audio module

Many of these functions are available in three variants: headphone volume, speaker volume, and volume. If headphones_are_connected() returns 1 the “headphone” variant is chosen, else the “speaker” variant is chosen.

audio.headset_is_connected() bool

Returns 1 if headphones with microphone were connected to the headphone jack at the last call of audio_update_jacksense.

audio.headphones_are_connected() bool

Returns 1 if headphones with or without microphone were connected to the headphone jack at the last call of audio_update_jacksense.

audio.headphones_detection_override(enable: bool)

If a sleeve contact mic doesn’t pull the detection pin low enough the codec’s built in headphone detection might fail. Calling this function with ‘enable = 1’ overrides the detection and assumes there’s headphones plugged in. Call with ‘enable = 0’ to revert to automatic detection.

audio.headphones_set_volume_dB(vol_dB: float) float
audio.speaker_set_volume_dB(vol_dB: float) float
audio.set_volume_dB(vol_dB: float) float

Attempts to set target volume for the headphone output/onboard speakers respectively, clamps/rounds if necessary and returns the actual volume. Absolute reference arbitrary. Does not unmute, use audio_{headphones_/speaker_/}set_mute as needed. Enters fake mute if requested volume is below the value set by audio_{headphones/speaker}_set_minimum_volume_user.

Note: This function uses a hardware PGA for the coarse value and software for the fine value. These two methods are as of yet not synced so that there may be a transient volume “hiccup”. “p1” badges only use software volume.

audio.headphones_adjust_volume_dB(vol_dB: float) float
audio.speaker_adjust_volume_dB(vol_dB: float) float
audio.adjust_volume_dB(vol_dB: float) float

Like the audio_{headphones_/speaker_/}set_volume family but changes relative to last volume value.

audio.headphones_get_volume_dB() float
audio.speaker_get_volume_dB() float
audio.get_volume_dB() float

Returns volume as set with audio_{headphones/speaker}_set_volume_dB.

audio.headphones_get_mute() int
audio.speaker_get_mute() int
audio.get_mute() int

Returns 1 if channel is muted, 0 if channel is unmuted.

audio.headphones_set_mute(mute: int)
audio.speaker_set_mute(mute: int)
audio.set_mute(mute: int)

Mutes (mute = 1) or unmutes (mute = 0) the specified channel.

Note: Even if a channel is unmuted it might not play sound depending on the return value of audio_headphone_are_connected. There is no override for this (see HEADPHONE PORT POLICY below).

audio.headphones_set_minimum_volume_dB(vol_dB: float) float
audio.speaker_set_minimum_volume_dB(vol_dB: float) float
audio.headphones_set_maximum_volume_dB(vol_dB: float) float
audio.speaker_set_maximum_volume_dB(vol_dB: float) float

Set the minimum and maximum allowed volume levels for speakers and headphones respectively. Clamps with hardware limitations. Maximum clamps below the minimum value, minimum clamps above the maximum. Returns clamped value.

audio.headphones_get_minimum_volume_dB() float
audio.speaker_get_minimum_volume_dB() float
audio.headphones_get_maximum_volume_dB() float
audio.speaker_get_maximum_volume_dB() float

Returns the minimum and maximum allowed volume levels for speakers and headphones respectively. Change with audio_{headphones/speaker}_set_{minimum/maximum}_volume_dB.

audio.headphones_get_volume_relative() float
audio.speaker_get_volume_relative() float
audio.get_volume_relative() float

Syntactic sugar for drawing UI: Returns channel volume in a 0..1 range, scaled into a 0.01..1 range according to the values set with audio_{headphones_/speaker_/}set_{maximum/minimum}_volume_ and 0 if in a fake mute condition.

audio.headphones_line_in_set_hardware_thru(enable: bool)
audio.speaker_line_in_set_hardware_thru(enable: bool)
audio.line_in_set_hardware_thru(enable: bool)

These route whatever is on the line in port directly to the headphones or speaker respectively (enable = 1), or don’t (enable = 0). Is affected by mute and coarse hardware volume settings, however software fine volume is not applied.

Good for testing, might deprecate later, idk~

audio.input_set_source(source: int)
audio.input_get_source() int

The codec can transmit audio data from different sources. This function enables one or no source as provided by the INPUT_SOURCE_* constants.

Note: The onboard digital mic turns on an LED on the top board if it receives a clock signal which is considered a good proxy for its capability of reading data.

audio.INPUT_SOURCE_NONE
audio.INPUT_SOURCE_LINE_IN
audio.INPUT_SOURCE_HEADSET_MIC
audio.INPUT_SOURCE_ONBOARD_MIC
audio.headset_set_gain_dB(gain_dB: int)
audio.headset_get_gain_dB() int

Hardware preamp gain, 0dB-50dB. TODO: figure out if int/float inconsistency is a good thing here compared to all other _dB functions.

audio.input_thru_set_volume_dB(vol_dB: float)
audio.input_thru_get_volume_dB() float
audio.input_thru_set_mute(mute: bool)
audio.input_thru_get_mute() bool

You can route whatever source is selected with input_set_source() to the audio output. Use these to control volume and mute.

audio.codec_i2c_write(reg: int, data: int)

Write audio codec register. Obviously very unsafe. Have fun.

Headphone port policy

Under normal circumstances it is an important feature to have a reliable speaker mute when plugging in headphones. However, since the headphone port on the badge can also be used for badge link, there are legimate cases where it is desirable to have the speakers unmuted while a cable is plugged into the jack.

As a person who plugs in the headphones on the tram, doesn’t put them on, turns on music to check if it’s not accidentially playing on speakers and then finally puts on headphones (temporarily, of course, intermittent checks if the speakers didn’t magically turn on are scheduled according to our general anxiety level) we wish to make it difficult to accidentially have sound coming from the speakers.

Our proposed logic is as follows (excluding boot conditions):

  1. Badge link TX cannot be enabled for any of the headphone jack pins without a cable detected in the jack. This is to protect users from plugging in headphones while badge link is active and receiving a short but potentially very loud burst of digital data before the software can react to the state change.

  2. If the software detects that the headphone jack has changed from unplugged to plugged it always turns off speakers, no exceptions.

  3. If a user wishes to TX on headphone badge link, they must confirm a warning that having headphones plugged in may potentially cause hearing damage every time.

  4. If a user wishes to RX or TX on headphone badge link while playing sound on the onboard speakers, they must confirm a warning every time.

We understand that these means seem extreme, but we find them to be a sensible default configuration to make sure people can safely operate the device without needing to refer to a manual.

(TX here means any state that is not constantly ~GND with whatever impedance. While there are current limiting resistors (value TBD at the time of writing, but presumably 100R-470R) in series with the GPIOs, they still can generate quite some volume with standard 40Ohm-ish headphones. Ideally the analog switch will never switch to the GPIOs without a cable plugged in.)