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// Audio level visualizer for Adafruit Circuit Playground: uses the
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// built-in microphone, 10x NeoPixels for display. Like the FFT example,
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// the real work is done in the Circuit Playground library via the 'mic'
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// object; this code is almost entirely just dressing up the output with
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// a lot of averaging and scaling math and colors.
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#include <Adafruit_CircuitPlayground.h>
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#include <Wire.h>
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#include <SPI.h>
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// GLOBAL STUFF ------------------------------------------------------------
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// To keep the display 'lively,' an upper and lower range of volume
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// levels are dynamically adjusted based on recent audio history, and
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// the graph is fit into this range.
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#define FRAMES 8
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uint16_t lvl[FRAMES], // Audio level for the prior #FRAMES frames
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avgLo = 6, // Audio volume lower end of range
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avgHi = 512, // Audio volume upper end of range
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sum = 256 * FRAMES; // Sum of lvl[] array
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uint8_t lvlIdx = 0; // Counter into lvl[] array
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int16_t peak = 0; // Falling dot shows recent max
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int8_t peakV = 0; // Velocity of peak dot
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// SETUP FUNCTION - runs once ----------------------------------------------
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void setup() {
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CircuitPlayground.begin();
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CircuitPlayground.setBrightness(128);
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CircuitPlayground.clearPixels();
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for(uint8_t i=0; i<FRAMES; i++) lvl[i] = 256;
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}
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// COLOR TABLES for animation ----------------------------------------------
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const uint8_t PROGMEM
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reds[] = { 0x9A, 0x75, 0x00, 0x00, 0x00, 0x65, 0x84, 0x9A, 0xAD, 0xAD },
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greens[] = { 0x00, 0x00, 0x00, 0x87, 0xB1, 0x9E, 0x87, 0x66, 0x00, 0x00 },
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blues[] = { 0x95, 0xD5, 0xFF, 0xC3, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00 },
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gamma8[] = { // Gamma correction improves the appearance of midrange colors
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x02, 0x03, 0x03, 0x03, 0x03,
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0x03, 0x03, 0x04, 0x04, 0x04, 0x04, 0x05, 0x05, 0x05, 0x05, 0x05, 0x06,
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0x06, 0x06, 0x06, 0x07, 0x07, 0x07, 0x08, 0x08, 0x08, 0x09, 0x09, 0x09,
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0x0A, 0x0A, 0x0A, 0x0B, 0x0B, 0x0B, 0x0C, 0x0C, 0x0D, 0x0D, 0x0D, 0x0E,
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0x0E, 0x0F, 0x0F, 0x10, 0x10, 0x11, 0x11, 0x12, 0x12, 0x13, 0x13, 0x14,
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0x14, 0x15, 0x15, 0x16, 0x16, 0x17, 0x18, 0x18, 0x19, 0x19, 0x1A, 0x1B,
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0x1B, 0x1C, 0x1D, 0x1D, 0x1E, 0x1F, 0x1F, 0x20, 0x21, 0x22, 0x22, 0x23,
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0x24, 0x25, 0x26, 0x26, 0x27, 0x28, 0x29, 0x2A, 0x2A, 0x2B, 0x2C, 0x2D,
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0x2E, 0x2F, 0x30, 0x31, 0x32, 0x33, 0x34, 0x35, 0x36, 0x37, 0x38, 0x39,
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0x3A, 0x3B, 0x3C, 0x3D, 0x3E, 0x3F, 0x40, 0x41, 0x42, 0x44, 0x45, 0x46,
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0x47, 0x48, 0x49, 0x4B, 0x4C, 0x4D, 0x4E, 0x50, 0x51, 0x52, 0x54, 0x55,
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0x56, 0x58, 0x59, 0x5A, 0x5C, 0x5D, 0x5E, 0x60, 0x61, 0x63, 0x64, 0x66,
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0x67, 0x69, 0x6A, 0x6C, 0x6D, 0x6F, 0x70, 0x72, 0x73, 0x75, 0x77, 0x78,
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0x7A, 0x7C, 0x7D, 0x7F, 0x81, 0x82, 0x84, 0x86, 0x88, 0x89, 0x8B, 0x8D,
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0x8F, 0x91, 0x92, 0x94, 0x96, 0x98, 0x9A, 0x9C, 0x9E, 0xA0, 0xA2, 0xA4,
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0xA6, 0xA8, 0xAA, 0xAC, 0xAE, 0xB0, 0xB2, 0xB4, 0xB6, 0xB8, 0xBA, 0xBC,
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0xBF, 0xC1, 0xC3, 0xC5, 0xC7, 0xCA, 0xCC, 0xCE, 0xD1, 0xD3, 0xD5, 0xD7,
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0xDA, 0xDC, 0xDF, 0xE1, 0xE3, 0xE6, 0xE8, 0xEB, 0xED, 0xF0, 0xF2, 0xF5,
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0xF7, 0xFA, 0xFC, 0xFF };
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// LOOP FUNCTION - runs over and over - does animation ---------------------
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void loop() {
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uint8_t i, r, g, b;
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uint16_t minLvl, maxLvl, a, scaled;
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int16_t p;
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p = CircuitPlayground.mic.soundPressureLevel(10); // 10 ms
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p = map(p, 56, 140, 0, 350); // Scale to 0-350 (may overflow)
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a = constrain(p, 0, 350); // Clip to 0-350 range
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sum -= lvl[lvlIdx];
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lvl[lvlIdx] = a;
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sum += a; // Sum of lvl[] array
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minLvl = maxLvl = lvl[0]; // Calc min, max of lvl[]...
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for(i=1; i<FRAMES; i++) {
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if(lvl[i] < minLvl) minLvl = lvl[i];
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else if(lvl[i] > maxLvl) maxLvl = lvl[i];
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}
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// Keep some minimum distance between min & max levels,
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// else the display gets "jumpy."
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if((maxLvl - minLvl) < 40) {
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maxLvl = (minLvl < (512-40)) ? minLvl + 40 : 512;
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}
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avgLo = (avgLo * 7 + minLvl + 2) / 8; // Dampen min/max levels
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avgHi = (maxLvl >= avgHi) ? // (fake rolling averages)
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(avgHi * 3 + maxLvl + 1) / 4 : // Fast rise
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(avgHi * 31 + maxLvl + 8) / 32; // Slow decay
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a = sum / FRAMES; // Average of lvl[] array
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if(a <= avgLo) { // Below min?
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scaled = 0; // Bargraph = zero
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} else { // Else scale to fixed-point coordspace 0-2560
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scaled = 2560L * (a - avgLo) / (avgHi - avgLo);
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if(scaled > 2560) scaled = 2560;
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}
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if(scaled >= peak) { // New peak
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peakV = (scaled - peak) / 4; // Give it an upward nudge
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peak = scaled;
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}
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uint8_t whole = scaled / 256, // Full-brightness pixels (0-10)
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frac = scaled & 255; // Brightness of fractional pixel
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int whole2 = peak / 256, // Index of peak pixel
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frac2 = peak & 255; // Between-pixels position of peak
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uint16_t a1, a2; // Scaling factors for color blending
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for(i=0; i<10; i++) { // For each NeoPixel...
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if(i <= whole) { // In currently-lit area?
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r = pgm_read_byte(&reds[i]), // Look up pixel color
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g = pgm_read_byte(&greens[i]),
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b = pgm_read_byte(&blues[i]);
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if(i == whole) { // Fraction pixel at top of range?
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a1 = (uint16_t)frac + 1; // Fade toward black
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r = (r * a1) >> 8;
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g = (g * a1) >> 8;
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b = (b * a1) >> 8;
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}
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} else {
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r = g = b = 0; // In unlit area
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}
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// Composite the peak pixel atop whatever else is happening...
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if(i == whole2) { // Peak pixel?
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a1 = 256 - frac2; // Existing pixel blend factor 1-256
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a2 = frac2 + 1; // Peak pixel blend factor 1-256
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r = ((r * a1) + (0x84 * a2)) >> 8; // Will
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g = ((g * a1) + (0x87 * a2)) >> 8; // it
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b = ((b * a1) + (0xC3 * a2)) >> 8; // blend?
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} else if(i == (whole2-1)) { // Just below peak pixel
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a1 = frac2 + 1; // Opposite blend ratios to above,
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a2 = 256 - frac2; // but same idea
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r = ((r * a1) + (0x84 * a2)) >> 8;
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g = ((g * a1) + (0x87 * a2)) >> 8;
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b = ((b * a1) + (0xC3 * a2)) >> 8;
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}
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CircuitPlayground.strip.setPixelColor(i,
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pgm_read_byte(&gamma8[r]),
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pgm_read_byte(&gamma8[g]),
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pgm_read_byte(&gamma8[b]));
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}
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CircuitPlayground.strip.show();
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peak += peakV;
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if(peak <= 0) {
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peak = 0;
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peakV = 0;
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} else if(peakV >= -126) {
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peakV -= 2;
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}
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if(++lvlIdx >= FRAMES) lvlIdx = 0;
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}
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