mirror of
https://github.com/meshtastic/firmware.git
synced 2026-01-15 14:27:19 +00:00
I thought git would be smart enough to understand all the whitespace changes but even with all the flags I know to make it ignore theses it still blows up if there are identical changes on both sides.
I have a solution but it require creating a new commit at the merge base for each conflicting PR and merging it into develop.
I don't think blowing up all PRs is worth for now, maybe if we can coordinate this for V3 let's say.
This reverts commit 0d11331d18.
This commit is contained in:
@@ -11,8 +11,8 @@ extern "C" void delay(uint32_t dwMs);
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#endif
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struct ToneDuration {
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int frequency_khz;
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int duration_ms;
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int frequency_khz;
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int duration_ms;
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};
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// Some common frequencies.
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@@ -42,92 +42,105 @@ const int DURATION_1_2 = 500; // 1/2 note
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const int DURATION_3_4 = 750; // 3/4 note
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const int DURATION_1_1 = 1000; // 1/1 note
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void playTones(const ToneDuration *tone_durations, int size) {
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY) {
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// Buzzer is disabled or not set to system tones
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return;
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}
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#ifdef PIN_BUZZER
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if (!config.device.buzzer_gpio)
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config.device.buzzer_gpio = PIN_BUZZER;
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#endif
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if (config.device.buzzer_gpio) {
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for (int i = 0; i < size; i++) {
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const auto &tone_duration = tone_durations[i];
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tone(config.device.buzzer_gpio, tone_duration.frequency_khz, tone_duration.duration_ms);
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// to distinguish the notes, set a minimum time between them.
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delay(1.3 * tone_duration.duration_ms);
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void playTones(const ToneDuration *tone_durations, int size)
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{
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if (config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_DISABLED ||
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config.device.buzzer_mode == meshtastic_Config_DeviceConfig_BuzzerMode_NOTIFICATIONS_ONLY) {
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// Buzzer is disabled or not set to system tones
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return;
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}
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}
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}
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void playBeep() {
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_8}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongBeep() {
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_1}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playGPSEnableBeep() {
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#if defined(R1_NEO) || defined(MUZI_BASE)
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ToneDuration melody[] = {{NOTE_F5, DURATION_1_2}, {NOTE_G6, DURATION_1_8}, {NOTE_E7, DURATION_1_4}, {NOTE_SILENT, DURATION_1_2}};
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#else
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ToneDuration melody[] = {{NOTE_C3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_CS4, DURATION_1_4}};
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#ifdef PIN_BUZZER
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if (!config.device.buzzer_gpio)
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config.device.buzzer_gpio = PIN_BUZZER;
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#endif
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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if (config.device.buzzer_gpio) {
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for (int i = 0; i < size; i++) {
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const auto &tone_duration = tone_durations[i];
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tone(config.device.buzzer_gpio, tone_duration.frequency_khz, tone_duration.duration_ms);
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// to distinguish the notes, set a minimum time between them.
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delay(1.3 * tone_duration.duration_ms);
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}
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}
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}
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void playGPSDisableBeep() {
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void playBeep()
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{
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_8}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongBeep()
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{
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ToneDuration melody[] = {{NOTE_B3, DURATION_1_1}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playGPSEnableBeep()
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{
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#if defined(R1_NEO) || defined(MUZI_BASE)
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ToneDuration melody[] = {{NOTE_B4, DURATION_1_16}, {NOTE_B4, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8}, {NOTE_F3, DURATION_1_16},
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{NOTE_F3, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8}, {NOTE_C3, DURATION_1_1}, {NOTE_SILENT, DURATION_1_1}};
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ToneDuration melody[] = {
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{NOTE_F5, DURATION_1_2}, {NOTE_G6, DURATION_1_8}, {NOTE_E7, DURATION_1_4}, {NOTE_SILENT, DURATION_1_2}};
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#else
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_C3, DURATION_1_4}};
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ToneDuration melody[] = {{NOTE_C3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_CS4, DURATION_1_4}};
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#endif
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playStartMelody() {
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ToneDuration melody[] = {{NOTE_FS3, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_CS4, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playGPSDisableBeep()
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{
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#if defined(R1_NEO) || defined(MUZI_BASE)
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ToneDuration melody[] = {{NOTE_B4, DURATION_1_16}, {NOTE_B4, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
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{NOTE_F3, DURATION_1_16}, {NOTE_F3, DURATION_1_16}, {NOTE_SILENT, DURATION_1_8},
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{NOTE_C3, DURATION_1_1}, {NOTE_SILENT, DURATION_1_1}};
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#else
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}, {NOTE_C3, DURATION_1_4}};
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#endif
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playShutdownMelody() {
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playStartMelody()
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{
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ToneDuration melody[] = {{NOTE_FS3, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_CS4, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playChirp() {
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// A short, friendly "chirp" sound for key presses
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ToneDuration melody[] = {{NOTE_AS3, 20}}; // Short AS3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playShutdownMelody()
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{
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ToneDuration melody[] = {{NOTE_CS4, DURATION_1_8}, {NOTE_AS3, DURATION_1_8}, {NOTE_FS3, DURATION_1_4}};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playClick() {
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// A very short "click" sound with minimum delay; ideal for rotary encoder events
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ToneDuration melody[] = {{NOTE_AS3, 1}}; // Very Short AS3
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playChirp()
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{
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// A short, friendly "chirp" sound for key presses
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ToneDuration melody[] = {{NOTE_AS3, 20}}; // Short AS3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playBoop() {
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// A short, friendly "boop" sound for button presses
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ToneDuration melody[] = {{NOTE_A3, 50}}; // Very short A3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playClick()
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{
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// A very short "click" sound with minimum delay; ideal for rotary encoder events
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ToneDuration melody[] = {{NOTE_AS3, 1}}; // Very Short AS3
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongPressLeadUp() {
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// An ascending lead-up sequence for long press - builds anticipation
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ToneDuration melody[] = {
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{NOTE_C3, 100}, // Start low
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{NOTE_E3, 100}, // Step up
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{NOTE_G3, 100}, // Keep climbing
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{NOTE_B3, 150} // Peak with longer note for emphasis
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void playBoop()
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{
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// A short, friendly "boop" sound for button presses
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ToneDuration melody[] = {{NOTE_A3, 50}}; // Very short A3 note
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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void playLongPressLeadUp()
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{
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// An ascending lead-up sequence for long press - builds anticipation
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ToneDuration melody[] = {
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{NOTE_C3, 100}, // Start low
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{NOTE_E3, 100}, // Step up
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{NOTE_G3, 100}, // Keep climbing
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{NOTE_B3, 150} // Peak with longer note for emphasis
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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// Static state for progressive lead-up notes
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@@ -140,34 +153,39 @@ static const ToneDuration leadUpNotes[] = {
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};
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static const int leadUpNotesCount = sizeof(leadUpNotes) / sizeof(ToneDuration);
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bool playNextLeadUpNote() {
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // All notes have been played
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}
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bool playNextLeadUpNote()
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{
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // All notes have been played
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}
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// Use playTones to handle buzzer logic consistently
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const auto ¬e = leadUpNotes[leadUpNoteIndex];
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playTones(¬e, 1); // Play single note using existing playTones function
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// Use playTones to handle buzzer logic consistently
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const auto ¬e = leadUpNotes[leadUpNoteIndex];
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playTones(¬e, 1); // Play single note using existing playTones function
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leadUpNoteIndex++;
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leadUpNoteIndex++;
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // this was the final note
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}
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return true; // Note was played (playTones handles buzzer availability internally)
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if (leadUpNoteIndex >= leadUpNotesCount) {
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return false; // this was the final note
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}
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return true; // Note was played (playTones handles buzzer availability internally)
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}
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void resetLeadUpSequence() { leadUpNoteIndex = 0; }
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void playComboTune() {
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// Quick high-pitched notes with trills
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ToneDuration melody[] = {
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{NOTE_G3, 80}, // Quick chirp
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{NOTE_B3, 60}, // Higher chirp
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{NOTE_CS4, 80}, // Even higher
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{NOTE_G3, 60}, // Quick trill down
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{NOTE_CS4, 60}, // Quick trill up
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{NOTE_B3, 120} // Ending chirp
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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void resetLeadUpSequence()
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{
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leadUpNoteIndex = 0;
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}
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void playComboTune()
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{
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// Quick high-pitched notes with trills
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ToneDuration melody[] = {
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{NOTE_G3, 80}, // Quick chirp
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{NOTE_B3, 60}, // Higher chirp
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{NOTE_CS4, 80}, // Even higher
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{NOTE_G3, 60}, // Quick trill down
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{NOTE_CS4, 60}, // Quick trill up
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{NOTE_B3, 120} // Ending chirp
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};
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playTones(melody, sizeof(melody) / sizeof(ToneDuration));
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}
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