Download Print this page

Epson S1C31D50 Technical Instructions page 344

Cmos 32-bit single chip microcontroller
Hide thumbs Also See for S1C31D50:

Advertisement

21.4.4. Sound Play State Transition
CPU needs to control HW Processor based on HW Processor State. Sound Play Function has
following states. HW Processor States(
Function Registers".
When a state transition is occurred, HW Processor makes an interrupt on default, the interrupt can be
masked by
INTMASK on
SLEEP
After start-up, HW Processor is on "SLEEP" mode(no clock provided).
Before the functional operation, the state should be moved to "sp_state_init". By setting HWPEN = 1,
the state is moved to "sp_state_init"
sp_state_init
This "sp_state_init" shows HW processor is on initializing, after initializing the state moves to
"sp_state_idle".
sp_state_idle
This "sp_state_idle" means idle mode, to set "Sound Start" command, the state should be
"sp_state_idle". (clock is provided).
sp_state_play
To set "Sound Start" command, the state should be "sp_state_idle".
After setting "Sound Play" command, the state is moved to "sp_state_play", after finishing the play or
setting "Sound Stop" command, the state is moved to "sp_state_idle".
sp_state_pause
To set "Pause" command, the state should be "sp_state_play".
After setting "Pause" command, the state is moved to "sp_state_pause". After setting "Release Pause"
command, the state is moved to "sp_state_play", or after setting "Sound Stop" command, the state is
moved to "sp_state_idle".
sp_state_mute
To set "Mute" command, the state should be "sp_state_play".
After setting "Mute" command, the state is moved to "sp_state_mute". After setting "Release Mute"
command, the state is moved to "sp_state_play", or after finishing the play or setting "Sound Stop"
command, the state is moved to "sp_state_idle".
Figure 21.4.4.1 shows Sound Play State Transition.
21-6
CH0: STATE_0, CH1: STATE_1)
"21.4.14. Sound Play Function Registers".
Seiko Epson Corporation
can be checked on "21.4.14. Sound Play
S1C31D50 TECHNICAL MANUAL
(Rev. 1.00)

Advertisement

loading