Musica Arduino
De Casiopea
Asignatura | Interacción y Performatividad |
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- define NOTE_B0 31
- define NOTE_C1 33
- define NOTE_CS1 35
- define NOTE_D1 37
- define NOTE_DS1 39
- define NOTE_E1 41
- define NOTE_F1 44
- define NOTE_FS1 46
- define NOTE_G1 49
- define NOTE_GS1 52
- define NOTE_A1 55
- define NOTE_AS1 58
- define NOTE_B1 62
- define NOTE_C2 65
- define NOTE_CS2 69
- define NOTE_D2 73
- define NOTE_DS2 78
- define NOTE_E2 82
- define NOTE_F2 87
- define NOTE_FS2 93
- define NOTE_G2 98
- define NOTE_GS2 104
- define NOTE_A2 110
- define NOTE_AS2 117
- define NOTE_B2 123
- define NOTE_C3 131
- define NOTE_CS3 139
- define NOTE_D3 147
- define NOTE_DS3 156
- define NOTE_E3 165
- define NOTE_F3 175
- define NOTE_FS3 185
- define NOTE_G3 196
- define NOTE_GS3 208
- define NOTE_A3 220
- define NOTE_AS3 233
- define NOTE_B3 247
- define NOTE_C4 262
- define NOTE_CS4 277
- define NOTE_D4 294
- define NOTE_DS4 311
- define NOTE_E4 330
- define NOTE_F4 349
- define NOTE_FS4 370
- define NOTE_G4 392
- define NOTE_GS4 415
- define NOTE_A4 440
- define NOTE_AS4 466
- define NOTE_B4 494
- define NOTE_C5 523
- define NOTE_CS5 554
- define NOTE_D5 587
- define NOTE_DS5 622
- define NOTE_E5 659
- define NOTE_F5 698
- define NOTE_FS5 740
- define NOTE_G5 784
- define NOTE_GS5 831
- define NOTE_A5 880
- define NOTE_AS5 932
- define NOTE_B5 988
- define NOTE_C6 1047
- define NOTE_CS6 1109
- define NOTE_D6 1175
- define NOTE_DS6 1245
- define NOTE_E6 1319
- define NOTE_F6 1397
- define NOTE_FS6 1480
- define NOTE_G6 1568
- define NOTE_GS6 1661
- define NOTE_A6 1760
- define NOTE_AS6 1865
- define NOTE_B6 1976
- define NOTE_C7 2093
- define NOTE_CS7 2217
- define NOTE_D7 2349
- define NOTE_DS7 2489
- define NOTE_E7 2637
- define NOTE_F7 2794
- define NOTE_FS7 2960
- define NOTE_G7 3136
- define NOTE_GS7 3322
- define NOTE_A7 3520
- define NOTE_AS7 3729
- define NOTE_B7 3951
- define NOTE_C8 4186
- define NOTE_CS8 4435
- define NOTE_D8 4699
- define NOTE_DS8 4978
- define melodyPin 3
//Mario main theme melody int melody[] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7, 0, NOTE_C7, NOTE_E7, 0, NOTE_G7, 0, 0, 0, NOTE_G6, 0, 0, 0, NOTE_C7, 0, 0, NOTE_G6, 0, 0, NOTE_E6, 0, 0, NOTE_A6, 0, NOTE_B6, 0, NOTE_AS6, NOTE_A6, 0, NOTE_G6, NOTE_E7, NOTE_G7, NOTE_A7, 0, NOTE_F7, NOTE_G7, 0, NOTE_E7, 0, NOTE_C7, NOTE_D7, NOTE_B6, 0, 0, NOTE_C7, 0, 0, NOTE_G6, 0, 0, NOTE_E6, 0, 0, NOTE_A6, 0, NOTE_B6, 0, NOTE_AS6, NOTE_A6, 0, NOTE_G6, NOTE_E7, NOTE_G7, NOTE_A7, 0, NOTE_F7, NOTE_G7, 0, NOTE_E7, 0, NOTE_C7, NOTE_D7, NOTE_B6, 0, 0
}; //Mario main them tempo int tempo[] = {
12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 9, 9, 9, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 9, 9, 9, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12,
}; //Underworld melody int underworld_melody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_AS3, NOTE_AS4, 0, 0, NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_AS3, NOTE_AS4, 0, 0, NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4, NOTE_DS3, NOTE_DS4, 0, 0, NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4, NOTE_DS3, NOTE_DS4, 0, 0, NOTE_DS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_DS4, NOTE_DS4, NOTE_GS3, NOTE_G3, NOTE_CS4, NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4, NOTE_GS4, NOTE_DS4, NOTE_B3, NOTE_AS3, NOTE_A3, NOTE_GS3, 0, 0, 0
}; //Underwolrd tempo int underworld_tempo[] = {
12, 12, 12, 12, 12, 12, 6, 3, 12, 12, 12, 12, 12, 12, 6, 3, 12, 12, 12, 12, 12, 12, 6, 3, 12, 12, 12, 12, 12, 12, 6, 6, 18, 18, 18, 6, 6, 6, 6, 6, 6, 18, 18, 18, 18, 18, 18, 10, 10, 10, 10, 10, 10, 3, 3, 3
};
void setup(void) {
pinMode(3, OUTPUT);//buzzer pinMode(13, OUTPUT);//led indicator when singing a note
} void loop() {
sing( underworld_melody ,underworld_tempo); sing(melody,tempo); //sing(TU_PROPIA_MELODIA,TU_PROPIO_TEMPO);
}
int song = 0;
void sing(int* melody,int* tempo) {
// iterate over the notes of the melody: //song = s;
int size = sizeof(underworld_melody) / sizeof(int); for (int thisNote = 0; thisNote < size; thisNote++) { // to calculate the note duration, take one second // divided by the note type. //e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc. int noteDuration = 1000 / underworld_tempo[thisNote]; buzz(melodyPin, underworld_melody[thisNote], noteDuration); // to distinguish the notes, set a minimum time between them. // the note's duration + 30% seems to work well: int pauseBetweenNotes = noteDuration * 1.80; delay(pauseBetweenNotes); // stop the tone playing: buzz(melodyPin, 0, noteDuration); }
}
void buzz(int targetPin, long frequency, long length) {
digitalWrite(13, HIGH); long delayValue = 1000000 / frequency / 2; // calculate the delay value between transitions //// 1 second's worth of microseconds, divided by the frequency, then split in half since //// there are two phases to each cycle long numCycles = frequency * length / 1000; // calculate the number of cycles for proper timing //// multiply frequency, which is really cycles per second, by the number of seconds to //// get the total number of cycles to produce for (long i = 0; i < numCycles; i++) { // for the calculated length of time... digitalWrite(targetPin, HIGH); // write the buzzer pin high to push out the diaphram delayMicroseconds(delayValue); // wait for the calculated delay value digitalWrite(targetPin, LOW); // write the buzzer pin low to pull back the diaphram delayMicroseconds(delayValue); // wait again or the calculated delay value } digitalWrite(13, LOW);
}