Prebuilt files for momentum and official.
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@ -8,6 +8,9 @@ The [tone_rotate.js](./tone_rotate.js) script will play a tone using the speaker
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Copy the [a_demo.js](./a_demo.js) and [tone_rotate.js](./tone_rotate.js) files to your `SD Card/apps/Scripts` directory. You can then run the scripts from the Flipper Zero (`Apps`, `Scripts`, `a_demo.js`).
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## Prebuilt apps
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You can copy one of the FAL files from [prebuilt](./prebuilt/) onto `SD Card/apps_data/js_app/plugins/js_vgm.fal` and then you will be able to do `let vgm = require("vgm");`. The prebuilt files exposes the 4 APIs (getPitch, getRoll, getYaw, deltaYaw) from the video and they also expose a (`play(440,1.0,250);`) command -- since I wanted to see what would happen if I used furi_hal_speaker APIs in my module code. If you use the wrong one for your firmware, you will get `"vgm" module load fail`. You can also copy [tone_rotate_native.js](./prebuilt/tone_rotate_native.js) to the `SD Card/apps/Scripts/tone_rotate_native.js`. Running the script (`Apps`, `Scripts`, `tone_rotate_native`) should play tones as you rotate your Flipper with the VGM attached.
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## Installing the JS speaker_api module
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We wrote the speaker_api module in JavaScript (using furi_hal_xxx APIs to expose a new speaker module). This file [speaker_api.js](./speaker_api.js) should be copied to your `SD Card/apps/Scripts` directory. Once copied, your scripts can do a `let speaker = load(__dirpath + "/speaker_api.js");` and then `speaker.playTone(440, 1.0, 500);` to play a 440Hz tone, at full volume for 500ms. This file is a good example of how to use FFI to extend the Flipper Zero. If your APIs are part of the firmware, and don't use enumeration values, this is a good technqiue to use. (If they use enumeration values, it's possible that the values will change in the future, and your script will reference the improper id values.)
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js/vgm_sensor/prebuilt/momentum_dev.fal
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js/vgm_sensor/prebuilt/momentum_dev.fal
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js/vgm_sensor/prebuilt/momentum_release.fal
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js/vgm_sensor/prebuilt/momentum_release.fal
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js/vgm_sensor/prebuilt/official_dev.fal
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js/vgm_sensor/prebuilt/official_dev.fal
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js/vgm_sensor/prebuilt/official_release.fal
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js/vgm_sensor/prebuilt/official_release.fal
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js/vgm_sensor/prebuilt/tone_rotate_native.js
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js/vgm_sensor/prebuilt/tone_rotate_native.js
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let vgm = require("vgm");
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//The pre-built vgm exposes a .play function, so we don't need the speaker_api.js file.
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//let __dirpath = "/ext/apps/Scripts";
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//let speaker = load(__dirpath + "/speaker_api.js");
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let min_delta_angle = 29.98;
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let max_wait_ms = 10000;
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let freq_hz = 440;
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//Uncomment below to test for various test cases...
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//print(vgm.deltaYaw("30.312", 1000)); // Invalid arg (angle).
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//print(vgm.deltaYaw()); // Invalid args. Pass (angle, [timeout]). Got 0 args.
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//print(vgm.deltaYaw(1,2,3)); // Invalid args. Pass (angle, [timeout]). Got 3 args.
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//print(vgm.deltaYaw(29.98, 1000)); // This should work fine.
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// Show the pitch, roll, and yaw values for 5 seconds
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for (let i = 0; i < 3; i++) {
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print("P", vgm.getPitch(), "R", vgm.getRoll(), "Y", vgm.getYaw());
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delay(1000);
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}
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// Play a sound that changes pitch based on yaw
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for (let i = 0; i < 500; i++) {
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print("Freq", freq_hz, "Hz");
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// speaker.play(freq_hz, 1.0, 250);
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vgm.play(freq_hz, 1.0, 250);
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let delta = vgm.deltaYaw(min_delta_angle, max_wait_ms);
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if (delta === undefined) {
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print("No VGM detected. Exiting...");
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break;
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}
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delta /= (min_delta_angle / 1.02);
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if (delta > 0) {
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freq_hz *= delta;
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} else if (delta < 0) {
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freq_hz /= -delta;
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}
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}
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