yoctolib-esm
Version:
Yoctopuce library for TypeScript/JavaScript, as an ECMAScript 2015 module
730 lines • 27.1 kB
JavaScript
/*********************************************************************
*
* $Id: svn_id $
*
* Implements the high-level API for Buzzer functions
*
* - - - - - - - - - License information: - - - - - - - - -
*
* Copyright (C) 2011 and beyond by Yoctopuce Sarl, Switzerland.
*
* Yoctopuce Sarl (hereafter Licensor) grants to you a perpetual
* non-exclusive license to use, modify, copy and integrate this
* file into your software for the sole purpose of interfacing
* with Yoctopuce products.
*
* You may reproduce and distribute copies of this file in
* source or object form, as long as the sole purpose of this
* code is to interface with Yoctopuce products. You must retain
* this notice in the distributed source file.
*
* You should refer to Yoctopuce General Terms and Conditions
* for additional information regarding your rights and
* obligations.
*
* THE SOFTWARE AND DOCUMENTATION ARE PROVIDED 'AS IS' WITHOUT
* WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
* WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY, FITNESS
* FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO
* EVENT SHALL LICENSOR BE LIABLE FOR ANY INCIDENTAL, SPECIAL,
* INDIRECT OR CONSEQUENTIAL DAMAGES, LOST PROFITS OR LOST DATA,
* COST OF PROCUREMENT OF SUBSTITUTE GOODS, TECHNOLOGY OR
* SERVICES, ANY CLAIMS BY THIRD PARTIES (INCLUDING BUT NOT
* LIMITED TO ANY DEFENSE THEREOF), ANY CLAIMS FOR INDEMNITY OR
* CONTRIBUTION, OR OTHER SIMILAR COSTS, WHETHER ASSERTED ON THE
* BASIS OF CONTRACT, TORT (INCLUDING NEGLIGENCE), BREACH OF
* WARRANTY, OR OTHERWISE.
*
*********************************************************************/
import { YAPI, YFunction } from './yocto_api.js';
//--- (YBuzzer class start)
/**
* YBuzzer Class: buzzer control interface, available for instance in the Yocto-Buzzer, the
* Yocto-MaxiBuzzer or the Yocto-MaxiKnob
*
* The YBuzzer class allows you to drive a buzzer. You can
* choose the frequency and the volume at which the buzzer must sound.
* You can also pre-program a play sequence.
*/
//--- (end of YBuzzer class start)
export class YBuzzer extends YFunction {
//--- (end of YBuzzer attributes declaration)
constructor(yapi, func) {
//--- (YBuzzer constructor)
super(yapi, func);
this._frequency = YBuzzer.FREQUENCY_INVALID;
this._volume = YBuzzer.VOLUME_INVALID;
this._playSeqSize = YBuzzer.PLAYSEQSIZE_INVALID;
this._playSeqMaxSize = YBuzzer.PLAYSEQMAXSIZE_INVALID;
this._playSeqSignature = YBuzzer.PLAYSEQSIGNATURE_INVALID;
this._command = YBuzzer.COMMAND_INVALID;
this._valueCallbackBuzzer = null;
// API symbols as object properties
this.FREQUENCY_INVALID = YAPI.INVALID_DOUBLE;
this.VOLUME_INVALID = YAPI.INVALID_UINT;
this.PLAYSEQSIZE_INVALID = YAPI.INVALID_UINT;
this.PLAYSEQMAXSIZE_INVALID = YAPI.INVALID_UINT;
this.PLAYSEQSIGNATURE_INVALID = YAPI.INVALID_UINT;
this.COMMAND_INVALID = YAPI.INVALID_STRING;
this._className = 'Buzzer';
//--- (end of YBuzzer constructor)
}
//--- (YBuzzer implementation)
imm_parseAttr(name, val) {
switch (name) {
case 'frequency':
this._frequency = Math.round(val / 65.536) / 1000.0;
return 1;
case 'volume':
this._volume = val;
return 1;
case 'playSeqSize':
this._playSeqSize = val;
return 1;
case 'playSeqMaxSize':
this._playSeqMaxSize = val;
return 1;
case 'playSeqSignature':
this._playSeqSignature = val;
return 1;
case 'command':
this._command = val;
return 1;
}
return super.imm_parseAttr(name, val);
}
/**
* Changes the frequency of the signal sent to the buzzer. A zero value stops the buzzer.
*
* @param newval : a floating point number corresponding to the frequency of the signal sent to the buzzer
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
async set_frequency(newval) {
let rest_val;
rest_val = String(Math.round(newval * 65536.0));
return await this._setAttr('frequency', rest_val);
}
/**
* Returns the frequency of the signal sent to the buzzer/speaker.
*
* @return a floating point number corresponding to the frequency of the signal sent to the buzzer/speaker
*
* On failure, throws an exception or returns YBuzzer.FREQUENCY_INVALID.
*/
async get_frequency() {
let res;
if (this._cacheExpiration <= this._yapi.GetTickCount()) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.FREQUENCY_INVALID;
}
}
res = this._frequency;
return res;
}
/**
* Returns the volume of the signal sent to the buzzer/speaker.
*
* @return an integer corresponding to the volume of the signal sent to the buzzer/speaker
*
* On failure, throws an exception or returns YBuzzer.VOLUME_INVALID.
*/
async get_volume() {
let res;
if (this._cacheExpiration <= this._yapi.GetTickCount()) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.VOLUME_INVALID;
}
}
res = this._volume;
return res;
}
/**
* Changes the volume of the signal sent to the buzzer/speaker. Remember to call the
* saveToFlash() method of the module if the modification must be kept.
*
* @param newval : an integer corresponding to the volume of the signal sent to the buzzer/speaker
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
async set_volume(newval) {
let rest_val;
rest_val = String(newval);
return await this._setAttr('volume', rest_val);
}
/**
* Returns the current length of the playing sequence.
*
* @return an integer corresponding to the current length of the playing sequence
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQSIZE_INVALID.
*/
async get_playSeqSize() {
let res;
if (this._cacheExpiration <= this._yapi.GetTickCount()) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.PLAYSEQSIZE_INVALID;
}
}
res = this._playSeqSize;
return res;
}
/**
* Returns the maximum length of the playing sequence.
*
* @return an integer corresponding to the maximum length of the playing sequence
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQMAXSIZE_INVALID.
*/
async get_playSeqMaxSize() {
let res;
if (this._cacheExpiration == 0) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.PLAYSEQMAXSIZE_INVALID;
}
}
res = this._playSeqMaxSize;
return res;
}
/**
* Returns the playing sequence signature. As playing
* sequences cannot be read from the device, this can be used
* to detect if a specific playing sequence is already
* programmed.
*
* @return an integer corresponding to the playing sequence signature
*
* On failure, throws an exception or returns YBuzzer.PLAYSEQSIGNATURE_INVALID.
*/
async get_playSeqSignature() {
let res;
if (this._cacheExpiration <= this._yapi.GetTickCount()) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.PLAYSEQSIGNATURE_INVALID;
}
}
res = this._playSeqSignature;
return res;
}
async get_command() {
let res;
if (this._cacheExpiration <= this._yapi.GetTickCount()) {
if (await this.load(this._yapi.defaultCacheValidity) != this._yapi.SUCCESS) {
return YBuzzer.COMMAND_INVALID;
}
}
res = this._command;
return res;
}
async set_command(newval) {
let rest_val;
rest_val = String(newval);
return await this._setAttr('command', rest_val);
}
/**
* Retrieves a buzzer for a given identifier.
* The identifier can be specified using several formats:
*
* - FunctionLogicalName
* - ModuleSerialNumber.FunctionIdentifier
* - ModuleSerialNumber.FunctionLogicalName
* - ModuleLogicalName.FunctionIdentifier
* - ModuleLogicalName.FunctionLogicalName
*
*
* This function does not require that the buzzer is online at the time
* it is invoked. The returned object is nevertheless valid.
* Use the method YBuzzer.isOnline() to test if the buzzer is
* indeed online at a given time. In case of ambiguity when looking for
* a buzzer by logical name, no error is notified: the first instance
* found is returned. The search is performed first by hardware name,
* then by logical name.
*
* If a call to this object's is_online() method returns FALSE although
* you are certain that the matching device is plugged, make sure that you did
* call registerHub() at application initialization time.
*
* @param func : a string that uniquely characterizes the buzzer, for instance
* YBUZZER2.buzzer.
*
* @return a YBuzzer object allowing you to drive the buzzer.
*/
static FindBuzzer(func) {
let obj;
obj = YFunction._FindFromCache('Buzzer', func);
if (obj == null) {
obj = new YBuzzer(YAPI, func);
YFunction._AddToCache('Buzzer', func, obj);
}
return obj;
}
/**
* Retrieves a buzzer for a given identifier in a YAPI context.
* The identifier can be specified using several formats:
*
* - FunctionLogicalName
* - ModuleSerialNumber.FunctionIdentifier
* - ModuleSerialNumber.FunctionLogicalName
* - ModuleLogicalName.FunctionIdentifier
* - ModuleLogicalName.FunctionLogicalName
*
*
* This function does not require that the buzzer is online at the time
* it is invoked. The returned object is nevertheless valid.
* Use the method YBuzzer.isOnline() to test if the buzzer is
* indeed online at a given time. In case of ambiguity when looking for
* a buzzer by logical name, no error is notified: the first instance
* found is returned. The search is performed first by hardware name,
* then by logical name.
*
* @param yctx : a YAPI context
* @param func : a string that uniquely characterizes the buzzer, for instance
* YBUZZER2.buzzer.
*
* @return a YBuzzer object allowing you to drive the buzzer.
*/
static FindBuzzerInContext(yctx, func) {
let obj;
obj = YFunction._FindFromCacheInContext(yctx, 'Buzzer', func);
if (obj == null) {
obj = new YBuzzer(yctx, func);
YFunction._AddToCache('Buzzer', func, obj);
}
return obj;
}
/**
* Registers the callback function that is invoked on every change of advertised value.
* The callback is then invoked only during the execution of ySleep or yHandleEvents.
* This provides control over the time when the callback is triggered. For good responsiveness,
* remember to call one of these two functions periodically. The callback is called once juste after beeing
* registered, passing the current advertised value of the function, provided that it is not an empty string.
* To unregister a callback, pass a null pointer as argument.
*
* @param callback : the callback function to call, or a null pointer. The callback function should take two
* arguments: the function object of which the value has changed, and the character string describing
* the new advertised value.
* @noreturn
*/
async registerValueCallback(callback) {
let val;
if (callback != null) {
await YFunction._UpdateValueCallbackList(this, true);
}
else {
await YFunction._UpdateValueCallbackList(this, false);
}
this._valueCallbackBuzzer = callback;
// Immediately invoke value callback with current value
if (callback != null && await this.isOnline()) {
val = this._advertisedValue;
if (!(val == '')) {
await this._invokeValueCallback(val);
}
}
return 0;
}
async _invokeValueCallback(value) {
if (this._valueCallbackBuzzer != null) {
try {
await this._valueCallbackBuzzer(this, value);
}
catch (e) {
this._yapi.imm_log('Exception in valueCallback:', e);
}
}
else {
await super._invokeValueCallback(value);
}
return 0;
}
async sendCommand(command) {
return await this.set_command(command);
}
/**
* Adds a new frequency transition to the playing sequence.
*
* @param freq : desired frequency when the transition is completed, in Hz
* @param msDelay : duration of the frequency transition, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async addFreqMoveToPlaySeq(freq, msDelay) {
return await this.sendCommand('A' + String(Math.round(freq)) + ',' + String(Math.round(msDelay)));
}
/**
* Adds a pulse to the playing sequence.
*
* @param freq : pulse frequency, in Hz
* @param msDuration : pulse duration, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async addPulseToPlaySeq(freq, msDuration) {
return await this.sendCommand('B' + String(Math.round(freq)) + ',' + String(Math.round(msDuration)));
}
/**
* Adds a new volume transition to the playing sequence. Frequency stays untouched:
* if frequency is at zero, the transition has no effect.
*
* @param volume : desired volume when the transition is completed, as a percentage.
* @param msDuration : duration of the volume transition, in milliseconds.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async addVolMoveToPlaySeq(volume, msDuration) {
return await this.sendCommand('C' + String(Math.round(volume)) + ',' + String(Math.round(msDuration)));
}
/**
* Adds notes to the playing sequence. Notes are provided as text words, separated by
* spaces. The pitch is specified using the usual letter from A to G. The duration is
* specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc.
* Some modifiers are supported: # and b to alter a note pitch,
* ' and , to move to the upper/lower octave, . to enlarge
* the note duration.
*
* @param notes : notes to be played, as a text string.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async addNotesToPlaySeq(notes) {
let tempo;
let prevPitch;
let prevDuration;
let prevFreq;
let note;
let num;
let typ;
let ascNotes;
let notesLen;
let i;
let ch;
let dNote;
let pitch;
let freq;
let ms;
let ms16;
let rest;
tempo = 100;
prevPitch = 3;
prevDuration = 4;
prevFreq = 110;
note = -99;
num = 0;
typ = 3;
ascNotes = this._yapi.imm_str2bin(notes);
notesLen = (ascNotes).length;
i = 0;
while (i < notesLen) {
ch = ascNotes[i];
// A (note))
if (ch == 65) {
note = 0;
}
// B (note)
if (ch == 66) {
note = 2;
}
// C (note)
if (ch == 67) {
note = 3;
}
// D (note)
if (ch == 68) {
note = 5;
}
// E (note)
if (ch == 69) {
note = 7;
}
// F (note)
if (ch == 70) {
note = 8;
}
// G (note)
if (ch == 71) {
note = 10;
}
// '#' (sharp modifier)
if (ch == 35) {
note = note + 1;
}
// 'b' (flat modifier)
if (ch == 98) {
note = note - 1;
}
// ' (octave up)
if (ch == 39) {
prevPitch = prevPitch + 12;
}
// , (octave down)
if (ch == 44) {
prevPitch = prevPitch - 12;
}
// R (rest)
if (ch == 82) {
typ = 0;
}
// ! (staccato modifier)
if (ch == 33) {
typ = 1;
}
// ^ (short modifier)
if (ch == 94) {
typ = 2;
}
// _ (legato modifier)
if (ch == 95) {
typ = 4;
}
// - (glissando modifier)
if (ch == 45) {
typ = 5;
}
// % (tempo change)
if ((ch == 37) && (num > 0)) {
tempo = num;
num = 0;
}
if ((ch >= 48) && (ch <= 57)) {
// 0-9 (number)
num = (num * 10) + (ch - 48);
}
if (ch == 46) {
// . (duration modifier)
num = (((num * 2) / 3) >> 0);
}
if (((ch == 32) || (i + 1 == notesLen)) && ((note > -99) || (typ != 3))) {
if (num == 0) {
num = prevDuration;
}
else {
prevDuration = num;
}
ms = Math.round(320000.0 / (tempo * num));
if (typ == 0) {
await this.addPulseToPlaySeq(0, ms);
}
else {
dNote = note - (((prevPitch) % (12)));
if (dNote > 6) {
dNote = dNote - 12;
}
if (dNote <= -6) {
dNote = dNote + 12;
}
pitch = prevPitch + dNote;
freq = Math.round(440 * Math.exp(pitch * 0.05776226504666));
ms16 = (ms >> 4);
rest = 0;
if (typ == 3) {
rest = 2 * ms16;
}
if (typ == 2) {
rest = 8 * ms16;
}
if (typ == 1) {
rest = 12 * ms16;
}
if (typ == 5) {
await this.addPulseToPlaySeq(prevFreq, ms16);
await this.addFreqMoveToPlaySeq(freq, 8 * ms16);
await this.addPulseToPlaySeq(freq, ms - 9 * ms16);
}
else {
await this.addPulseToPlaySeq(freq, ms - rest);
if (rest > 0) {
await this.addPulseToPlaySeq(0, rest);
}
}
prevFreq = freq;
prevPitch = pitch;
}
note = -99;
num = 0;
typ = 3;
}
i = i + 1;
}
return this._yapi.SUCCESS;
}
/**
* Starts the preprogrammed playing sequence. The sequence
* runs in loop until it is stopped by stopPlaySeq or an explicit
* change. To play the sequence only once, use oncePlaySeq().
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async startPlaySeq() {
return await this.sendCommand('S');
}
/**
* Stops the preprogrammed playing sequence and sets the frequency to zero.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async stopPlaySeq() {
return await this.sendCommand('X');
}
/**
* Resets the preprogrammed playing sequence and sets the frequency to zero.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async resetPlaySeq() {
return await this.sendCommand('Z');
}
/**
* Starts the preprogrammed playing sequence and run it once only.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async oncePlaySeq() {
return await this.sendCommand('s');
}
/**
* Saves the preprogrammed playing sequence to flash memory.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async savePlaySeq() {
return await this.sendCommand('W');
}
/**
* Reloads the preprogrammed playing sequence from the flash memory.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async reloadPlaySeq() {
return await this.sendCommand('R');
}
/**
* Activates the buzzer for a short duration.
*
* @param frequency : pulse frequency, in hertz
* @param duration : pulse duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
async pulse(frequency, duration) {
return await this.set_command('P' + String(Math.round(frequency)) + ',' + String(Math.round(duration)));
}
/**
* Makes the buzzer frequency change over a period of time.
*
* @param frequency : frequency to reach, in hertz. A frequency under 25Hz stops the buzzer.
* @param duration : pulse duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
async freqMove(frequency, duration) {
return await this.set_command('F' + String(Math.round(frequency)) + ',' + String(Math.round(duration)));
}
/**
* Makes the buzzer volume change over a period of time, frequency stays untouched.
*
* @param volume : volume to reach in %
* @param duration : change duration in milliseconds
*
* @return YAPI.SUCCESS if the call succeeds.
*
* On failure, throws an exception or returns a negative error code.
*/
async volumeMove(volume, duration) {
return await this.set_command('V' + String(Math.round(volume)) + ',' + String(Math.round(duration)));
}
/**
* Immediately play a note sequence. Notes are provided as text words, separated by
* spaces. The pitch is specified using the usual letter from A to G. The duration is
* specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc.
* Some modifiers are supported: # and b to alter a note pitch,
* ' and , to move to the upper/lower octave, . to enlarge
* the note duration.
*
* @param notes : notes to be played, as a text string.
*
* @return YAPI.SUCCESS if the call succeeds.
* On failure, throws an exception or returns a negative error code.
*/
async playNotes(notes) {
await this.resetPlaySeq();
await this.addNotesToPlaySeq(notes);
return await this.oncePlaySeq();
}
/**
* Continues the enumeration of buzzers started using yFirstBuzzer().
* Caution: You can't make any assumption about the returned buzzers order.
* If you want to find a specific a buzzer, use Buzzer.findBuzzer()
* and a hardwareID or a logical name.
*
* @return a pointer to a YBuzzer object, corresponding to
* a buzzer currently online, or a null pointer
* if there are no more buzzers to enumerate.
*/
nextBuzzer() {
let resolve = this._yapi.imm_resolveFunction(this._className, this._func);
if (resolve.errorType != YAPI.SUCCESS)
return null;
let next_hwid = this._yapi.imm_getNextHardwareId(this._className, resolve.result);
if (next_hwid == null)
return null;
return YBuzzer.FindBuzzerInContext(this._yapi, next_hwid);
}
/**
* Starts the enumeration of buzzers currently accessible.
* Use the method YBuzzer.nextBuzzer() to iterate on
* next buzzers.
*
* @return a pointer to a YBuzzer object, corresponding to
* the first buzzer currently online, or a null pointer
* if there are none.
*/
static FirstBuzzer() {
let next_hwid = YAPI.imm_getFirstHardwareId('Buzzer');
if (next_hwid == null)
return null;
return YBuzzer.FindBuzzer(next_hwid);
}
/**
* Starts the enumeration of buzzers currently accessible.
* Use the method YBuzzer.nextBuzzer() to iterate on
* next buzzers.
*
* @param yctx : a YAPI context.
*
* @return a pointer to a YBuzzer object, corresponding to
* the first buzzer currently online, or a null pointer
* if there are none.
*/
static FirstBuzzerInContext(yctx) {
let next_hwid = yctx.imm_getFirstHardwareId('Buzzer');
if (next_hwid == null)
return null;
return YBuzzer.FindBuzzerInContext(yctx, next_hwid);
}
}
// API symbols as static members
YBuzzer.FREQUENCY_INVALID = YAPI.INVALID_DOUBLE;
YBuzzer.VOLUME_INVALID = YAPI.INVALID_UINT;
YBuzzer.PLAYSEQSIZE_INVALID = YAPI.INVALID_UINT;
YBuzzer.PLAYSEQMAXSIZE_INVALID = YAPI.INVALID_UINT;
YBuzzer.PLAYSEQSIGNATURE_INVALID = YAPI.INVALID_UINT;
YBuzzer.COMMAND_INVALID = YAPI.INVALID_STRING;
//# sourceMappingURL=yocto_buzzer.js.map