/********************************************************************* * * $Id: svn_id $ * * Implements the high-level API for Buzzer functions * * - - - - - - - - - License information: - - - - - - - - - * * Copyright (C) 2011 and beyond by Yoctopuce Sarl, Switzerland. * * Yoctopuce Sarl (hereafter Licensor) grants to you a perpetual * non-exclusive license to use, modify, copy and integrate this * file into your software for the sole purpose of interfacing * with Yoctopuce products. * * You may reproduce and distribute copies of this file in * source or object form, as long as the sole purpose of this * code is to interface with Yoctopuce products. You must retain * this notice in the distributed source file. * * You should refer to Yoctopuce General Terms and Conditions * for additional information regarding your rights and * obligations. * * THE SOFTWARE AND DOCUMENTATION ARE PROVIDED 'AS IS' WITHOUT * WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING * WITHOUT LIMITATION, ANY WARRANTY OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE, TITLE AND NON-INFRINGEMENT. IN NO * EVENT SHALL LICENSOR BE LIABLE FOR ANY INCIDENTAL, SPECIAL, * INDIRECT OR CONSEQUENTIAL DAMAGES, LOST PROFITS OR LOST DATA, * COST OF PROCUREMENT OF SUBSTITUTE GOODS, TECHNOLOGY OR * SERVICES, ANY CLAIMS BY THIRD PARTIES (INCLUDING BUT NOT * LIMITED TO ANY DEFENSE THEREOF), ANY CLAIMS FOR INDEMNITY OR * CONTRIBUTION, OR OTHER SIMILAR COSTS, WHETHER ASSERTED ON THE * BASIS OF CONTRACT, TORT (INCLUDING NEGLIGENCE), BREACH OF * WARRANTY, OR OTHERWISE. * *********************************************************************/ import { YAPIContext, YFunction } from './yocto_api.js'; /** * YBuzzer Class: buzzer control interface, available for instance in the Yocto-Buzzer, the * Yocto-MaxiBuzzer or the Yocto-MaxiKnob * * The YBuzzer class allows you to drive a buzzer. You can * choose the frequency and the volume at which the buzzer must sound. * You can also pre-program a play sequence. */ export declare class YBuzzer extends YFunction { _className: string; _frequency: number; _volume: number; _playSeqSize: number; _playSeqMaxSize: number; _playSeqSignature: number; _command: string; _valueCallbackBuzzer: YBuzzer.ValueCallback | null; readonly FREQUENCY_INVALID: number; readonly VOLUME_INVALID: number; readonly PLAYSEQSIZE_INVALID: number; readonly PLAYSEQMAXSIZE_INVALID: number; readonly PLAYSEQSIGNATURE_INVALID: number; readonly COMMAND_INVALID: string; static readonly FREQUENCY_INVALID: number; static readonly VOLUME_INVALID: number; static readonly PLAYSEQSIZE_INVALID: number; static readonly PLAYSEQMAXSIZE_INVALID: number; static readonly PLAYSEQSIGNATURE_INVALID: number; static readonly COMMAND_INVALID: string; constructor(yapi: YAPIContext, func: string); imm_parseAttr(name: string, val: any): number; /** * Changes the frequency of the signal sent to the buzzer. A zero value stops the buzzer. * * @param newval : a floating point number corresponding to the frequency of the signal sent to the buzzer * * @return YAPI.SUCCESS if the call succeeds. * * On failure, throws an exception or returns a negative error code. */ set_frequency(newval: number): Promise; /** * Returns the frequency of the signal sent to the buzzer/speaker. * * @return a floating point number corresponding to the frequency of the signal sent to the buzzer/speaker * * On failure, throws an exception or returns YBuzzer.FREQUENCY_INVALID. */ get_frequency(): Promise; /** * Returns the volume of the signal sent to the buzzer/speaker. * * @return an integer corresponding to the volume of the signal sent to the buzzer/speaker * * On failure, throws an exception or returns YBuzzer.VOLUME_INVALID. */ get_volume(): Promise; /** * Changes the volume of the signal sent to the buzzer/speaker. Remember to call the * saveToFlash() method of the module if the modification must be kept. * * @param newval : an integer corresponding to the volume of the signal sent to the buzzer/speaker * * @return YAPI.SUCCESS if the call succeeds. * * On failure, throws an exception or returns a negative error code. */ set_volume(newval: number): Promise; /** * Returns the current length of the playing sequence. * * @return an integer corresponding to the current length of the playing sequence * * On failure, throws an exception or returns YBuzzer.PLAYSEQSIZE_INVALID. */ get_playSeqSize(): Promise; /** * Returns the maximum length of the playing sequence. * * @return an integer corresponding to the maximum length of the playing sequence * * On failure, throws an exception or returns YBuzzer.PLAYSEQMAXSIZE_INVALID. */ get_playSeqMaxSize(): Promise; /** * Returns the playing sequence signature. As playing * sequences cannot be read from the device, this can be used * to detect if a specific playing sequence is already * programmed. * * @return an integer corresponding to the playing sequence signature * * On failure, throws an exception or returns YBuzzer.PLAYSEQSIGNATURE_INVALID. */ get_playSeqSignature(): Promise; get_command(): Promise; set_command(newval: string): Promise; /** * Retrieves a buzzer for a given identifier. * The identifier can be specified using several formats: * * - FunctionLogicalName * - ModuleSerialNumber.FunctionIdentifier * - ModuleSerialNumber.FunctionLogicalName * - ModuleLogicalName.FunctionIdentifier * - ModuleLogicalName.FunctionLogicalName * * * This function does not require that the buzzer is online at the time * it is invoked. The returned object is nevertheless valid. * Use the method YBuzzer.isOnline() to test if the buzzer is * indeed online at a given time. In case of ambiguity when looking for * a buzzer by logical name, no error is notified: the first instance * found is returned. The search is performed first by hardware name, * then by logical name. * * If a call to this object's is_online() method returns FALSE although * you are certain that the matching device is plugged, make sure that you did * call registerHub() at application initialization time. * * @param func : a string that uniquely characterizes the buzzer, for instance * YBUZZER2.buzzer. * * @return a YBuzzer object allowing you to drive the buzzer. */ static FindBuzzer(func: string): YBuzzer; /** * Retrieves a buzzer for a given identifier in a YAPI context. * The identifier can be specified using several formats: * * - FunctionLogicalName * - ModuleSerialNumber.FunctionIdentifier * - ModuleSerialNumber.FunctionLogicalName * - ModuleLogicalName.FunctionIdentifier * - ModuleLogicalName.FunctionLogicalName * * * This function does not require that the buzzer is online at the time * it is invoked. The returned object is nevertheless valid. * Use the method YBuzzer.isOnline() to test if the buzzer is * indeed online at a given time. In case of ambiguity when looking for * a buzzer by logical name, no error is notified: the first instance * found is returned. The search is performed first by hardware name, * then by logical name. * * @param yctx : a YAPI context * @param func : a string that uniquely characterizes the buzzer, for instance * YBUZZER2.buzzer. * * @return a YBuzzer object allowing you to drive the buzzer. */ static FindBuzzerInContext(yctx: YAPIContext, func: string): YBuzzer; /** * Registers the callback function that is invoked on every change of advertised value. * The callback is invoked only during the execution of ySleep or yHandleEvents. * This provides control over the time when the callback is triggered. For good responsiveness, remember to call * one of these two functions periodically. To unregister a callback, pass a null pointer as argument. * * @param callback : the callback function to call, or a null pointer. The callback function should take two * arguments: the function object of which the value has changed, and the character string describing * the new advertised value. * @noreturn */ registerValueCallback(callback: YBuzzer.ValueCallback | null): Promise; _invokeValueCallback(value: string): Promise; sendCommand(command: string): Promise; /** * Adds a new frequency transition to the playing sequence. * * @param freq : desired frequency when the transition is completed, in Hz * @param msDelay : duration of the frequency transition, in milliseconds. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ addFreqMoveToPlaySeq(freq: number, msDelay: number): Promise; /** * Adds a pulse to the playing sequence. * * @param freq : pulse frequency, in Hz * @param msDuration : pulse duration, in milliseconds. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ addPulseToPlaySeq(freq: number, msDuration: number): Promise; /** * Adds a new volume transition to the playing sequence. Frequency stays untouched: * if frequency is at zero, the transition has no effect. * * @param volume : desired volume when the transition is completed, as a percentage. * @param msDuration : duration of the volume transition, in milliseconds. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ addVolMoveToPlaySeq(volume: number, msDuration: number): Promise; /** * Adds notes to the playing sequence. Notes are provided as text words, separated by * spaces. The pitch is specified using the usual letter from A to G. The duration is * specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc. * Some modifiers are supported: # and b to alter a note pitch, * ' and , to move to the upper/lower octave, . to enlarge * the note duration. * * @param notes : notes to be played, as a text string. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ addNotesToPlaySeq(notes: string): Promise; /** * Starts the preprogrammed playing sequence. The sequence * runs in loop until it is stopped by stopPlaySeq or an explicit * change. To play the sequence only once, use oncePlaySeq(). * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ startPlaySeq(): Promise; /** * Stops the preprogrammed playing sequence and sets the frequency to zero. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ stopPlaySeq(): Promise; /** * Resets the preprogrammed playing sequence and sets the frequency to zero. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ resetPlaySeq(): Promise; /** * Starts the preprogrammed playing sequence and run it once only. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ oncePlaySeq(): Promise; /** * Saves the preprogrammed playing sequence to flash memory. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ savePlaySeq(): Promise; /** * Reloads the preprogrammed playing sequence from the flash memory. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ reloadPlaySeq(): Promise; /** * Activates the buzzer for a short duration. * * @param frequency : pulse frequency, in hertz * @param duration : pulse duration in milliseconds * * @return YAPI.SUCCESS if the call succeeds. * * On failure, throws an exception or returns a negative error code. */ pulse(frequency: number, duration: number): Promise; /** * Makes the buzzer frequency change over a period of time. * * @param frequency : frequency to reach, in hertz. A frequency under 25Hz stops the buzzer. * @param duration : pulse duration in milliseconds * * @return YAPI.SUCCESS if the call succeeds. * * On failure, throws an exception or returns a negative error code. */ freqMove(frequency: number, duration: number): Promise; /** * Makes the buzzer volume change over a period of time, frequency stays untouched. * * @param volume : volume to reach in % * @param duration : change duration in milliseconds * * @return YAPI.SUCCESS if the call succeeds. * * On failure, throws an exception or returns a negative error code. */ volumeMove(volume: number, duration: number): Promise; /** * Immediately play a note sequence. Notes are provided as text words, separated by * spaces. The pitch is specified using the usual letter from A to G. The duration is * specified as the divisor of a whole note: 4 for a fourth, 8 for an eight note, etc. * Some modifiers are supported: # and b to alter a note pitch, * ' and , to move to the upper/lower octave, . to enlarge * the note duration. * * @param notes : notes to be played, as a text string. * * @return YAPI.SUCCESS if the call succeeds. * On failure, throws an exception or returns a negative error code. */ playNotes(notes: string): Promise; /** * Continues the enumeration of buzzers started using yFirstBuzzer(). * Caution: You can't make any assumption about the returned buzzers order. * If you want to find a specific a buzzer, use Buzzer.findBuzzer() * and a hardwareID or a logical name. * * @return a pointer to a YBuzzer object, corresponding to * a buzzer currently online, or a null pointer * if there are no more buzzers to enumerate. */ nextBuzzer(): YBuzzer | null; /** * Starts the enumeration of buzzers currently accessible. * Use the method YBuzzer.nextBuzzer() to iterate on * next buzzers. * * @return a pointer to a YBuzzer object, corresponding to * the first buzzer currently online, or a null pointer * if there are none. */ static FirstBuzzer(): YBuzzer | null; /** * Starts the enumeration of buzzers currently accessible. * Use the method YBuzzer.nextBuzzer() to iterate on * next buzzers. * * @param yctx : a YAPI context. * * @return a pointer to a YBuzzer object, corresponding to * the first buzzer currently online, or a null pointer * if there are none. */ static FirstBuzzerInContext(yctx: YAPIContext): YBuzzer | null; } export declare namespace YBuzzer { interface ValueCallback { (func: YBuzzer, value: string): void; } }