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1# Audio
2
3Your keyboard can make sounds! If you've got a spare pin you can hook up a simple speaker and make it beep. You can use those beeps to indicate layer transitions, modifiers, special keys, or just to play some funky 8bit tunes.
4
5To activate this feature, add `AUDIO_ENABLE = yes` to your `rules.mk`.
6
7## AVR based boards
8On Atmega32U4 based boards, up to two simultaneous tones can be rendered.
9With one speaker connected to a PWM capable pin on PORTC driven by timer 3 and the other on one of the PWM pins on PORTB driven by timer 1.
10
11The following pins can be configured as audio outputs in `config.h` - for one speaker set either one out of:
12
13* `#define AUDIO_PIN C4`
14* `#define AUDIO_PIN C5`
15* `#define AUDIO_PIN C6`
16* `#define AUDIO_PIN B5`
17* `#define AUDIO_PIN B6`
18* `#define AUDIO_PIN B7`
19
20and *optionally*, for a second speaker, one of:
21* `#define AUDIO_PIN_ALT B5`
22* `#define AUDIO_PIN_ALT B6`
23* `#define AUDIO_PIN_ALT B7`
24
25### Wiring
26per speaker is - for example with a piezo buzzer - the black lead to Ground, and the red lead connected to the selected AUDIO_PIN for the primary; and similarly with AUDIO_PIN_ALT for the secondary.
27
28
29## ARM based boards
30for more technical details, see the notes on [Audio driver](audio_driver.md).
31
32<!-- because I'm not sure where to fit this in: https://waveeditonline.com/ -->
33### DAC (basic)
34Most STM32 MCUs have DAC peripherals, with a notable exception of the STM32F1xx series. Generally, the DAC peripheral drives pins A4 or A5. To enable DAC-based audio output on STM32 devices, add `AUDIO_DRIVER = dac_basic` to `rules.mk` and set in `config.h` either:
35
36`#define AUDIO_PIN A4` or `#define AUDIO_PIN A5`
37
38the other DAC channel can optionally be used with a secondary speaker, just set:
39
40`#define AUDIO_PIN_ALT A4` or `#define AUDIO_PIN_ALT A5`
41
42Do note though that the dac_basic driver is only capable of reproducing one tone per speaker/channel at a time, for more tones simultaneously, try the dac_additive driver.
43
44#### Wiring:
45for two piezos, for example configured as `AUDIO_PIN A4` and `AUDIO_PIN_ALT A5` would be: red lead to A4 and black to Ground, and similarly with the second one: A5 = red, and Ground = black
46
47another alternative is to drive *one* piezo with both DAC pins - for an extra "push".
48wiring red to A4 and black to A5 (or the other way round) and add `#define AUDIO_PIN_ALT_AS_NEGATIVE` to `config.h`
49
50##### Proton-C Example:
51The Proton-C comes (optionally) with one 'builtin' piezo, which is wired to A4+A5.
52For this board `config.h` would include these defines:
53
54```c
55#define AUDIO_PIN A5
56#define AUDIO_PIN_ALT A4
57#define AUDIO_PIN_ALT_AS_NEGATIVE
58```
59
60### DAC (additive)
61Another option, besides dac_basic (which produces sound through a square-wave), is to use the DAC to do additive wave synthesis.
62With a number of predefined wave-forms or by providing your own implementation to generate samples on the fly.
63To use this feature set `AUDIO_DRIVER = dac_additive` in your `rules.mk`, and select in `config.h` EITHER `#define AUDIO_PIN A4` or `#define AUDIO_PIN A5`.
64
65The used waveform *defaults* to sine, but others can be selected by adding one of the following defines to `config.h`:
66
67* `#define AUDIO_DAC_SAMPLE_WAVEFORM_SINE`
68* `#define AUDIO_DAC_SAMPLE_WAVEFORM_TRIANGLE`
69* `#define AUDIO_DAC_SAMPLE_WAVEFORM_TRAPEZOID`
70* `#define AUDIO_DAC_SAMPLE_WAVEFORM_SQUARE`
71
72Should you rather choose to generate and use your own sample-table with the DAC unit, implement `uint16_t dac_value_generate(void)` with your keyboard - for an example implementation see keyboards/planck/keymaps/synth_sample or keyboards/planck/keymaps/synth_wavetable
73
74
75### PWM (software)
76if the DAC pins are unavailable (or the MCU has no usable DAC at all, like STM32F1xx); PWM can be an alternative.
77Note that there is currently only one speaker/pin supported.
78
79set in `rules.mk`:
80
81`AUDIO_DRIVER = pwm_software` and in `config.h`:
82`#define AUDIO_PIN C13` (can be any pin) to have the selected pin output a pwm signal, generated from a timer callback which toggles the pin in software.
83
84#### Wiring
85the usual piezo wiring: red goes to the selected AUDIO_PIN, black goes to ground.
86
87OR if you can chose to drive one piezo with two pins, for example `#define AUDIO_PIN B1`, `#define AUDIO_PIN_ALT B2` in `config.h`, with `#define AUDIO_PIN_ALT_AS_NEGATIVE` - then the red lead could go to B1, the black to B2.
88
89### PWM (hardware)
90STM32F1xx have to fall back to using PWM, but can do so in hardware; but again on currently only one speaker/pin.
91
92`AUDIO_DRIVER = pwm_hardware` in `rules.mk`, and in `config.h`:
93`#define AUDIO_PIN A8`
94`#define AUDIO_PWM_DRIVER PWMD1`
95`#define AUDIO_PWM_CHANNEL 1`
96(as well as `#define AUDIO_PWM_PAL_MODE 42` if you are on STM32F2 or larger)
97which will use Timer 1 to directly drive pin PA8 through the PWM hardware (TIM1_CH1 = PA8).
98Should you want to use the pwm-hardware on another pin and timer - be ready to dig into the STM32 data-sheet to pick the right TIMx_CHy and pin-alternate function.
99
100
101## Tone Multiplexing
102Since most drivers can only render one tone per speaker at a time (with the one exception: arm dac-additive) there also exists a "workaround-feature" that does time-slicing/multiplexing - which does what the name implies: cycle through a set of active tones (e.g. when playing chords in Music Mode) at a given rate, and put one tone at a time out through the one/few speakers that are available.
103
104To enable this feature, and configure a starting-rate, add the following defines to `config.h`:
105```c
106#define AUDIO_ENABLE_TONE_MULTIPLEXING
107#define AUDIO_TONE_MULTIPLEXING_RATE_DEFAULT 10
108```
109
110The audio core offers interface functions to get/set/change the tone multiplexing rate from within `keymap.c`.
111
112
113## Songs
114There's a couple of different sounds that will automatically be enabled without any other configuration:
115```
116STARTUP_SONG // plays when the keyboard starts up (audio.c)
117GOODBYE_SONG // plays when you press the RESET key (quantum.c)
118AG_NORM_SONG // plays when you press AG_NORM (quantum.c)
119AG_SWAP_SONG // plays when you press AG_SWAP (quantum.c)
120CG_NORM_SONG // plays when you press CG_NORM (quantum.c)
121CG_SWAP_SONG // plays when you press CG_SWAP (quantum.c)
122MUSIC_ON_SONG // plays when music mode is activated (process_music.c)
123MUSIC_OFF_SONG // plays when music mode is deactivated (process_music.c)
124CHROMATIC_SONG // plays when the chromatic music mode is selected (process_music.c)
125GUITAR_SONG // plays when the guitar music mode is selected (process_music.c)
126VIOLIN_SONG // plays when the violin music mode is selected (process_music.c)
127MAJOR_SONG // plays when the major music mode is selected (process_music.c)
128```
129
130You can override the default songs by doing something like this in your `config.h`:
131
132```c
133#ifdef AUDIO_ENABLE
134# define STARTUP_SONG SONG(STARTUP_SOUND)
135#endif
136```
137
138A full list of sounds can be found in [quantum/audio/song_list.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/song_list.h) - feel free to add your own to this list! All available notes can be seen in [quantum/audio/musical_notes.h](https://github.com/qmk/qmk_firmware/blob/master/quantum/audio/musical_notes.h).
139
140Additionally, if you with to maintain your own list of songs (such as ones that may be copyrighted) and not have them added to the repo, you can create a `user_song_list.h` file and place it in your keymap (or userspace) folder. This file will be automatically included, it just needs to exist.
141
142To play a custom sound at a particular time, you can define a song like this (near the top of the file):
143
144```c
145float my_song[][2] = SONG(QWERTY_SOUND);
146```
147
148And then play your song like this:
149
150```c
151PLAY_SONG(my_song);
152```
153
154Alternatively, you can play it in a loop like this:
155
156```c
157PLAY_LOOP(my_song);
158```
159
160It's advised that you wrap all audio features in `#ifdef AUDIO_ENABLE` / `#endif` to avoid causing problems when audio isn't built into the keyboard.
161
162The available keycodes for audio are:
163
164* `AU_ON` - Turn Audio Feature on
165* `AU_OFF` - Turn Audio Feature off
166* `AU_TOG` - Toggle Audio Feature state
167
168!> These keycodes turn all of the audio functionality on and off. Turning it off means that audio feedback, audio clicky, music mode, etc. are disabled, completely.
169
170## Audio Config
171
172| Settings | Default | Description |
173|---------------------------------|----------------------|-------------------------------------------------------------------------------|
174|`AUDIO_PIN` | *Not defined* |Configures the pin that the speaker is connected to. |
175|`AUDIO_PIN_ALT` | *Not defined* |Configures the pin for a second speaker or second pin connected to one speaker.|
176|`AUDIO_PIN_ALT_AS_NEGATIVE` | *Not defined* |Enables support for one speaker connected to two pins. |
177|`AUDIO_INIT_DELAY` | *Not defined* |Enables delay during startup song to accomidate for USB startup issues. |
178|`AUDIO_ENABLE_TONE_MULTIPLEXING` | *Not defined* |Enables time splicing/multiplexing to create multiple tones simutaneously. |
179|`STARTUP_SONG` | `STARTUP_SOUND` |Plays when the keyboard starts up (audio.c) |
180|`GOODBYE_SONG` | `GOODBYE_SOUND` |Plays when you press the RESET key (quantum.c) |
181|`AG_NORM_SONG` | `AG_NORM_SOUND` |Plays when you press AG_NORM (process_magic.c) |
182|`AG_SWAP_SONG` | `AG_SWAP_SOUND` |Plays when you press AG_SWAP (process_magic.c) |
183|`CG_NORM_SONG` | `AG_NORM_SOUND` |Plays when you press CG_NORM (process_magic.c) |
184|`CG_SWAP_SONG` | `AG_SWAP_SOUND` |Plays when you press CG_SWAP (process_magic.c) |
185|`MUSIC_ON_SONG` | `MUSIC_ON_SOUND` |Plays when music mode is activated (process_music.c) |
186|`MUSIC_OFF_SONG` | `MUSIC_OFF_SOUND` |Plays when music mode is deactivated (process_music.c) |
187|`MIDI_ON_SONG` | `MUSIC_ON_SOUND` |Plays when midi mode is activated (process_music.c) |
188|`MIDI_OFF_SONG` | `MUSIC_OFF_SOUND` |Plays when midi mode is deactivated (process_music.c) |
189|`CHROMATIC_SONG` | `CHROMATIC_SOUND` |Plays when the chromatic music mode is selected (process_music.c) |
190|`GUITAR_SONG` | `GUITAR_SOUND` |Plays when the guitar music mode is selected (process_music.c) |
191|`VIOLIN_SONG` | `VIOLIN_SOUND` |Plays when the violin music mode is selected (process_music.c) |
192|`MAJOR_SONG` | `MAJOR_SOUND` |Plays when the major music mode is selected (process_music.c) |
193|`DEFAULT_LAYER_SONGS` | *Not defined* |Plays song when switched default layers with [`set_single_persistent_default_layer(layer)`](ref_functions.md#setting-the-persistent-default-layer)(quantum.c) |
194|`SENDSTRING_BELL` | *Not defined* |Plays chime when the "enter" ("\a") character is sent (send_string.c) |
195
196## Tempo
197the 'speed' at which SONGs are played is dictated by the set Tempo, which is measured in beats-per-minute. Note lengths are defined relative to that.
198The initial/default tempo is set to 120 bpm, but can be configured by setting `TEMPO_DEFAULT` in `config.c`.
199There is also a set of functions to modify the tempo from within the user/keymap code:
200```c
201void audio_set_tempo(uint8_t tempo);
202void audio_increase_tempo(uint8_t tempo_change);
203void audio_decrease_tempo(uint8_t tempo_change);
204```
205
206## ARM Audio Volume
207
208For ARM devices, you can adjust the DAC sample values. If your board is too loud for you or your coworkers, you can set the max using `AUDIO_DAC_SAMPLE_MAX` in your `config.h`:
209
210```c
211#define AUDIO_DAC_SAMPLE_MAX 4095U
212```
213the DAC usually runs in 12Bit mode, hence a volume of 100% = 4095U
214
215Note: this only adjusts the volume aka 'works' if you stick to WAVEFORM_SQUARE, since its samples are generated on the fly - any other waveform uses a hardcoded/precomputed sample-buffer.
216
217## Voices
218Aka "audio effects", different ones can be enabled by setting in `config.h` these defines:
219`#define AUDIO_VOICES` to enable the feature, and `#define AUDIO_VOICE_DEFAULT something` to select a specific effect
220for details see quantum/audio/voices.h and .c
221
222
223## Music Mode
224
225The music mode maps your columns to a chromatic scale, and your rows to octaves. This works best with ortholinear keyboards, but can be made to work with others. All keycodes less than `0xFF` get blocked, so you won't type while playing notes - if you have special keys/mods, those will still work. A work-around for this is to jump to a different layer with KC_NOs before (or after) enabling music mode.
226
227Recording is experimental due to some memory issues - if you experience some weird behavior, unplugging/replugging your keyboard will fix things.
228
229Keycodes available:
230
231* `MU_ON` - Turn music mode on
232* `MU_OFF` - Turn music mode off
233* `MU_TOG` - Toggle music mode
234* `MU_MOD` - Cycle through the music modes:
235 * `CHROMATIC_MODE` - Chromatic scale, row changes the octave
236 * `GUITAR_MODE` - Chromatic scale, but the row changes the string (+5 st)
237 * `VIOLIN_MODE` - Chromatic scale, but the row changes the string (+7 st)
238 * `MAJOR_MODE` - Major scale
239
240In music mode, the following keycodes work differently, and don't pass through:
241
242* `LCTL` - start a recording
243* `LALT` - stop recording/stop playing
244* `LGUI` - play recording
245* `KC_UP` - speed-up playback
246* `KC_DOWN` - slow-down playback
247
248The pitch standard (`PITCH_STANDARD_A`) is 440.0f by default - to change this, add something like this to your `config.h`:
249
250 #define PITCH_STANDARD_A 432.0f
251
252You can completely disable Music Mode as well. This is useful, if you're pressed for space on your controller. To disable it, add this to your `config.h`:
253
254 #define NO_MUSIC_MODE
255
256### Music Mask
257
258By default, `MUSIC_MASK` is set to `keycode < 0xFF` which means keycodes less than `0xFF` are turned into notes, and don't output anything. You can change this by defining this in your `config.h` like this:
259
260 #define MUSIC_MASK keycode != KC_NO
261
262Which will capture all keycodes - be careful, this will get you stuck in music mode until you restart your keyboard!
263
264For a more advanced way to control which keycodes should still be processed, you can use `music_mask_kb(keycode)` in `<keyboard>.c` and `music_mask_user(keycode)` in your `keymap.c`:
265
266 bool music_mask_user(uint16_t keycode) {
267 switch (keycode) {
268 case RAISE:
269 case LOWER:
270 return false;
271 default:
272 return true;
273 }
274 }
275
276Things that return false are not part of the mask, and are always processed.
277
278### Music Map
279
280By default, the Music Mode uses the columns and row to determine the scale for the keys. For a board that uses a rectangular matrix that matches the keyboard layout, this is just fine. However, for boards that use a more complicated matrix (such as the Planck Rev6, or many split keyboards) this would result in a very skewed experience.
281
282However, the Music Map option allows you to remap the scaling for the music mode, so it fits the layout, and is more natural.
283
284To enable this feature, add `#define MUSIC_MAP` to your `config.h` file, and then you will want to add a `uint8_t music_map` to your keyboard's `c` file, or your `keymap.c`.
285
286```c
287const uint8_t music_map[MATRIX_ROWS][MATRIX_COLS] = LAYOUT_ortho_4x12(
288 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47,
289 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35,
290 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23,
291 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11
292);
293```
294
295You will want to use whichever `LAYOUT` macro that your keyboard uses here. This maps it to the correct key location. Start in the bottom left of the keyboard layout, and move to the right, and then upwards. Fill in all the entries until you have a complete matrix.
296
297You can look at the [Planck Keyboard](https://github.com/qmk/qmk_firmware/blob/e9ace1487887c1f8b4a7e8e6d87c322988bec9ce/keyboards/planck/planck.c#L24-L29) as an example of how to implement this.
298
299## Audio Click
300
301This adds a click sound each time you hit a button, to simulate click sounds from the keyboard. And the sounds are slightly different for each keypress, so it doesn't sound like a single long note, if you type rapidly.
302
303* `CK_TOGG` - Toggles the status (will play sound if enabled)
304* `CK_ON` - Turns on Audio Click (plays sound)
305* `CK_OFF` - Turns off Audio Click (doesn't play sound)
306* `CK_RST` - Resets the frequency to the default state (plays sound at default frequency)
307* `CK_UP` - Increases the frequency of the clicks (plays sound at new frequency)
308* `CK_DOWN` - Decreases the frequency of the clicks (plays sound at new frequency)
309
310
311The feature is disabled by default, to save space. To enable it, add this to your `config.h`:
312
313 #define AUDIO_CLICKY
314
315
316You can configure the default, min and max frequencies, the stepping and built in randomness by defining these values:
317
318| Option | Default Value | Description |
319|--------|---------------|-------------|
320| `AUDIO_CLICKY_FREQ_DEFAULT` | 440.0f | Sets the default/starting audio frequency for the clicky sounds. |
321| `AUDIO_CLICKY_FREQ_MIN` | 65.0f | Sets the lowest frequency (under 60f are a bit buggy). |
322| `AUDIO_CLICKY_FREQ_MAX` | 1500.0f | Sets the highest frequency. Too high may result in coworkers attacking you. |
323| `AUDIO_CLICKY_FREQ_FACTOR` | 1.18921f| Sets the stepping of UP/DOWN key codes. This is a multiplicative factor. The default steps the frequency up/down by a musical minor third. |
324| `AUDIO_CLICKY_FREQ_RANDOMNESS` | 0.05f | Sets a factor of randomness for the clicks, Setting this to `0f` will make each click identical, and `1.0f` will make this sound much like the 90's computer screen scrolling/typing effect. |
325| `AUDIO_CLICKY_DELAY_DURATION` | 1 | An integer note duration where 1 is 1/16th of the tempo, or a sixty-fourth note (see `quantum/audio/musical_notes.h` for implementation details). The main clicky effect will be delayed by this duration. Adjusting this to values around 6-12 will help compensate for loud switches. |
326
327
328
329
330## MIDI Functionality
331
332See [MIDI](feature_midi.md)
333
334## Audio Keycodes
335
336|Key |Aliases |Description |
337|----------------|---------|----------------------------------|
338|`AU_ON` | |Audio mode on |
339|`AU_OFF` | |Audio mode off |
340|`AU_TOG` | |Toggles Audio mode |
341|`CLICKY_TOGGLE` |`CK_TOGG`|Toggles Audio clicky mode |
342|`CLICKY_UP` |`CK_UP` |Increases frequency of the clicks |
343|`CLICKY_DOWN` |`CK_DOWN`|Decreases frequency of the clicks |
344|`CLICKY_RESET` |`CK_RST` |Resets frequency to default |
345|`MU_ON` | |Turns on Music Mode |
346|`MU_OFF` | |Turns off Music Mode |
347|`MU_TOG` | |Toggles Music Mode |
348|`MU_MOD` | |Cycles through the music modes |