/*********************************************************************
 *
 *  $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.
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 *  code is to interface with Yoctopuce products. You must retain
 *  this notice in the distributed source file.
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 *  You should refer to Yoctopuce General Terms and Conditions
 *  for additional information regarding your rights and
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 *
 *  THE SOFTWARE AND DOCUMENTATION ARE PROVIDED 'AS IS' WITHOUT
 *  WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING
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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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    get_command(): Promise<string>;
    set_command(newval: string): Promise<number>;
    /**
     * 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<number>;
    _invokeValueCallback(value: string): Promise<number>;
    sendCommand(command: string): Promise<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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<number>;
    /**
     * 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;
    }
}
