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Sound
Access MiP's library of sounds.
void playSound(MiPSoundIndex sound, MiPVolume volume = MIP_VOLUME_DEFAULT)
Start playing a single sound immediately. You can use the beginSoundList(), addEntryToSoundList(), and playSoundList() functions instead if you want to queue up multiple sounds instead.
- sound is used to specify the index of the sound to be played. The MiPSoundIndex enumeration is described below.
- volume is an optional parameter used to set the volume level to be used when playing this sound. If not specified, the volume will remain at its current value.
MiPSoundIndex |
---|
MIP_SOUND_ONEKHZ_500MS_8K16BIT |
MIP_SOUND_ACTION_BURPING |
MIP_SOUND_ACTION_DRINKING |
MIP_SOUND_ACTION_EATING |
MIP_SOUND_ACTION_FARTING_SHORT |
MIP_SOUND_ACTION_OUT_OF_BREATH |
MIP_SOUND_BOXING_PUNCHCONNECT_1 |
MIP_SOUND_BOXING_PUNCHCONNECT_2 |
MIP_SOUND_BOXING_PUNCHCONNECT_3 |
MIP_SOUND_FREESTYLE_TRACKING_1 |
MIP_SOUND_MIP_1 |
MIP_SOUND_MIP_2 |
MIP_SOUND_MIP_3 |
MIP_SOUND_MIP_APP |
MIP_SOUND_MIP_AWWW |
MIP_SOUND_MIP_BIG_SHOT |
MIP_SOUND_MIP_BLEH |
MIP_SOUND_MIP_BOOM |
MIP_SOUND_MIP_BYE |
MIP_SOUND_MIP_CONVERSE_1 |
MIP_SOUND_MIP_CONVERSE_2 |
MIP_SOUND_MIP_DROP |
MIP_SOUND_MIP_DUNNO |
MIP_SOUND_MIP_FALL_OVER_1 |
MIP_SOUND_MIP_FALL_OVER_2 |
MIP_SOUND_MIP_FIGHT |
MIP_SOUND_MIP_GAME |
MIP_SOUND_MIP_GLOAT |
MIP_SOUND_MIP_GO |
MIP_SOUND_MIP_GOGOGO |
MIP_SOUND_MIP_GRUNT_1 |
MIP_SOUND_MIP_GRUNT_2 |
MIP_SOUND_MIP_GRUNT_3 |
MIP_SOUND_MIP_HAHA_GOT_IT |
MIP_SOUND_MIP_HI_CONFIDENT |
MIP_SOUND_MIP_HI_NOT_SURE |
MIP_SOUND_MIP_HI_SCARED |
MIP_SOUND_MIP_HUH |
MIP_SOUND_MIP_HUMMING_1 |
MIP_SOUND_MIP_HUMMING_2 |
MIP_SOUND_MIP_HURT |
MIP_SOUND_MIP_HUUURGH |
MIP_SOUND_MIP_IN_LOVE |
MIP_SOUND_MIP_IT |
MIP_SOUND_MIP_JOKE |
MIP_SOUND_MIP_K |
MIP_SOUND_MIP_LOOP_1 |
MIP_SOUND_MIP_LOOP_2 |
MIP_SOUND_MIP_LOW_BATTERY |
MIP_SOUND_MIP_MIPPEE |
MIP_SOUND_MIP_MORE |
MIP_SOUND_MIP_MUAH_HA |
MIP_SOUND_MIP_MUSIC |
MIP_SOUND_MIP_OBSTACLE |
MIP_SOUND_MIP_OHOH |
MIP_SOUND_MIP_OH_YEAH |
MIP_SOUND_MIP_OOPSIE |
MIP_SOUND_MIP_OUCH_1 |
MIP_SOUND_MIP_OUCH_2 |
MIP_SOUND_MIP_PLAY |
MIP_SOUND_MIP_PUSH |
MIP_SOUND_MIP_RUN |
MIP_SOUND_MIP_SHAKE |
MIP_SOUND_MIP_SIGH |
MIP_SOUND_MIP_SINGING |
MIP_SOUND_MIP_SNEEZE |
MIP_SOUND_MIP_SNORE |
MIP_SOUND_MIP_STACK |
MIP_SOUND_MIP_SWIPE_1 |
MIP_SOUND_MIP_SWIPE_2 |
MIP_SOUND_MIP_TRICKS |
MIP_SOUND_MIP_TRIIICK |
MIP_SOUND_MIP_TRUMPET |
MIP_SOUND_MIP_WAAAAA |
MIP_SOUND_MIP_WAKEY |
MIP_SOUND_MIP_WHEEE |
MIP_SOUND_MIP_WHISTLING |
MIP_SOUND_MIP_WHOAH |
MIP_SOUND_MIP_WOO |
MIP_SOUND_MIP_YEAH |
MIP_SOUND_MIP_YEEESSS |
MIP_SOUND_MIP_YO |
MIP_SOUND_MIP_YUMMY |
MIP_SOUND_MOOD_ACTIVATED |
MIP_SOUND_MOOD_ANGRY |
MIP_SOUND_MOOD_ANXIOUS |
MIP_SOUND_MOOD_BORING |
MIP_SOUND_MOOD_CRANKY |
MIP_SOUND_MOOD_ENERGETIC |
MIP_SOUND_MOOD_EXCITED |
MIP_SOUND_MOOD_GIDDY |
MIP_SOUND_MOOD_GRUMPY |
MIP_SOUND_MOOD_HAPPY |
MIP_SOUND_MOOD_IDEA |
MIP_SOUND_MOOD_IMPATIENT |
MIP_SOUND_MOOD_NICE |
MIP_SOUND_MOOD_SAD |
MIP_SOUND_MOOD_SHORT |
MIP_SOUND_MOOD_SLEEPY |
MIP_SOUND_MOOD_TIRED |
MIP_SOUND_SOUND_BOOST |
MIP_SOUND_SOUND_CAGE |
MIP_SOUND_SOUND_GUNS |
MIP_SOUND_SOUND_ZINGS |
MIP_SOUND_SHORT_MUTE_FOR_STOP |
MIP_SOUND_FREESTYLE_TRACKING_2 |
Nothing
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("PlaySound.ino - Play a few sounds."));
// Play a single sound.
mip.playSound(MIP_SOUND_ACTION_DRINKING, MIP_VOLUME_4);
delay(3000);
// Play 2 sounds with 1 second delay between them, repeating them a second time.
// Play the first at a lower volume than the second.
mip.beginSoundList();
mip.addEntryToSoundList(MIP_SOUND_ACTION_EATING, 1000, MIP_VOLUME_4);
mip.addEntryToSoundList(MIP_SOUND_ACTION_BURPING, 0, MIP_VOLUME_7);
mip.playSoundList(1);
// Play the sound list again after waiting for the previous play to complete.
delay(10000);
mip.playSoundList();
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}
void beginSoundList()
Begins the process of having MiP play sounds. After calling beginSoundList(), you can call addEntryToSoundList() to queue up sounds to play and finally have the queued up sounds start to play by calling playSoundList().
None
Nothing
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("PlaySound.ino - Play a few sounds."));
// Play a single sound.
mip.playSound(MIP_SOUND_ACTION_DRINKING, MIP_VOLUME_4);
delay(3000);
// Play 2 sounds with 1 second delay between them, repeating them a second time.
// Play the first at a lower volume than the second.
mip.beginSoundList();
mip.addEntryToSoundList(MIP_SOUND_ACTION_EATING, 1000, MIP_VOLUME_4);
mip.addEntryToSoundList(MIP_SOUND_ACTION_BURPING, 0, MIP_VOLUME_7);
mip.playSoundList(1);
// Play the sound list again after waiting for the previous play to complete.
delay(10000);
mip.playSoundList();
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}
void addEntryToSoundList(MiPSoundIndex sound)
void addEntryToSoundList(MiPSoundIndex sound, uint16_t delay)
void addEntryToSoundList(MiPSoundIndex sound, uint16_t delay, MiPVolume volume)
Adds a sound or volume update entry to the sound list. Before calling addEntryToSoundList(), you must first call beginSoundList() and the sounds won't start playing until you call playSoundList(). You can add a maximum of 8 entries to the sound list. Changing the volume levels will use up additional entries so you may actually get less than 8 sounds in the list.
- sound is used to specify the index of the sound to be played for this entry. The MiPSoundIndex enumeration is described below.
- delay is an optional parameter used to specify the delay in milliseconds that MiP should wait after playing this sound before playing the next sound (if any) in the sound list. The granularity of this delay is 30 milliseconds. This parameter defaults to a 0 millisecond delay.
- volume is an optional parameter used to set the volume level to be used when playing this sound. If not specified, the volume will remain the same as it was for the previous sound in the list.
MiPSoundIndex |
---|
MIP_SOUND_ONEKHZ_500MS_8K16BIT |
MIP_SOUND_ACTION_BURPING |
MIP_SOUND_ACTION_DRINKING |
MIP_SOUND_ACTION_EATING |
MIP_SOUND_ACTION_FARTING_SHORT |
MIP_SOUND_ACTION_OUT_OF_BREATH |
MIP_SOUND_BOXING_PUNCHCONNECT_1 |
MIP_SOUND_BOXING_PUNCHCONNECT_2 |
MIP_SOUND_BOXING_PUNCHCONNECT_3 |
MIP_SOUND_FREESTYLE_TRACKING_1 |
MIP_SOUND_MIP_1 |
MIP_SOUND_MIP_2 |
MIP_SOUND_MIP_3 |
MIP_SOUND_MIP_APP |
MIP_SOUND_MIP_AWWW |
MIP_SOUND_MIP_BIG_SHOT |
MIP_SOUND_MIP_BLEH |
MIP_SOUND_MIP_BOOM |
MIP_SOUND_MIP_BYE |
MIP_SOUND_MIP_CONVERSE_1 |
MIP_SOUND_MIP_CONVERSE_2 |
MIP_SOUND_MIP_DROP |
MIP_SOUND_MIP_DUNNO |
MIP_SOUND_MIP_FALL_OVER_1 |
MIP_SOUND_MIP_FALL_OVER_2 |
MIP_SOUND_MIP_FIGHT |
MIP_SOUND_MIP_GAME |
MIP_SOUND_MIP_GLOAT |
MIP_SOUND_MIP_GO |
MIP_SOUND_MIP_GOGOGO |
MIP_SOUND_MIP_GRUNT_1 |
MIP_SOUND_MIP_GRUNT_2 |
MIP_SOUND_MIP_GRUNT_3 |
MIP_SOUND_MIP_HAHA_GOT_IT |
MIP_SOUND_MIP_HI_CONFIDENT |
MIP_SOUND_MIP_HI_NOT_SURE |
MIP_SOUND_MIP_HI_SCARED |
MIP_SOUND_MIP_HUH |
MIP_SOUND_MIP_HUMMING_1 |
MIP_SOUND_MIP_HUMMING_2 |
MIP_SOUND_MIP_HURT |
MIP_SOUND_MIP_HUUURGH |
MIP_SOUND_MIP_IN_LOVE |
MIP_SOUND_MIP_IT |
MIP_SOUND_MIP_JOKE |
MIP_SOUND_MIP_K |
MIP_SOUND_MIP_LOOP_1 |
MIP_SOUND_MIP_LOOP_2 |
MIP_SOUND_MIP_LOW_BATTERY |
MIP_SOUND_MIP_MIPPEE |
MIP_SOUND_MIP_MORE |
MIP_SOUND_MIP_MUAH_HA |
MIP_SOUND_MIP_MUSIC |
MIP_SOUND_MIP_OBSTACLE |
MIP_SOUND_MIP_OHOH |
MIP_SOUND_MIP_OH_YEAH |
MIP_SOUND_MIP_OOPSIE |
MIP_SOUND_MIP_OUCH_1 |
MIP_SOUND_MIP_OUCH_2 |
MIP_SOUND_MIP_PLAY |
MIP_SOUND_MIP_PUSH |
MIP_SOUND_MIP_RUN |
MIP_SOUND_MIP_SHAKE |
MIP_SOUND_MIP_SIGH |
MIP_SOUND_MIP_SINGING |
MIP_SOUND_MIP_SNEEZE |
MIP_SOUND_MIP_SNORE |
MIP_SOUND_MIP_STACK |
MIP_SOUND_MIP_SWIPE_1 |
MIP_SOUND_MIP_SWIPE_2 |
MIP_SOUND_MIP_TRICKS |
MIP_SOUND_MIP_TRIIICK |
MIP_SOUND_MIP_TRUMPET |
MIP_SOUND_MIP_WAAAAA |
MIP_SOUND_MIP_WAKEY |
MIP_SOUND_MIP_WHEEE |
MIP_SOUND_MIP_WHISTLING |
MIP_SOUND_MIP_WHOAH |
MIP_SOUND_MIP_WOO |
MIP_SOUND_MIP_YEAH |
MIP_SOUND_MIP_YEEESSS |
MIP_SOUND_MIP_YO |
MIP_SOUND_MIP_YUMMY |
MIP_SOUND_MOOD_ACTIVATED |
MIP_SOUND_MOOD_ANGRY |
MIP_SOUND_MOOD_ANXIOUS |
MIP_SOUND_MOOD_BORING |
MIP_SOUND_MOOD_CRANKY |
MIP_SOUND_MOOD_ENERGETIC |
MIP_SOUND_MOOD_EXCITED |
MIP_SOUND_MOOD_GIDDY |
MIP_SOUND_MOOD_GRUMPY |
MIP_SOUND_MOOD_HAPPY |
MIP_SOUND_MOOD_IDEA |
MIP_SOUND_MOOD_IMPATIENT |
MIP_SOUND_MOOD_NICE |
MIP_SOUND_MOOD_SAD |
MIP_SOUND_MOOD_SHORT |
MIP_SOUND_MOOD_SLEEPY |
MIP_SOUND_MOOD_TIRED |
MIP_SOUND_SOUND_BOOST |
MIP_SOUND_SOUND_CAGE |
MIP_SOUND_SOUND_GUNS |
MIP_SOUND_SOUND_ZINGS |
MIP_SOUND_SHORT_MUTE_FOR_STOP |
MIP_SOUND_FREESTYLE_TRACKING_2 |
Nothing
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("PlaySound.ino - Play a few sounds."));
// Play a single sound.
mip.playSound(MIP_SOUND_ACTION_DRINKING, MIP_VOLUME_4);
delay(3000);
// Play 2 sounds with 1 second delay between them, repeating them a second time.
// Play the first at a lower volume than the second.
mip.beginSoundList();
mip.addEntryToSoundList(MIP_SOUND_ACTION_EATING, 1000, MIP_VOLUME_4);
mip.addEntryToSoundList(MIP_SOUND_ACTION_BURPING, 0, MIP_VOLUME_7);
mip.playSoundList(1);
// Play the sound list again after waiting for the previous play to complete.
delay(10000);
mip.playSoundList();
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}
void playSoundList(uint8_t repeatCount = 0)
Starts playing the entries found in the sound list. Before you call playSoundList(), the sound list must have been initialized and populated with calls to beginSoundList() and addEntryToSoundList().
- repeatCount is an optional parameter which specifies the number of times that the entries in the sound list should be repeated (0 - 255). A value of 0 means that the sound list will play once and then stop whereas a value of 1 means that it would play the sequence a total of 2 times. The default value for this parameter is 0 additional repeats.
Nothing
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("PlaySound.ino - Play a few sounds."));
// Play a single sound.
mip.playSound(MIP_SOUND_ACTION_DRINKING, MIP_VOLUME_4);
delay(3000);
// Play 2 sounds with 1 second delay between them, repeating them a second time.
// Play the first at a lower volume than the second.
mip.beginSoundList();
mip.addEntryToSoundList(MIP_SOUND_ACTION_EATING, 1000, MIP_VOLUME_4);
mip.addEntryToSoundList(MIP_SOUND_ACTION_BURPING, 0, MIP_VOLUME_7);
mip.playSoundList(1);
// Play the sound list again after waiting for the previous play to complete.
delay(10000);
mip.playSoundList();
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}
void writeVolume(uint8_t volume)
Set MiP's volume level.
- volume is the new volume level (0 - 7). A level of 0 turns off the sound and 7 is the loudest setting.
Nothing
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("Volume.ino - Use read/writeVolume(). Set volume level to 1 and read out afterwards."));
mip.writeVolume(MIP_VOLUME_1);
uint8_t volume = mip.readVolume();
Serial.print(F("Volume = "));
Serial.println(volume);
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}
uint8_t readVolume()
Read MiP's current volume level setting.
None
The current volume level (0 - 7). A level of 0 means the sound is off and 7 is the loudest setting.
#include <mip_esp8266.h>
MiP mip;
void setup() {
bool connectResult = mip.begin();
if (!connectResult) {
Serial.println(F("Failed connecting to MiP!"));
return;
}
Serial.println(F("Volume.ino - Use read/writeVolume(). Set volume level to 1 and read out afterwards."));
mip.writeVolume(MIP_VOLUME_1);
uint8_t volume = mip.readVolume();
Serial.print(F("Volume = "));
Serial.println(volume);
Serial.println();
Serial.println(F("Sample done."));
}
void loop() {
}