audiostubs/devsoundextensions_stubs/mmfdevsoundadaptation_stub/src/FixedSequence.rss
changeset 39 65e91466a14b
parent 31 931072794a66
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     1 /*
       
     2 * Copyright (c) 2006 Nokia Corporation and/or its subsidiary(-ies).
       
     3 * All rights reserved.
       
     4 * This component and the accompanying materials are made available
       
     5 * under the terms of "Eclipse Public License v1.0"
       
     6 * which accompanies this distribution, and is available
       
     7 * at the URL "http://www.eclipse.org/legal/epl-v10.html".
       
     8 *
       
     9 * Initial Contributors:
       
    10 * Nokia Corporation - initial contribution.
       
    11 *
       
    12 * Contributors:
       
    13 *
       
    14 * Description: Audio Stubs -  Definitions required for tone sequences
       
    15 *
       
    16 */
       
    17 
       
    18 //  CONSTANTS
       
    19 
       
    20 //
       
    21 // Definitions required for tone sequences
       
    22 //
       
    23 
       
    24 // Signature definitions
       
    25 #define SEQ_SIG1 0x5153
       
    26 #define SEQ_SIG2 0x434E
       
    27 #define SEQ_SIG SEQ_SIG1,SEQ_SIG2, // Signature = "SQNC" ASCII
       
    28 
       
    29 // Commands
       
    30 #define SEQ_CMD_RET         -1
       
    31 #define SEQ_CMD_STARTLOOP   -2,
       
    32 #define SEQ_CMD_ENDLOOP     -3,
       
    33 
       
    34 // Useful values
       
    35 // Note frequencies
       
    36 #define SEQ_FREQ_A0      440
       
    37 #define SEQ_FREQ_AsBf0   466  // 466.1637615 A#, Bb
       
    38 #define SEQ_FREQ_B0      494  // 493.8833013
       
    39 #define SEQ_FREQ_C0      523  // 523.2511306
       
    40 #define SEQ_FREQ_CsDf0   554  // 554.365262 C#, Db, etc.
       
    41 #define SEQ_FREQ_D0      587  // 587.3295358
       
    42 #define SEQ_FREQ_DsEf0   622  // 622.2539674
       
    43 #define SEQ_FREQ_E0      659  // 659.2551138
       
    44 #define SEQ_FREQ_F0      698  // 698.4564629
       
    45 #define SEQ_FREQ_FsGf0   740  // 739.9888454
       
    46 #define SEQ_FREQ_G0      784  // 783.990872
       
    47 #define SEQ_FREQ_GsAf0   831  // 830.6093952
       
    48 #define SEQ_FREQ_A1      880
       
    49 #define SEQ_FREQ_AsBf1   932  // 932.327523
       
    50 #define SEQ_FREQ_B1      988  // 987.7666025
       
    51 #define SEQ_FREQ_C1      1047 // 1046.502261
       
    52 #define SEQ_FREQ_CsDf1   1109 // 1108.730524
       
    53 #define SEQ_FREQ_D1      1175 // 1174.659072
       
    54 #define SEQ_FREQ_DsEf1   1245 // 1244.507935
       
    55 #define SEQ_FREQ_E1      1319 // 1318.510228
       
    56 #define SEQ_FREQ_F1      1397 // 1396.912926
       
    57 #define SEQ_FREQ_FsGf1   1480 // 1479.977691
       
    58 #define SEQ_FREQ_G1      1568 // 1567.981744
       
    59 #define SEQ_FREQ_GsAf1   1661 // 1661.21879
       
    60 #define SEQ_FREQ_A2      1760
       
    61 #define SEQ_FREQ_AsBf2   1865 // 1864.655046
       
    62 #define SEQ_FREQ_B2      1976 // 1975.533205
       
    63 #define SEQ_FREQ_C2      2093 // 2093.004522
       
    64 #define SEQ_FREQ_CsDf2   2217 // 2217.461048
       
    65 #define SEQ_FREQ_D2      2349 // 2349.318143
       
    66 #define SEQ_FREQ_DsEf2   2489 // 2489.01587
       
    67 #define SEQ_FREQ_E2      2673 // 2637.020455
       
    68 #define SEQ_FREQ_F2      2794 // 2793.825851
       
    69 #define SEQ_FREQ_FsGf2   2960 // 2959.955382
       
    70 #define SEQ_FREQ_G2      3136 // 3135.963488
       
    71 #define SEQ_FREQ_GsAf2   3322 // 3322.437581
       
    72 #define SEQ_FREQ_A3      3520
       
    73 #define SEQ_FREQ_AsBf3   3729 // 3729.310092
       
    74 
       
    75 // Volume defines
       
    76 #define SEQ_VOL_F        32767 // Forte = Loud
       
    77 #define SEQ_VOL_MF       24575 // Mezzo forte = Medium loud
       
    78 #define SEQ_VOL_MP       16383 // Mezzo piano = Medium soft
       
    79 #define SEQ_VOL_P         8191 // Piano = Soft
       
    80 
       
    81 // Macros for defining sequences
       
    82 #define SEQ_DATA(A) SEQ_SIG A SEQ_CMD_RET
       
    83 #define SEQ_VAL(N) N,
       
    84 #define SEQ_LOOP(NUMBEROFTIMES,DATA) SEQ_CMD_STARTLOOP SEQ_VAL(NUMBEROFTIMES) DATA SEQ_CMD_ENDLOOP
       
    85 #define SEQ_TONE(DUR,F1,V1) SEQ_VAL(DUR) SEQ_VAL(F1) SEQ_VAL(V1) SEQ_VAL(0) SEQ_VAL(0)
       
    86 #define SEQ_2TONES(DUR,F1,V1,F2,V2) SEQ_VAL(DUR) SEQ_VAL(F1) SEQ_VAL(V1) SEQ_VAL(F2) SEQ_VAL(V2)
       
    87 #define SEQ_SILENCE(DUR) SEQ_VAL(DUR) SEQ_VAL(0) SEQ_VAL(0) SEQ_VAL(0) SEQ_VAL(0)
       
    88 // DUR = number samples@8kHz hence 8000 = 1 second
       
    89 // F1/F2 = frequency in Hz - can use note definitions above
       
    90 // V1/V1 = volume in range 0-32767 - can use volume definitions above
       
    91 // When playing two tones, sum of volumes should not be greater than 32767
       
    92 // e.g. can use MF+P or MP+MP
       
    93 
       
    94 STRUCT SEQUENCE_NAME
       
    95     {
       
    96     LTEXT name; // leading-byte counted text string
       
    97     }
       
    98 
       
    99 STRUCT SEQUENCE_DATA
       
   100     {
       
   101     LEN WORD WORD data[]; // Array of 16bit data values
       
   102     }
       
   103 
       
   104 STRUCT SEQUENCE_ARRAY
       
   105     {
       
   106     STRUCT sequences[];
       
   107     }
       
   108 
       
   109 //  RESOURCE DEFINITIONS
       
   110 // -----------------------------------------------------------------------------
       
   111 //
       
   112 // fixed_tone_sequence
       
   113 // Contains the sequences supported by the device (with localisable names)
       
   114 //
       
   115 // -----------------------------------------------------------------------------
       
   116 //
       
   117 RESOURCE SEQUENCE_ARRAY fixed_tone_sequence
       
   118     {
       
   119     sequences =
       
   120         {
       
   121             SEQUENCE_NAME
       
   122             {
       
   123             //
       
   124             // A loud piercing sequence that alternates between two toned "warbles"
       
   125             // Duration: 5 seconds
       
   126             //
       
   127             name="Rings";
       
   128             },
       
   129         SEQUENCE_DATA
       
   130             {
       
   131             data =
       
   132                 {
       
   133                 SEQ_DATA
       
   134                     (
       
   135                     SEQ_LOOP
       
   136                         (
       
   137                         2, 
       
   138                         SEQ_LOOP
       
   139                             (
       
   140                             11, 
       
   141                             SEQ_TONE(250,SEQ_FREQ_GsAf2,SEQ_VOL_F)
       
   142                             SEQ_TONE(250,SEQ_FREQ_DsEf2,SEQ_VOL_F)
       
   143                             )
       
   144                         SEQ_LOOP
       
   145                             (
       
   146                             11, 
       
   147                             SEQ_TONE(250,SEQ_FREQ_DsEf2,SEQ_VOL_F)
       
   148                             SEQ_TONE(250,SEQ_FREQ_GsAf1,SEQ_VOL_F)
       
   149                             )
       
   150                         SEQ_SILENCE(6000)
       
   151                         )
       
   152                     SEQ_SILENCE(6000)
       
   153                     )
       
   154                 };
       
   155             },
       
   156             SEQUENCE_NAME
       
   157             {
       
   158             //
       
   159             // A pleasant bell-like sequence based on clock chimes
       
   160             // Duration:  5 seconds
       
   161             //
       
   162             name="Chimes";
       
   163             },
       
   164         SEQUENCE_DATA
       
   165             {
       
   166             data =
       
   167                 {
       
   168                 SEQ_DATA
       
   169                     (
       
   170                     SEQ_2TONES(2500,SEQ_FREQ_E1,SEQ_VOL_MP,SEQ_FREQ_E1+5,SEQ_VOL_MP)
       
   171                     SEQ_2TONES(2500,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_C1+5,SEQ_VOL_MP)
       
   172                     SEQ_2TONES(2500,SEQ_FREQ_D1,SEQ_VOL_MP,SEQ_FREQ_D1+5,SEQ_VOL_MP)
       
   173                     SEQ_2TONES(6250,SEQ_FREQ_G0,SEQ_VOL_MF,SEQ_FREQ_G0+5,SEQ_VOL_P)
       
   174                     SEQ_SILENCE(1250)
       
   175                     SEQ_2TONES(2500,SEQ_FREQ_G0,SEQ_VOL_MP,SEQ_FREQ_G0+5,SEQ_VOL_MP)
       
   176                     SEQ_2TONES(2500,SEQ_FREQ_D1,SEQ_VOL_MP,SEQ_FREQ_D1+5,SEQ_VOL_MP)
       
   177                     SEQ_2TONES(2500,SEQ_FREQ_E1,SEQ_VOL_MF,SEQ_FREQ_E1+5,SEQ_VOL_P)
       
   178                     SEQ_2TONES(7500,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_C1+5,SEQ_VOL_MP)
       
   179                     SEQ_SILENCE(10000)
       
   180                     )
       
   181                 };
       
   182             },
       
   183             SEQUENCE_NAME
       
   184             {
       
   185             //
       
   186             // A quiet sequence similar to a digital watch alarm
       
   187             // Duration:  2.5 seconds
       
   188             //
       
   189             name="Signal";
       
   190             },
       
   191         SEQUENCE_DATA
       
   192             {
       
   193             data =
       
   194                 {
       
   195                 SEQ_DATA
       
   196                     (
       
   197                     SEQ_LOOP
       
   198                         (
       
   199                         3, 
       
   200                         SEQ_LOOP
       
   201                             (
       
   202                             3, 
       
   203                             SEQ_TONE(328,SEQ_FREQ_AsBf3,SEQ_VOL_MF)
       
   204                             SEQ_SILENCE(339)
       
   205                             )
       
   206                         SEQ_SILENCE(2333)
       
   207                         )
       
   208                     SEQ_SILENCE(6998)
       
   209                     )
       
   210                 };
       
   211             },
       
   212             SEQUENCE_NAME
       
   213             {
       
   214             //
       
   215             // Sounds like a fanfare played on an electric organ
       
   216             // Duration:  2.6 seconds
       
   217             //
       
   218             name="Fanfare";
       
   219             },
       
   220         SEQUENCE_DATA
       
   221             {
       
   222             data =
       
   223                 {
       
   224                 SEQ_DATA
       
   225                     (
       
   226                     SEQ_2TONES(2000,SEQ_FREQ_DsEf1,SEQ_VOL_MP,SEQ_FREQ_DsEf0,SEQ_VOL_MP)
       
   227                     SEQ_2TONES(2000,SEQ_FREQ_GsAf1,SEQ_VOL_MP,SEQ_FREQ_GsAf0,SEQ_VOL_MP)
       
   228                     SEQ_2TONES(1000,SEQ_FREQ_C2,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
       
   229                     SEQ_2TONES(1000,SEQ_FREQ_GsAf1,SEQ_VOL_MF,SEQ_FREQ_GsAf0,SEQ_VOL_P)
       
   230                     SEQ_2TONES(2000,SEQ_FREQ_DsEf1,SEQ_VOL_MP,SEQ_FREQ_DsEf0,SEQ_VOL_MP)
       
   231                     SEQ_2TONES(2000,SEQ_FREQ_GsAf1,SEQ_VOL_MP,SEQ_FREQ_GsAf0,SEQ_VOL_MP)
       
   232                     SEQ_2TONES(4000,SEQ_FREQ_C2,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
       
   233                     SEQ_2TONES(4000,SEQ_FREQ_GsAf1,SEQ_VOL_MF,SEQ_FREQ_GsAf0,SEQ_VOL_P)
       
   234                     SEQ_SILENCE(4000)
       
   235                     )
       
   236                 };
       
   237             },
       
   238         SEQUENCE_NAME
       
   239             {
       
   240             //
       
   241             // Pleasant two-tone chimes
       
   242             // Duration:  4 seconds
       
   243             //
       
   244             name="Bells";
       
   245             },
       
   246         SEQUENCE_DATA
       
   247             {
       
   248             data =
       
   249                 {
       
   250                 SEQ_DATA
       
   251                     (
       
   252                     SEQ_LOOP
       
   253                         (
       
   254                         2, 
       
   255                         SEQ_2TONES(4000,SEQ_FREQ_E1,SEQ_VOL_MP,SEQ_FREQ_C1,SEQ_VOL_MP)
       
   256                         SEQ_2TONES(8000,SEQ_FREQ_C1,SEQ_VOL_MP,SEQ_FREQ_G0,SEQ_VOL_MP)
       
   257                         )
       
   258                     SEQ_SILENCE(8000)
       
   259                     )
       
   260                 };
       
   261             },
       
   262         SEQUENCE_NAME
       
   263             {
       
   264             //
       
   265             // Cavalry charge
       
   266             // Duration: 2 seconds
       
   267             //
       
   268             name="Cavalry";
       
   269             },
       
   270         SEQUENCE_DATA
       
   271             {
       
   272             data =
       
   273                 {
       
   274                 SEQ_DATA
       
   275                     (
       
   276                     SEQ_LOOP
       
   277                         (
       
   278                         2, 
       
   279                         SEQ_2TONES(1333,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
       
   280                         SEQ_SILENCE(667)
       
   281                         SEQ_2TONES(333,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
       
   282                         SEQ_SILENCE(333)
       
   283                         )
       
   284                     SEQ_LOOP
       
   285                         (
       
   286                         2, 
       
   287                         SEQ_2TONES(1333,SEQ_FREQ_E2,SEQ_VOL_MP,SEQ_FREQ_E1,SEQ_VOL_MP)
       
   288                         SEQ_SILENCE(667)
       
   289                         SEQ_2TONES(333,SEQ_FREQ_CsDf2,SEQ_VOL_MP,SEQ_FREQ_CsDf1,SEQ_VOL_MP)
       
   290                         SEQ_SILENCE(333)
       
   291                         )
       
   292                     SEQ_2TONES(2667,SEQ_FREQ_A2,SEQ_VOL_MP,SEQ_FREQ_A1,SEQ_VOL_MP)
       
   293                     SEQ_SILENCE(2667)
       
   294                     )
       
   295                 };
       
   296             }
       
   297         };
       
   298     }
       
   299 
       
   300 // End of file