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author | Wesley Aptekar-Cassels <me@wesleyac.com> | 2023-11-13 00:48:57 -0500 |
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committer | Wesley Aptekar-Cassels <me@wesleyac.com> | 2024-01-09 16:22:21 -0500 |
commit | e9fe4aeefe7e56d637f7fbf35772f5bb37aff911 (patch) | |
tree | fc47972b343973aab5f8ce57be77a31a1c921d10 /movement/movement.c | |
parent | 3ee32c6e57e9a741355251f33fbcc323ded249d8 (diff) | |
download | Sensor-Watch-e9fe4aeefe7e56d637f7fbf35772f5bb37aff911.tar.gz Sensor-Watch-e9fe4aeefe7e56d637f7fbf35772f5bb37aff911.tar.bz2 Sensor-Watch-e9fe4aeefe7e56d637f7fbf35772f5bb37aff911.zip |
Enable custom signal tones in LE mode.
This makes movement_play_signal synchronous when in LE mode, despite
using the underlying asynchronous API. It's a bit of a hack, but it
should work well enough for now.
This also moves the enabling/disabling of the buzzer into the
movement_play_signal function, so that watch faces no longer have to do
it.
Diffstat (limited to 'movement/movement.c')
-rw-r--r-- | movement/movement.c | 33 |
1 files changed, 25 insertions, 8 deletions
diff --git a/movement/movement.c b/movement/movement.c index 235716c8..0e40d462 100644 --- a/movement/movement.c +++ b/movement/movement.c @@ -294,14 +294,31 @@ void movement_request_wake() { } void movement_play_signal(void) { -#ifdef SIGNAL_TUNE_DEFAULT - watch_buzzer_play_note(BUZZER_NOTE_C8, 75); - watch_buzzer_play_note(BUZZER_NOTE_REST, 100); - watch_buzzer_play_note(BUZZER_NOTE_C8, 100); -#else - // Does not work in LE mode. - watch_buzzer_play_sequence(signal_tune, NULL); -#endif // SIGNAL_TUNE_DEFAULT + watch_enable_buzzer(); + watch_buzzer_play_sequence(signal_tune, watch_disable_buzzer); + if (movement_state.le_mode_ticks == -1) { + // This is somewhat of a hack. In order to play a sequence, we need to + // be awake. We should ideally be able to tell movement that we need to + // be awake for a given amount of time, but there's no good way to do + // this, so we block instead. This might be bad in the case that a + // watch face has housekeeping to do after calling this, since it could + // in theory do that housekeeping concurrently, but alas. + // + // You might wonder, why not just put the instruction to go back to + // sleep in the callback? It's a good idea, but I can't figure out how + // to get it to work - you're basically kicking the can down the road, + // since at some point movement will be done doing what it's doing and + // have to wait. At that point, you're delaying anyways, but it's + // harder to figure out how much time to delay for, since you don't + // know how much time has elapsed since starting the sequence. I'd + // rather this block than have to read from the RTC to figure that + // out. + // + // Don't ask me what the +50ms is doing. The sequence gets cut short + // with the exact time, I have no idea why. 50 extra millisecons seems + // like a safe value. + delay_ms(sequence_length(signal_tune) * 1000 / 64 + 50); + } } void movement_play_alarm(void) { |