FreeOfCharge2022-23/FtcRobotController/src/main/java/org/firstinspires/ftc/robotcontroller/external/samples/ConceptSoundsSKYSTONE.java
Nathan Wang cfafe34339 initial commit
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2021-10-19 17:53:06 -05:00

124 lines
5.8 KiB
Java

/* Copyright (c) 2018 FIRST. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
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*
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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();
}
}
}