Melody events (#391)

* support for custom playTone

* added music.onEvent, music.setPlayTone

* updated docs

* updated sample
This commit is contained in:
Peli de Halleux
2017-04-25 10:14:34 -07:00
committed by GitHub
parent 53ddd4485d
commit 54ae7a4fda
7 changed files with 178 additions and 13 deletions

View File

@ -137,13 +137,38 @@ enum MelodyOptions {
ForeverInBackground = 8
}
enum MusicEvent {
//% block="melody note played"
MelodyNotePlayed = 1,
//% block="melody started"
MelodyStarted = 2,
//% block="melody ended"
MelodyEnded = 3,
//% block="melody repeated"
MelodyRepeated = 4,
//% block="background melody note played"
BackgroundMelodyNotePlayed = MelodyNotePlayed | 0xf0,
//% block="background melody started"
BackgroundMelodyStarted = MelodyStarted | 0xf0,
//% block="background melody ended"
BackgroundMelodyEnded = MelodyEnded | 0xf0,
//% block="background melody repeated"
BackgroundMelodyRepeated = MelodyRepeated | 0xf0,
//% block="background melody paused"
BackgroundMelodyPaused = 5 | 0xf0,
//% block="background melody resumed"
BackgroundMelodyResumed = 6 | 0xf0
}
/**
* Generation of music tones through pin ``P0``.
* Generation of music tones.
*/
//% color=#D83B01 weight=98 icon="\uf025"
namespace music {
let beatsPerMinute: number = 120;
let freqTable: number[] = [];
let _playTone: (frequency: number, duration: number) => void;
const MICROBIT_MELODY_ID = 2000;
/**
* Plays a tone through pin ``P0`` for the given duration.
@ -155,7 +180,8 @@ namespace music {
//% parts="headphone"
//% useEnumVal = 1
export function playTone(frequency: number, ms: number): void {
pins.analogPitch(frequency, ms);
if (_playTone) _playTone(frequency, ms);
else pins.analogPitch(frequency, ms);
}
/**
@ -167,7 +193,7 @@ namespace music {
//% parts="headphone"
//% useEnumVal = 1
export function ringTone(frequency: number): void {
pins.analogPitch(frequency, 0);
playTone(frequency, 0);
}
/**
@ -270,25 +296,40 @@ namespace music {
}
/**
* Starts playing a melody through pin ``P0``.
* Registers code to run on various melody events
*/
//% blockId=melody_on_event block="music on %value"
//% help=music/on-event weight=59
export function onEvent(value: MusicEvent, handler: Action) {
control.onEvent(MICROBIT_MELODY_ID, value, handler);
}
/**
* Starts playing a melody.
* Notes are expressed as a string of characters with this format: NOTE[octave][:duration]
* @param melody the melody array to play, eg: ['g5:1']
* @param options melody options, once / forever, in the foreground / background
*/
//% help=music/begin-melody weight=60
//% blockId=device_start_melody block="start|melody %melody=device_builtin_melody| repeating %options"
//% help=music/begin-melody weight=60 blockGap=8
//% blockId=device_start_melody block="start melody %melody=device_builtin_melody| repeating %options"
//% parts="headphone"
export function beginMelody(melodyArray: string[], options: MelodyOptions = MelodyOptions.Once) {
init();
if (currentMelody != undefined) {
if (((options & MelodyOptions.OnceInBackground) == 0)
&& ((options & MelodyOptions.ForeverInBackground) == 0)
&& currentMelody.background == true) {
&& currentMelody.background) {
currentBackgroundMelody = currentMelody;
currentMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyPaused);
}
if (currentMelody)
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
} else {
currentMelody = new Melody(melodyArray, options);
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyStarted : MusicEvent.MelodyStarted);
// Only start the fiber once
control.inBackground(() => {
while (currentMelody.hasNextNote()) {
@ -297,13 +338,25 @@ namespace music {
// Swap the background melody back
currentMelody = currentBackgroundMelody;
currentBackgroundMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.MelodyEnded);
control.raiseEvent(MICROBIT_MELODY_ID, MusicEvent.BackgroundMelodyResumed);
}
}
currentMelody = null;
control.raiseEvent(MICROBIT_MELODY_ID, currentMelody.background ? MusicEvent.BackgroundMelodyEnded : MusicEvent.MelodyEnded);
})
}
}
/**
* Sets a custom playTone function for playing melodies
*/
//% help=music/set-play-tone
//% advanced=true
export function setPlayTone(f: (frequency: number, duration: number) => void) {
_playTone = f;
}
function playNextNote(melody: Melody): void {
// cache elements
let currNote = melody.nextNote();
@ -346,7 +399,12 @@ namespace music {
}
melody.currentDuration = currentDuration;
melody.currentOctave = currentOctave;
melody.currentPos = melody.repeating == true && currentPos == melody.melodyArray.length - 1 ? 0 : currentPos + 1;
const repeating = melody.repeating && currentPos == melody.melodyArray.length - 1;
melody.currentPos = repeating ? 0 : currentPos + 1;
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyNotePlayed : MusicEvent.MelodyNotePlayed);
if (repeating)
control.raiseEvent(MICROBIT_MELODY_ID, melody.background ? MusicEvent.BackgroundMelodyRepeated : MusicEvent.MelodyRepeated);
}
class Melody {