 
         // check for dynon skyview data. based on length of string and if the 1st 2 chars match
         if (inChar == '\n' && inputPos == DYNON_SKYVIEW_SERIAL_LEN && input[0]=='!' && input[1]=='1') {
-          efisTypeDetected = 2;  // set skyview efis detected.
+          WhichEFIS = SKYVIEW;  // set skyview efis detected.
           // skyview data starts with a '!1'... the D series efis has no line prefix.  
           tempBuf[0] = input[43]; // get the 2 bytes for aoa on skyview.
           tempBuf[1] = input[44]; // 

#endif
          validAOADataFound();  // run function to process tone.  because we found a valid AOA value.
          
        } else if (inChar == '\n' && inputPos == DYNON_SERIAL_LEN && efisTypeDetected != 2) {  // is EOL?
          // else check for dynon d series data.
          // efisTypeDetected != 2 has been added to make sure we don't confused skyview data for d10 data and try to process..
          // get AOA from dynon efis string.  details of format can be found from dynon pdf manual.
          tempBuf[0] = input[39]; //
          tempBuf[1] = input[40]; //

  Timer4.attachInterrupt(tonePlayHandler);
  Timer4.setFrequency(FREQ_OF_FUNCTION);  // set how often we should run the callback function.
  Timer4.start();

  // Dynon Skyview settings.
  // For skyview export ahrs data out one of the 5 serialports (only needs serial output to AOA box, no serial input needed)
  AoaToneMatrix[SKYVIEW][POS_HIGH_TONE_AOA_STALL] = 80;      // % (and above) where stall happens.
  AoaToneMatrix[SKYVIEW][POS_HIGH_TONE_AOA_START] = 66;      // % (and above) where high tone starts
  AoaToneMatrix[SKYVIEW][POS_LOW_TONE_AOA_SOLID]  = 55;     // % (and above) where a solid low tone is played.
  AoaToneMatrix[SKYVIEW][POS_LOW_TONE_AOA_START]  = 40;      // % (and above) where low 
  
  // Dynon D100 and D10 settings.
  AoaToneMatrix[D100][POS_HIGH_TONE_AOA_STALL] =  72;      // % (and above) where stall happens.
  AoaToneMatrix[D100][POS_HIGH_TONE_AOA_START] =  32;      // % (and above) where high tone starts
  AoaToneMatrix[D100][POS_LOW_TONE_AOA_SOLID]  =  22;      // % (and above) where a solid low tone is played.
  AoaToneMatrix[D100][POS_LOW_TONE_AOA_START]  =   0;      // % (and above) where low 

}

