devsound/devsoundrefplugin/src/sounddevice/FixedSequence.rss
author hgs
Wed, 13 Oct 2010 12:08:48 +0100
changeset 3 28bdc4aca325
parent 0 79dd3e2336a0
permissions -rw-r--r--
2010wk42_01

// Copyright (c) 2007-2009 Nokia Corporation and/or its subsidiary(-ies).
// All rights reserved.
// This component and the accompanying materials are made available
// under the terms of "Eclipse Public License v1.0"
// which accompanies this distribution, and is available
// at the URL "http://www.eclipse.org/legal/epl-v10.html".
//
// Initial Contributors:
// Nokia Corporation - initial contribution.
//
// Contributors:
//
// Description:
// Definitions required for tone sequences 
// 
//

// Signature definitions
#define SEQ_SIG1 0x5153
#define SEQ_SIG2 0x434E	
#define SEQ_SIG	SEQ_SIG1,SEQ_SIG2, // Signature = "SQNC" ASCII

// Commands
#define SEQ_CMD_RET         -1
#define SEQ_CMD_STARTLOOP   -2,
#define SEQ_CMD_ENDLOOP     -3,

// Useful values
// Note frequencies
#define SEQ_FREQ_A0	     440
#define SEQ_FREQ_AsBf0   466  // 466.1637615 A#, Bb
#define SEQ_FREQ_B0	     494  // 493.8833013
#define SEQ_FREQ_C0	     523  // 523.2511306
#define SEQ_FREQ_CsDf0	 554  // 554.365262 C#, Db, etc.
#define SEQ_FREQ_D0	     587  // 587.3295358
#define SEQ_FREQ_DsEf0   622  // 622.2539674
#define SEQ_FREQ_E0      659  // 659.2551138
#define SEQ_FREQ_F0      698  // 698.4564629
#define SEQ_FREQ_FsGf0   740  // 739.9888454
#define SEQ_FREQ_G0      784  // 783.990872
#define SEQ_FREQ_GsAf0   831  // 830.6093952
#define SEQ_FREQ_A1      880
#define SEQ_FREQ_AsBf1   932  // 932.327523
#define SEQ_FREQ_B1      988  // 987.7666025
#define SEQ_FREQ_C1      1047 // 1046.502261
#define SEQ_FREQ_CsDf1   1109 // 1108.730524
#define SEQ_FREQ_D1      1175 // 1174.659072
#define SEQ_FREQ_DsEf1   1245 // 1244.507935
#define SEQ_FREQ_E1      1319 // 1318.510228
#define SEQ_FREQ_F1      1397 // 1396.912926
#define SEQ_FREQ_FsGf1   1480 // 1479.977691
#define SEQ_FREQ_G1      1568 // 1567.981744
#define SEQ_FREQ_GsAf1   1661 // 1661.21879
#define SEQ_FREQ_A2      1760
#define SEQ_FREQ_AsBf2   1865 // 1864.655046
#define SEQ_FREQ_B2      1976 // 1975.533205
#define SEQ_FREQ_C2      2093 // 2093.004522
#define SEQ_FREQ_CsDf2   2217 // 2217.461048
#define SEQ_FREQ_D2      2349 // 2349.318143
#define SEQ_FREQ_DsEf2   2489 // 2489.01587
#define SEQ_FREQ_E2      2673 // 2637.020455
#define SEQ_FREQ_F2      2794 // 2793.825851
#define SEQ_FREQ_FsGf2   2960 // 2959.955382
#define SEQ_FREQ_G2      3136 // 3135.963488
#define SEQ_FREQ_GsAf2   3322 // 3322.437581
#define SEQ_FREQ_A3      3520
#define SEQ_FREQ_AsBf3   3729 // 3729.310092

// Volume defines
#define SEQ_VOL_F        32767 // Forte = Loud
#define SEQ_VOL_MF	     24575 // Mezzo forte = Medium loud
#define SEQ_VOL_MP		 16383 // Mezzo piano = Medium soft
#define SEQ_VOL_P         8191 // Piano = Soft
	
// Macros for defining sequences
#define SEQ_DATA(A) SEQ_SIG A SEQ_CMD_RET
#define SEQ_VAL(N) N,
#define SEQ_LOOP(NUMBEROFTIMES,DATA) SEQ_CMD_STARTLOOP SEQ_VAL(NUMBEROFTIMES) DATA SEQ_CMD_ENDLOOP
#define SEQ_TONE(DUR,F1,V1) SEQ_VAL(DUR) SEQ_VAL(F1) SEQ_VAL(V1) SEQ_VAL(0) SEQ_VAL(0)
#define SEQ_2TONES(DUR,F1,V1,F2,V2) SEQ_VAL(DUR) SEQ_VAL(F1) SEQ_VAL(V1) SEQ_VAL(F2) SEQ_VAL(V2)
#define SEQ_SILENCE(DUR) SEQ_VAL(DUR) SEQ_VAL(0) SEQ_VAL(0) SEQ_VAL(0) SEQ_VAL(0)
// DUR = number samples@8kHz hence 8000 = 1 second
// F1/F2 = frequency in Hz - can use note definitions above
// V1/V1 = volume in range 0-32767 - can use volume definitions above
// When playing two tones, sum of volumes should not be greater than 32767
// e.g. can use MF+P or MP+MP

STRUCT SEQUENCE_NAME
    {
    LTEXT name; // leading-byte counted text string
    }

STRUCT SEQUENCE_DATA
    {
	LEN WORD WORD data[]; // Array of 16bit data values
    }

STRUCT SEQUENCE_ARRAY
    {
    STRUCT sequences[];
    }

RESOURCE SEQUENCE_ARRAY fixed_tone_sequence
	{ 
	//
	// Contains the sequences supported by the device (with localisable names)
	//
	sequences =
		{
        	SEQUENCE_NAME 
			{ 
			//
			// A loud piercing sequence that alternates between two toned "warbles"
			// Duration: 5 seconds
			//
			name="Rings";
			},
		SEQUENCE_DATA
			{
			data =
				{ 
				SEQ_DATA
					(
					SEQ_LOOP
						(
						2,
						SEQ_LOOP
						    (
							11,
							SEQ_TONE(250,SEQ_FREQ_GsAf2,SEQ_VOL_F)
							SEQ_TONE(250,SEQ_FREQ_DsEf2,SEQ_VOL_F)
							)
						SEQ_LOOP
						    (
							11,
							SEQ_TONE(250,SEQ_FREQ_DsEf2,SEQ_VOL_F)
							SEQ_TONE(250,SEQ_FREQ_GsAf1,SEQ_VOL_F)
							)
						SEQ_SILENCE(6000)
						)
					SEQ_SILENCE(6000)
					)
				};
			},
        	SEQUENCE_NAME 
			{ 
			//
			// A pleasant bell-like sequence based on clock chimes
			// Duration:  5 seconds
			// 
			name="Chimes"; 
			},
		SEQUENCE_DATA
			{
			data =
				{
				SEQ_DATA
					(
					SEQ_2TONES(2500,SEQ_FREQ_E1,SEQ_VOL_MP,SEQ_FREQ_E1+5,SEQ_VOL_MP)
					SEQ_2TONES(2500,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_C1+5,SEQ_VOL_MP)
					SEQ_2TONES(2500,SEQ_FREQ_D1,SEQ_VOL_MP,SEQ_FREQ_D1+5,SEQ_VOL_MP)
					SEQ_2TONES(6250,SEQ_FREQ_G0,SEQ_VOL_MF,SEQ_FREQ_G0+5,SEQ_VOL_P)
					SEQ_SILENCE(1250)
 					SEQ_2TONES(2500,SEQ_FREQ_G0,SEQ_VOL_MP,SEQ_FREQ_G0+5,SEQ_VOL_MP)
					SEQ_2TONES(2500,SEQ_FREQ_D1,SEQ_VOL_MP,SEQ_FREQ_D1+5,SEQ_VOL_MP)
					SEQ_2TONES(2500,SEQ_FREQ_E1,SEQ_VOL_MF,SEQ_FREQ_E1+5,SEQ_VOL_P)
					SEQ_2TONES(7500,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_C1+5,SEQ_VOL_MP)
					SEQ_SILENCE(10000)
					)
				};
			},
        	SEQUENCE_NAME 
			{ 
			//
			// A quiet sequence similar to a digital watch alarm
			// Duration:  2.5 seconds
			// 
			name="Signal"; 
			},
		SEQUENCE_DATA
			{ 
			data =
				{
				SEQ_DATA
					(
					SEQ_LOOP
						(
						3,
						SEQ_LOOP
							(
							3,
							SEQ_TONE(328,SEQ_FREQ_AsBf3,SEQ_VOL_MF)
							SEQ_SILENCE(339)
							)
						SEQ_SILENCE(2333)
						)
					SEQ_SILENCE(6998)
					)
				};
			},
        	SEQUENCE_NAME 
			{ 
			//
			// Sounds like a fanfare played on an electric organ
			// Duration:  2.6 seconds
			// 
			name="Fanfare"; 
			},
		SEQUENCE_DATA
			{ 
			data =
				{
				SEQ_DATA
					(
					SEQ_2TONES(2000,SEQ_FREQ_DsEf1,SEQ_VOL_MP,SEQ_FREQ_DsEf0,SEQ_VOL_MP)
					SEQ_2TONES(2000,SEQ_FREQ_GsAf1,SEQ_VOL_MP,SEQ_FREQ_GsAf0,SEQ_VOL_MP)
					SEQ_2TONES(1000,SEQ_FREQ_C2,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
					SEQ_2TONES(1000,SEQ_FREQ_GsAf1,SEQ_VOL_MF,SEQ_FREQ_GsAf0,SEQ_VOL_P)
					SEQ_2TONES(2000,SEQ_FREQ_DsEf1,SEQ_VOL_MP,SEQ_FREQ_DsEf0,SEQ_VOL_MP)
					SEQ_2TONES(2000,SEQ_FREQ_GsAf1,SEQ_VOL_MP,SEQ_FREQ_GsAf0,SEQ_VOL_MP)
					SEQ_2TONES(4000,SEQ_FREQ_C2,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
					SEQ_2TONES(4000,SEQ_FREQ_GsAf1,SEQ_VOL_MF,SEQ_FREQ_GsAf0,SEQ_VOL_P)
					SEQ_SILENCE(4000)
					)
				};
			},
		SEQUENCE_NAME 
			{ 
			//
			// Pleasant two-tone chimes
			// Duration:  4 seconds
			// 
			name="Bells"; 
			},
		SEQUENCE_DATA
			{ 
			data =
				{
				SEQ_DATA
					(
					SEQ_LOOP
						(
						2,
						SEQ_2TONES(4000,SEQ_FREQ_E1,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
						SEQ_2TONES(8000,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_G0,SEQ_VOL_MP)
						)
					SEQ_SILENCE(8000)
 					)
				};
			},
		SEQUENCE_NAME 
			{ 
			//
			// Cavalry charge
			// Duration: 2 seconds
			// 
			name="Cavalry"; 
			},
		SEQUENCE_DATA
			{ 
			data =
				{
				SEQ_DATA
					(
					SEQ_LOOP
						(
						2,
						SEQ_2TONES(1333,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
						SEQ_SILENCE(667)
 						SEQ_2TONES(333,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
						SEQ_SILENCE(333)
 						)
					SEQ_LOOP
						(
						2,
						SEQ_2TONES(1333,SEQ_FREQ_E2,SEQ_VOL_MP,SEQ_FREQ_E1,SEQ_VOL_MP)
						SEQ_SILENCE(667)
 						SEQ_2TONES(333,SEQ_FREQ_CsDf2,SEQ_VOL_MP,SEQ_FREQ_CsDf1,SEQ_VOL_MP)
						SEQ_SILENCE(333)
 						)
					SEQ_2TONES(2667,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
					SEQ_SILENCE(2667)
 					)
				};
			}
		};
	}