound state you should use read_sound
function:
/// return true if success, false otherwise
inline bool read_sound(ValueManager* sound, Tone* value, uint32_t timeout) {
return read_mutex(sound->value, (void*)value, sizeof(Tone), timeout);
}
Also you can subscribe to sound state changes:
Use subscribe_sound_changes
to register your callback:
/// return true if success, false otherwise
inline bool subscribe_sound_changes(Subscriber* updates, void(*cb)(Tone*, void*), void* ctx) {
return subscribe_pubsub(events, void(*)(void*, void*)(cb), ctx);
}
Usage example
void handle_sound_state(Tone* tone, void* _ctx) {
printf("sound: %d Hz, %d %%\n", (uint16_t)tone->freq, (uint8_t)(tone->witdh * 100));
}
void sound_example(void* p) {
soundApi* sound_api = open_display("/dev/sound");
if(sound_api == NULL) return; // sound not available, critical error
// subscribe to sound state updates
subscribe_sound_changes(sound_api->updates, handle_sound_state, NULL);
Tone current_state;
if(read_sound(sound_api->state, ¤t_state, OsWaitForever)) {
printf(
"sound: %d Hz, %d %%\n",
(uint16_t)current_state->freq,
(uint8_t)(current_state->witdh * 100)
);
}
// add layer to control sound
ValueManager* sound_manager = add_sound_layer(¤t_state, UI_LAYER_APP);
// write only freq by getting pointer
Tone* tone = take_sound(sound_manager, OsWaitForever);
if(tone != NULL) {
tone->freq = 440;
}
commit_sound(sound_manager, tone);
// write tone value
write_sound(sound_manager, &(Tone{.freq = 110., witdh = 0.5}), OsWaitForever);
}