/* Copyright (c) 2018 FIRST. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, * are permitted (subject to the limitations in the disclaimer below) provided that * the following conditions are met: * * Redistributions of source code must retain the above copyright notice, this list * of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright notice, this * list of conditions and the following disclaimer in the documentation and/or * other materials provided with the distribution. * * Neither the name of FIRST nor the names of its contributors may be used to endorse or * promote products derived from this software without specific prior written permission. * * NO EXPRESS OR IMPLIED LICENSES TO ANY PARTY'S PATENT RIGHTS ARE GRANTED BY THIS * LICENSE. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ package org.firstinspires.ftc.robotcontroller.external.samples; import android.content.Context; import com.qualcomm.ftccommon.SoundPlayer; import com.qualcomm.robotcore.eventloop.opmode.LinearOpMode; import com.qualcomm.robotcore.eventloop.opmode.TeleOp; import com.qualcomm.robotcore.eventloop.opmode.Disabled; /** * This file demonstrates how to play one of the several SKYSTONE/Star Wars sounds loaded into the SDK. * It does this by creating a simple "chooser" controlled by the gamepad Up Down buttons. * This code also prevents sounds from stacking up by setting a "playing" flag, which is cleared when the sound finishes playing. * * Use Android Studios to Copy this Class, and Paste it into your team's code folder with a new name. * Remove or comment out the @Disabled line to add this opmode to the Driver Station OpMode list * * Operation: * Use the DPAD to change the selected sound, and the Right Bumper to play it. */ @TeleOp(name="SKYSTONE Sounds", group="Concept") @Disabled public class ConceptSoundsSKYSTONE extends LinearOpMode { // List of available sound resources String sounds[] = {"ss_alarm", "ss_bb8_down", "ss_bb8_up", "ss_darth_vader", "ss_fly_by", "ss_mf_fail", "ss_laser", "ss_laser_burst", "ss_light_saber", "ss_light_saber_long", "ss_light_saber_short", "ss_light_speed", "ss_mine", "ss_power_up", "ss_r2d2_up", "ss_roger_roger", "ss_siren", "ss_wookie" }; boolean soundPlaying = false; @Override public void runOpMode() { // Variables for choosing from the available sounds int soundIndex = 0; int soundID = -1; boolean was_dpad_up = false; boolean was_dpad_down = false; Context myApp = hardwareMap.appContext; // create a sound parameter that holds the desired player parameters. SoundPlayer.PlaySoundParams params = new SoundPlayer.PlaySoundParams(); params.loopControl = 0; params.waitForNonLoopingSoundsToFinish = true; // In this sample, we will skip waiting for the user to press play, and start displaying sound choices right away while (!isStopRequested()) { // Look for DPAD presses to change the selection if (gamepad1.dpad_down && !was_dpad_down) { // Go to next sound (with list wrap) and display it soundIndex = (soundIndex + 1) % sounds.length; } if (gamepad1.dpad_up && !was_dpad_up) { // Go to previous sound (with list wrap) and display it soundIndex = (soundIndex + sounds.length - 1) % sounds.length; } // Look for trigger to see if we should play sound // Only start a new sound if we are currently not playing one. if (gamepad1.right_bumper && !soundPlaying) { // Determine Resource IDs for the sounds you want to play, and make sure it's valid. if ((soundID = myApp.getResources().getIdentifier(sounds[soundIndex], "raw", myApp.getPackageName())) != 0){ // Signal that the sound is now playing. soundPlaying = true; // Start playing, and also Create a callback that will clear the playing flag when the sound is complete. SoundPlayer.getInstance().startPlaying(myApp, soundID, params, null, new Runnable() { public void run() { soundPlaying = false; }} ); } } // Remember the last state of the dpad to detect changes. was_dpad_up = gamepad1.dpad_up; was_dpad_down = gamepad1.dpad_down; // Display the current sound choice, and the playing status. telemetry.addData("", "Use DPAD up/down to choose sound."); telemetry.addData("", "Press Right Bumper to play sound."); telemetry.addData("", ""); telemetry.addData("Sound >", sounds[soundIndex]); telemetry.addData("Status >", soundPlaying ? "Playing" : "Stopped"); telemetry.update(); } } }