127 lines
5.3 KiB
Python
127 lines
5.3 KiB
Python
# Copyright (c) 2014 Adafruit Industries
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# Author: Tony DiCola
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in
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# all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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# THE SOFTWARE.
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import sys
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import time
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import pygame
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import Adafruit_MPR121.MPR121 as MPR121
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# Thanks to Scott Garner & BeetBox!
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# https://github.com/scottgarner/BeetBox/
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print 'Adafruit MPR121 Capacitive Touch Audio Player Test'
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# Create MPR121 instance.
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cap = MPR121.MPR121()
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# Initialize communication with MPR121 using default I2C bus of device, and
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# default I2C address (0x5A). On BeagleBone Black will default to I2C bus 0.
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if not cap.begin():
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print('Error initializing MPR121. Check your wiring!')
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sys.exit(1)
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# Alternatively, specify a custom I2C address such as 0x5B (ADDR tied to 3.3V),
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# 0x5C (ADDR tied to SDA), or 0x5D (ADDR tied to SCL).
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#cap.begin(address=0x5B)
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# Also you can specify an optional I2C bus with the bus keyword parameter.
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#cap.begin(busnum=1)
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pygame.mixer.pre_init(44100, -16, 12, 512)
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pygame.init()
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# Define mapping of capacitive touch pin presses to sound files
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# tons more sounds are available but because they have changed to .flac in /opt/sonic-pi/etc/samples/ some will not work
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# more .wav files are found in /usr/share/scratch/Media/Sounds/ that work fine this example uses Aniamal sounds.
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SOUND_MAPPING = {
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0: '/opt/sonic-pi/etc/samples/ambi_piano.flac',
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1: '/opt/sonic-pi/etc/samples/elec_hollow_kick.flac',
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2: '/opt/sonic-pi/etc/samples/ambi_soft_buzz.flac',
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3: '/opt/sonic-pi/etc/samples/bass_dnb_f.flac',
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4: '/opt/sonic-pi/etc/samples/bass_hit_c.flac',
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5: '/opt/sonic-pi/etc/samples/elec_plip.flac',
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6: '/opt/sonic-pi/etc/samples/bass_trance_c.flac',
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7: '/opt/sonic-pi/etc/samples/vinyl_backspin.flac',
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8: '/opt/sonic-pi/etc/samples/elec_soft_kick.flac',
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9: '/opt/sonic-pi/etc/samples/elec_tick.flac',
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10: '/opt/sonic-pi/etc/samples/vinyl_rewind.flac',
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11: '/opt/sonic-pi/etc/samples/elec_twang.flac',
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}
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#UNCOMMENT FOR ANIMAL SOUNDS :)
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# SOUND_MAPPING = {
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# 0: '/usr/share/scratch/Media/Sounds/Animal/Bird.wav',
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# 1: '/usr/share/scratch/Media/Sounds/Animal/Cricket.wav',
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# 2: '/usr/share/scratch/Media/Sounds/Animal/Dog1.wav',
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# 3: '/usr/share/scratch/Media/Sounds/Animal/Dog2.wav',
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# 4: '/usr/share/scratch/Media/Sounds/Animal/Duck.wav',
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# 5: '/usr/share/scratch/Media/Sounds/Animal/Goose.wav',
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# 6: '/usr/share/scratch/Media/Sounds/Animal/Horse.wav',
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# 7: '/usr/share/scratch/Media/Sounds/Animal/Kitten.wav',
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# 8: '/usr/share/scratch/Media/Sounds/Animal/Meow.wav',
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# 9: '/usr/share/scratch/Media/Sounds/Animal/Owl.wav',
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# 10: '/usr/share/scratch/Media/Sounds/Animal/Rooster.wav',
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# 11: '/usr/share/scratch/Media/Sounds/Animal/WolfHowl.wav',
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# }
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sounds = [0,0,0,0,0,0,0,0,0,0,0,0]
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for key,soundfile in SOUND_MAPPING.iteritems():
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sounds[key] = pygame.mixer.Sound(soundfile)
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sounds[key].set_volume(1);
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# Main loop to print a message every time a pin is touched.
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print('Press Ctrl-C to quit.')
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last_touched = cap.touched()
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while True:
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current_touched = cap.touched()
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# Check each pin's last and current state to see if it was pressed or released.
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for i in range(12):
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# Each pin is represented by a bit in the touched value. A value of 1
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# means the pin is being touched, and 0 means it is not being touched.
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pin_bit = 1 << i
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# First check if transitioned from not touched to touched.
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if current_touched & pin_bit and not last_touched & pin_bit:
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print('{0} touched!'.format(i))
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if (sounds[i]):
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sounds[i].play()
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if not current_touched & pin_bit and last_touched & pin_bit:
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print('{0} released!'.format(i))
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# Update last state and wait a short period before repeating.
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last_touched = current_touched
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time.sleep(0.1)
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# Alternatively, if you only care about checking one or a few pins you can
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# call the is_touched method with a pin number to directly check that pin.
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# This will be a little slower than the above code for checking a lot of pins.
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#if cap.is_touched(0):
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# print('Pin 0 is being touched!')
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# If you're curious or want to see debug info for each pin, uncomment the
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# following lines:
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#print('\t\t\t\t\t\t\t\t\t\t\t\t\t 0x{0:0X}'.format(cap.touched()))
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#filtered = [cap.filtered_data(i) for i in range(12)]
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#print('Filt:', '\t'.join(map(str, filtered)))
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#base = [cap.baseline_data(i) for i in range(12)]
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#print('Base:', '\t'.join(map(str, base)))
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