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#pragma once
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// A class to encapsulate primitive sound effects
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class cSound
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{
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private:
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const uint16_t EOD = 0; // End Of Data marker
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uint8_t _pinBeep; // the pin to use for beeping
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// Sound data - frequency followed by duration in pairs.
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// Data ends in End Of Data marker EOD.
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const uint16_t soundSplash[1] PROGMEM = { EOD };
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const uint16_t soundHit[3] PROGMEM = { 1000, 50, EOD };
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const uint16_t soundBounce[3] PROGMEM = { 500, 50, EOD };
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const uint16_t soundPoint[3] PROGMEM = { 150, 150, EOD };
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const uint16_t soundStart[7] PROGMEM = { 250, 100, 500, 100, 1000, 100, EOD };
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const uint16_t soundOver[7] PROGMEM = { 1000, 100, 500, 100, 250, 100, EOD };
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void playSound(const uint16_t *table)
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// Play sound table data. Data table must end in EOD marker.
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{
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uint8_t idx = 0;
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//PRINTS("\nTone Data ");
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while (table[idx] != EOD)
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{
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uint16_t t = table[idx++];
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uint16_t d = table[idx++];
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//PRINTXY("-", t, d);
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tone(_pinBeep, t);
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delay(d);
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}
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//PRINTS("-EOD");
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noTone(_pinBeep); // be quiet now!
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}
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public:
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void begin(uint8_t pinBeep) { _pinBeep = pinBeep; }
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void splash(void) { playSound(soundSplash); }
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void start(void) { playSound(soundStart); }
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void hit(void) { playSound(soundHit); }
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void bounce(void) { playSound(soundBounce); }
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void point(void) { playSound(soundPoint); }
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void over(void) { playSound(soundOver); }
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};
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