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