241 lines
5.2 KiB
C++
241 lines
5.2 KiB
C++
#include <Adafruit_GFX.h>
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#include <Adafruit_SSD1306.h>
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#include <Audio.h>
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#include <Fonts/FreeSans9pt7b.h>
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#include <stdio.h>
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#include "patches.h"
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#include "pipe.h"
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#include "synth.h"
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#include "tuning.h"
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const char *buildDate = __DATE__;
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#if defined(ADAFRUIT_TRELLIS_MAdafruit_SSD1306EXPRESS)
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#include <Adafruit_NeoTrellisM4.h>
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Adafruit_NeoTrellisM4 trellis; // = Adafruit_NeoTrellisM4();
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#endif
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Pipe pipe;
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Tuning tuning = Tuning(NOTE_D4, PITCH_CONCERT_D4, TUNINGSYSTEM_JUST);
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Adafruit_SSD1306 display(128, 32, &Wire, -1);
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// Settings
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#define VOLUME_INITIAL 0.8
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uint8_t patch[4] = {0};
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float volume[5] = {VOLUME_INITIAL, VOLUME_INITIAL, VOLUME_INITIAL, VOLUME_INITIAL, 0.5};
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// Pipes
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#define NUM_DRONES 3
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#define NUM_REGULATORS 3
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FMVoice Chanter;
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FMVoice Drones[NUM_DRONES];
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FMVoice Regulators[NUM_REGULATORS];
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AudioFilterBiquad biquad1;
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AudioMixer4 mixDrones;
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AudioMixer4 mixRegulators;
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AudioMixer4 mixL;
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AudioMixer4 mixR;
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AudioSynthNoiseWhite noise;
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#if defined(ADAFRUIT_TRELLIS_M4_EXPRESS)
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AudioOutputAnalogStereo out1;
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#else
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AudioOutputI2S out1;
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#endif
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AudioControlSGTL5000 sgtl5000;
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AudioConnection FMVoicePatchCords[] = {
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{noise, 0, mixL, 3},
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{noise, 0, mixR, 3},
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{Chanter.outputMixer, 0, biquad1, 0},
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{biquad1, 0, mixL, 0},
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{biquad1, 0, mixR, 0},
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{Drones[0].outputMixer, 0, mixDrones, 0},
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{Drones[1].outputMixer, 0, mixDrones, 1},
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{Drones[2].outputMixer, 0, mixDrones, 2},
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{mixDrones, 0, mixL, 1},
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{mixDrones, 0, mixR, 1},
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{Regulators[0].outputMixer, 0, mixRegulators, 0},
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{Regulators[1].outputMixer, 0, mixRegulators, 1},
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{Regulators[2].outputMixer, 0, mixRegulators, 2},
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{mixRegulators, 0, mixL, 2},
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{mixRegulators, 0, mixR, 2},
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{mixL, 0, out1, 0},
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{mixR, 0, out1, 1},
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FMVoiceWiring(Chanter),
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FMVoiceWiring(Drones[0]),
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FMVoiceWiring(Drones[1]),
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FMVoiceWiring(Drones[2]),
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FMVoiceWiring(Regulators[0]),
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FMVoiceWiring(Regulators[1]),
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FMVoiceWiring(Regulators[2]),
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};
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void blink(bool forever) {
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for (;;) {
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digitalWrite(LED_BUILTIN, true);
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delay(200);
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digitalWrite(LED_BUILTIN, false);
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delay(200);
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if (!forever) {
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return;
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}
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}
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}
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void diag(const char *fmt, ...) {
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va_list args;
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char s[80];
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va_start(args, fmt);
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vsnprintf(s, sizeof(s) - 1, fmt, args);
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va_end(args);
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display.clearDisplay();
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display.drawRect(124, 16, 4, 16, SSD1306_WHITE);
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display.setTextColor(SSD1306_WHITE);
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display.setFont();
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display.setTextSize(1);
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display.setCursor(56, 24);
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display.print(buildDate);
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#if 0
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display.setCursor(0, 16);
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display.print(fn);
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display.print(":");
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display.print(lineno);
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#endif
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display.setCursor(0, 0);
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display.print(s);
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display.display();
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}
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// The right way to do this would be to make a Uilleann object,
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// and pass that around.
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// The Auido library makes this sort of a pain,
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// and honestly, is anybody other than me going to use this?
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#include "main-play.h"
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#include "main-setup.h"
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void setup() {
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// PREPARE TO BLINK
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pinMode(LED_BUILTIN, OUTPUT);
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digitalWrite(LED_BUILTIN, true);
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// Set up I2C. Apparently this needs a bit of startup delay.
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Wire.begin();
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// Initialize display
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if (!display.begin(SSD1306_SWITCHCAPVCC, 0x3c)) {
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blink(true);
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}
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digitalWrite(LED_BUILTIN, false);
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diag("Hello!");
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#if defined(ADAFRUIT_TRELLIS_M4_EXPRESS)
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diag("Trellis...");
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trellis.begin();
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#endif
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diag("Pipe...");
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while (!pipe.Init()) {
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diag("Pipe connected?");
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blink(false);
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}
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diag("Audio...");
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AudioMemory(120);
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AudioProcessorUsageMaxReset();
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AudioMemoryUsageMaxReset();
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sgtl5000.enable();
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sgtl5000.volume(volume[4]);
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diag("Synth...");
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loadPatch(0);
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loadPatch(1);
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loadPatch(2);
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noise.amplitude(1.0);
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diag("Mixer...");
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// Turn on all mixer channels
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for (int i = 0; i < 4; i++) {
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mixL.gain(i, volume[i]);
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mixR.gain(i, volume[i]);
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}
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for (int i = 0; i < NUM_REGULATORS; ++i) {
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mixRegulators.gain(i, 1);
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}
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for (int i = 0; i < NUM_DRONES; ++i) {
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mixDrones.gain(i, 1);
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}
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biquad1.setNotch(0, PITCH_CONCERT_A4, 0.001);
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diag("Drones...");
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playDrones();
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diag("Done!");
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display.dim(true);
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}
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void loadPatch(uint8_t where) {
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FMPatch *p = &Bank[where];
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switch (where) {
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case 0:
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Chanter.LoadPatch(p);
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break;
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case 1:
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for (int i = 0; i < NUM_REGULATORS; ++i) {
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Regulators[i].LoadPatch(p);
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}
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break;
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case 2:
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for (int i = 0; i < NUM_DRONES; ++i) {
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Drones[i].LoadPatch(p);
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}
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break;
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default:
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break;
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}
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}
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void loop() {
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static bool upSetting = true; // GET IT?
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pipe.Update();
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#if defined(ADAFRUIT_TRELLIS_M4_EXPRESS)
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trellis.tick();
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#endif
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// If we're infinitely (for the sensor) off the knee,
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// we might be in setup mode.
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if (pipe.KneeClosedness == 0) {
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// We only enter into setup mode if no keys are pressed.
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// This hopefully avoids accidentally entering setup while playing.
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// Like say you're playing a jaunty tune and suddenly there's an earthquake.
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// You ought to be able to finish the tune off before your pipe goes into setup mode.
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if (upSetting || (pipe.Keys == 0)) {
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doSetup();
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upSetting = true;
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return;
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}
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}
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doPlay(upSetting);
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upSetting = false;
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}
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