/* * Author: Jon Trulson * Copyright (c) 2017 Intel Corporation. * * Based on original C++ driver by: * Author: Zion Orent * Copyright (c) 2014 Intel Corporation. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * The above copyright notice and this permission notice shall be * included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND * NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE * LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION * OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION * WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #pragma once #include #include "speaker.h" namespace upm { /** * @brief Speaker library * @defgroup speaker libupm-speaker * @ingroup seeed gpio sound hak */ /** * @library speaker * @sensor speaker libupm-speaker * @comname Speaker * @altname Grove Speaker * @type sound * @man seeed * @con gpio * @kit hak * * @brief API for the Speaker * * UPM module for the Speaker. * This sensor can generate different tones and sounds depending on the * frequency of the input signal. * * @image html speaker.jpg * @snippet speaker.cxx Interesting */ class Speaker { public: /** * Speaker constructor * * @param pin Digital pin to use */ Speaker(int pin); /** * Speaker destructor */ ~Speaker(); /** * Plays all alto notes (lowest notes) * */ void playAll(); /** * Plays a sound and a note whether it's sharp or not * * @param letter Character name of the note * ('a', 'b', 'c', 'd', 'e', 'f', or 'g') * @param sharp If true, plays a sharp version of the note; * otherwise, does not play the note * @param vocalWeight String to determine whether to play a * low ("low"), a medium ("med"), or a high ("high") note */ void playSound(char letter, bool sharp, std::string vocalWeight); protected: speaker_context m_speaker; private: }; }