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With #122 the audio based sparkle animation will be implemented. To keep the code clean, some small adjustment to the LED api were done. Now there is a new dataSource field in the LED configuration. It will take the role of the custom field for selecting the motion axis. For this a new enum was introduced. It can contain any data source now, instead of only MPU6050 based value.
enum class DataSource : uint8_t
{
DS_NONE = 0, // No data source, animator is providing the data itself
DS_RANDOM = 1, // Random data is used for the animation
DS_ACC_X_RAW = 2, // Raw x acceleration is used for the animation
DS_ACC_Y_RAW = 3, // Raw y acceleration is used for the animation
DS_ACC_Z_RAW = 4, // Raw z acceleration is used for the animation
DS_GY_X_RAW = 5, // Raw x rotation is used for the animation
DS_GY_Y_RAW = 6, // Raw y rotation is used for the animation
DS_GY_Z_RAW = 7, // Raw z rotation is used for the animation
DS_ACC_X_G = 8, // Acceleration on x axis in g is used for the animation
DS_ACC_Y_G = 9, // Acceleration on y axis in g is used for the animation
DS_ACC_Z_G = 10, // Acceleration on z axis in g is used for the animation
DS_GY_X_DEG = 11, // Rotation around the x axis in deg/s is used for the animation
DS_GY_Y_DEG = 12, // Rotation around the y axis in deg/s is used for the animation
DS_GY_Z_DEG = 13, // Rotation around the z axis in deg/s is used for the animation
DS_PITCH = 14, // Pitch angle of the unit is used for the animation
DS_ROLL = 15, // Roll angle of the unit is used for the animation
DS_YAW = 16, // Yaw angle of the unit is used for the animation
DS_ROLL_COMPENSATED_ACC_X_G = 17, // Roll angle compensated acceleration on x axis in g is used for the animation
DS_PITCH_COMPENSATED_ACC_Y_G = 18, // Pitch angle compensated acceleration on y axis in g is used for the animation
DS_AUDIO_FREQUENCY_TRIGGER = 19, // Frequency triggers of the audio unit are used for the animation
DS_AUDIO_FREQUENCY_VALUE = 20, // Frequency value of the audio unit are used for the animation
DS_AUDIO_VOLUME_PEAK = 21 // Volume peak of the audio unit are used for the animation
};
For now we keep the separation beween "normal" and "motion" animations. This will be done in #123 . However to select the axis for motion based effects, the dataSource should now be used. The old custom field can be removed.
For the sparkle animator there should be a new dropdown to switch between data source DS_RANDOM and DS_AUDIO_FREQUENCY_TRIGGER. Also a bit mask for selecting the frequency bands should be implemented.
Example: 0B10000000 -> only band 1; 0B01000000 -> only band 2; 0B11000000 -> band 1 and band 2 ect
The text was updated successfully, but these errors were encountered:
With #122 the audio based sparkle animation will be implemented. To keep the code clean, some small adjustment to the LED api were done. Now there is a new
dataSource
field in the LED configuration. It will take the role of the custom field for selecting the motion axis. For this a new enum was introduced. It can contain any data source now, instead of only MPU6050 based value.For now we keep the separation beween "normal" and "motion" animations. This will be done in #123 . However to select the axis for motion based effects, the
dataSource
should now be used. The old custom field can be removed.For the sparkle animator there should be a new dropdown to switch between data source
DS_RANDOM
andDS_AUDIO_FREQUENCY_TRIGGER
. Also a bit mask for selecting the frequency bands should be implemented.Example: 0B10000000 -> only band 1; 0B01000000 -> only band 2; 0B11000000 -> band 1 and band 2 ect
The text was updated successfully, but these errors were encountered: