蜂鸣器音乐工具.docx
- 文档编号:7954182
- 上传时间:2023-01-27
- 格式:DOCX
- 页数:14
- 大小:20.77KB
蜂鸣器音乐工具.docx
《蜂鸣器音乐工具.docx》由会员分享,可在线阅读,更多相关《蜂鸣器音乐工具.docx(14页珍藏版)》请在冰豆网上搜索。
蜂鸣器音乐工具
51单片机蜂鸣器音乐简谱转换工具-输入简谱就能自动生成音乐程序的工具MusicEncode?
?
2013-12-0714:
29:
35|?
?
分类:
51单片机编程|?
?
标签:
|举报|字号大中小?
订阅
相信您在作蜂鸣器发声实验时肯定为复杂的频率与音调之间的转换而伤脑筋,这里向大家介绍一款工具可以大大简化转换操作,只需要输入简谱就能自动生成音乐播放程序代码。
以下此程序的主界面:
程序范例可以点主界面上的“关于”按钮后就能找到,但是代码也不全,需要加入对音乐程序的调用代码,其它范例里也写的很清楚了,只需要调用Play函数就行了,其调用格式如下:
Play(乐曲名,调号,升降八度,演奏速度);
经过实践,此函数的的后三个参数分别设为0,2和350时演奏出的音乐比较符合“原味”,下面给出本站的入门型51实验板结合此工具作的音乐程序:
//51单片机播放音乐库文件
/**************************************************************************
SOUNDPLAYFOR51MCU
COPYRIGHT(c)2005BYJJJ.
--ALLRIGHTSRESERVED--
FileName:
SoundPlay.h
Author:
JiangJianJun
Created:
2005/5/16
Modified:
NO
Revision:
1.0
*******************************************************************************/
/*说明**************************************************************************
曲谱存贮格式unsignedcharcodeMusicName{音高,音长,音高,音长....,0,0};末尾:
0,0表示结束(Important)
音高由三位数字组成:
个位是表示1~7这七个音符
十位是表示音符所在的音区:
1-低音,2-中音,3-高音;
百位表示这个音符是否要升半音:
0-不升,1-升半音。
音长最多由三位数字组成:
个位表示音符的时值,其对应关系是:
|数值(n):
|0|1|2|3|4|5|6
|几分音符:
|1|2|4|8|16|32|64音符=2^n
十位表示音符的演奏效果(0-2):
0-普通,1-连音,2-顿音
百位是符点位:
0-无符点,1-有符点
调用演奏子程序的格式
Play(乐曲名,调号,升降八度,演奏速度);
|乐曲名:
要播放的乐曲指针,结尾以(0,0)结束;
|调号(0-11):
是指乐曲升多少个半音演奏;
|升降八度(1-3):
1:
降八度,2:
不升不降,3:
升八度;
|演奏速度(1-12000):
值越大速度越快;
***************************************************************************/
#ifndef__SOUNDPLAY_H_REVISION_FIRST__
#define__SOUNDPLAY_H_REVISION_FIRST__
#include
//**************************************************************************
#defineSYSTEM_OSC11059200//12000000//定义晶振频率12000000HZ
#defineSOUND_SPACE4/5//定义普通音符演奏的长度分率,//每4分音符间隔
sbitBeepIO=P3^5;//定义输出管脚
unsignedintcodeFreTab[12]={262,277,294,311,330,349,369,392,415,440,466,494};//原始频率表
unsignedcharcodeSignTab[7]={0,2,4,5,7,9,11};//1~7在频率表中的位置
unsignedcharcodeLengthTab[7]={1,2,4,8,16,32,64};
unsignedcharSound_Temp_TH0,Sound_Temp_TL0;//音符定时器初值暂存
unsignedcharSound_Temp_TH1,Sound_Temp_TL1;//音长定时器初值暂存
//**************************************************************************
voidInitialSound(void)
{
BeepIO=1;
Sound_Temp_TH1=(65535-(1/1200)*SYSTEM_OSC)/256;//计算TL1应装入的初值(10ms的初装值)
Sound_Temp_TL1=(65535-(1/1200)*SYSTEM_OSC)%256;//计算TH1应装入的初值
TH1=Sound_Temp_TH1;
TL1=Sound_Temp_TL1;
TMOD|=0x11;
ET0=1;
ET1=0;
TR0=0;
TR1=0;
EA=1;
}
voidBeepTimer0(void)interrupt1//音符发生中断
{
BeepIO=!
BeepIO;
TH0=Sound_Temp_TH0;
TL0=Sound_Temp_TL0;
}
//**************************************************************************
voidPlay(unsignedchar*Sound,unsignedcharSignature,unsignedOctachord,unsignedintSpeed)
{
unsignedintNewFreTab[12];//新的频率表
unsignedchari,j;
unsignedintPoint,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;
unsignedcharTone,Length,SL,SH,SM,SLen,XG,FD;
for(i=0;i<12;i++)//根据调号及升降八度来生成新的频率表
{
j=i+Signature;
if(j>11)
{
j=j-12;
NewFreTab[i]=FreTab[j]*2;
}
else
NewFreTab[i]=FreTab[j];
if(Octachord==1)
NewFreTab[i]>>=2;
elseif(Octachord==3)
NewFreTab[i]<<=2;
}
SoundLength=0;
while(Sound[SoundLength]!
=0x00)//计算歌曲长度
{
SoundLength+=2;
}
Point=0;
Tone=Sound[Point];
Length=Sound[Point+1];//读出第一个音符和它时时值
LDiv0=12000/Speed;//算出1分音符的长度(几个10ms)
LDiv4=LDiv0/4;//算出4分音符的长度
LDiv4=LDiv4-LDiv4*SOUND_SPACE;//普通音最长间隔标准
TR0=0;
TR1=1;
while(Point { SL=Tone%10;//计算出音符 SM=Tone/10%10;//计算出高低音 SH=Tone/100;//计算出是否升半 CurrentFre=NewFreTab[SignTab[SL-1]+SH];//查出对应音符的频率 if(SL! =0) { if(SM==1)CurrentFre>>=2;//低音 if(SM==3)CurrentFre<<=2;//高音 Temp_T=65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//计算计数器初值 Sound_Temp_TH0=Temp_T/256; Sound_Temp_TL0=Temp_T%256; TH0=Sound_Temp_TH0; TL0=Sound_Temp_TL0+12;//加12是对中断延时的补偿 } SLen=LengthTab[Length%10];//算出是几分音符 XG=Length/10%10;//算出音符类型(0普通1连音2顿音) FD=Length/100; LDiv=LDiv0/SLen;//算出连音音符演奏的长度(多少个10ms) if(FD==1) LDiv=LDiv+LDiv/2; if(XG! =1) if(XG==0)//算出普通音符的演奏长度 if(SLen<=4) LDiv1=LDiv-LDiv4; else LDiv1=LDiv*SOUND_SPACE; else LDiv1=LDiv/2;//算出顿音的演奏长度 else LDiv1=LDiv; if(SL==0)LDiv1=0; LDiv2=LDiv-LDiv1;//算出不发音的长度 if(SL! =0) { TR0=1; for(i=LDiv1;i>0;i--)//发规定长度的音 { while(TF1==0); TH1=Sound_Temp_TH1; TL1=Sound_Temp_TL1; TF1=0; } } if(LDiv2! =0) { TR0=0;BeepIO=1; for(i=LDiv2;i>0;i--)//音符间的间隔 { while(TF1==0); TH1=Sound_Temp_TH1; TL1=Sound_Temp_TL1; TF1=0; } } Point+=2; Tone=Sound[Point]; Length=Sound[Point+1]; } BeepIO=1; } //************************************************************************** #endif //挥着翅膀的女孩 unsignedcharcodeMusic_Girl[]={0x17,0x02,0x17,0x03,0x18,0x03,0x19,0x02,0x15,0x03, 0x16,0x03,0x17,0x03,0x17,0x03,0x17,0x03,0x18,0x03, 0x19,0x02,0x16,0x03,0x17,0x03,0x18,0x02,0x18,0x03, 0x17,0x03,0x15,0x02,0x18,0x03,0x17,0x03,0x18,0x02, 0x10,0x03,0x15,0x03,0x16,0x02,0x15,0x03,0x16,0x03, 0x17,0x02,0x17,0x03,0x18,0x03,0x19,0x02,0x1A,0x03, 0x1B,0x03,0x1F,0x03,0x1F,0x03,0x17,0x03,0x18,0x03, 0x19,0x02,0x16,0x03,0x17,0x03,0x18,0x03,0x17,0x03, 0x18,0x03,0x1F,0x03,0x1F,0x02,0x16,0x03,0x17,0x03, 0x18,0x03,0x17,0x03,0x18,0x03,0x20,0x03,0x20,0x02, 0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03, 0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x03, 0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66, 0x1A,0x03,0x19,0x03,0x15,0x03,0x15,0x03,0x17,0x03, 0x16,0x66,0x17,0x04,0x18,0x04,0x18,0x03,0x19,0x03, 0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03, 0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x03, 0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66, 0x1A,0x03,0x19,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03, 0x1F,0x00,0x1A,0x03,0x1A,0x03,0x1A,0x03,0x1B,0x03, 0x1B,0x03,0x1A,0x03,0x19,0x03,0x19,0x02,0x17,0x03, 0x15,0x17,0x15,0x03,0x16,0x03,0x17,0x03,0x18,0x03, 0x17,0x04,0x18,0x0E,0x18,0x03,0x17,0x04,0x18,0x0E, 0x18,0x66,0x17,0x03,0x18,0x03,0x17,0x03,0x18,0x03, 0x20,0x03,0x20,0x02,0x1F,0x03,0x1B,0x03,0x1F,0x66, 0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03,0x1B,0x03, 0x1F,0x66,0x1F,0x04,0x1B,0x0E,0x1B,0x03,0x19,0x03, 0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03, 0x15,0x03,0x15,0x03,0x17,0x03,0x16,0x66,0x17,0x04, 0x18,0x04,0x18,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03, 0x1F,0x66,0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03, 0x1B,0x03,0x1F,0x66,0x1F,0x03,0x1B,0x03,0x19,0x03, 0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03, 0x19,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x00,0x18,0x02, 0x18,0x03,0x1A,0x03,0x19,0x0D,0x15,0x03,0x15,0x02, 0x18,0x66,0x16,0x02,0x17,0x02,0x15,0x00,0x00,0x00}; //同一首歌 unsignedcharcodeMusic_Same[]={0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x66,0x18,0x03, 0x17,0x02,0x15,0x02,0x16,0x01,0x15,0x02,0x10,0x02, 0x15,0x00,0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x02, 0x17,0x03,0x18,0x03,0x19,0x02,0x15,0x02,0x18,0x66, 0x17,0x03,0x19,0x02,0x16,0x03,0x17,0x03,0x16,0x00, 0x17,0x01,0x19,0x02,0x1B,0x02,0x1B,0x70,0x1A,0x03, 0x1A,0x01,0x19,0x02,0x19,0x03,0x1A,0x03,0x1B,0x02, 0x1A,0x0D,0x19,0x03,0x17,0x00,0x18,0x66,0x18,0x03, 0x19,0x02,0x1A,0x02,0x19,0x0C,0x18,0x0D,0x17,0x03, 0x16,0x01,0x11,0x02,0x11,0x03,0x10,0x03,0x0F,0x0C, 0x10,0x02,0x15,0x00,0x1F,0x01,0x1A,0x01,0x18,0x66, 0x19,0x03,0x1A,0x01,0x1B,0x02,0x1B,0x03,0x1B,0x03, 0x1B,0x0C,0x1A,0x0D,0x19,0x03,0x17,0x00,0x1F,0x01, 0x1A,0x01,0x18,0x66,0x19,0x03,0x1A,0x01,0x10,0x02, 0x10,0x03,0x10,0x03,0x1A,0x0C,0x18,0x0D,0x17,0x03, 0x16,0x00,0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x70, 0x18,0x03,0x17,0x02,0x15,0x03,0x15,0x03,0x16,0x66, 0x16,0x03,0x16,0x02,0x16,0x03,0x15,0x03,0x10,0x02, 0x10,0x01,0x11,0x01,0x11,0x66,0x10,0x03,0x0F,0x0C, 0x1A,0x02,0x19,0x02,0x16,0x03,0x16,0x03,0x18,0x66, 0x18,0x03,0x18,0x02,0x17,0x03,0x16,0x03,0x19,0x00, 0x00,0x00}; //两只蝴蝶 unsignedcharcodeMusic_Two[]={0x17,0x03,0x16,0x03,0x17,0x01,0x16,0x03,0x17,0x03, 0x16,0x03,0x15,0x01,0x10,0x03,0x15,0x03,0x16,0x02, 0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03, 0x10,0x0E,0x15,0x04,0x0F,0x01,0x17,0x03,0x16,0x03, 0x17,0x01,0x16,0x03,0x17,0x03,0x16,0x03,0x15,0x01, 0x10,0x03,0x15,0x03,0x16,0x02,0x16,0x0D,0x17,0x03, 0x16,0x03,0x15,0x03,0x10,0x03,0x15,0x03,0x16,0x01, 0x17,0x03,0x16,0x03,0x17,0x01,0x16,0x03,0x17,0x03, 0x16,0x03,0x15,0x01,0x10,0x03,0x15,0x03,0x16,0x02, 0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03, 0x10,0x0E,0x15,0x04,0x0F,0x01,0x17,0x03,0x19,0x03, 0x19,0x01,0x19,0x03,0x1A,0x03,0x19,0x03,0x17,0x01, 0x16,0x03,0x16,0x03,0x16,0x02,0x16,0x0D,0x17,0x03, 0x16,0x03,0x15,0x03,0x10,0x03,0x10,0x0D,0x15,0x00, 0x19,0x03,0x19,0x03,0x1A,0x03,0x1F,0x03,0x1B,0x03, 0x1B,0x03,0x1A,0x03,0x17,0x0D,0x16,0x03,0x16,0x03, 0x16,0x0D,0x17,0x01,0x17,0x03,0x17,0x03,0x19,0x03, 0x1A,0x02,0x1A,0x02,0x10,0x03,0x17,0x0D,0x16,0x03, 0x16,0x01,0x17,0x03,0x19,0x03,0x19,0x03,0x17,0x03, 0x19,0x02,0x1F,0x02,0x1B,0x03,0x1A,0x03,0x1A,0x0E, 0x1B,0x04,0x17,0x02,0x1A,0x03,0x1A,0x03,0x1A,0x0E, 0x1B,0x04,0x1A,0x03,0x19,0x03,0x17,0x03,0x16,0x03, 0x17,0x0D,0x16,0x03,0x17,0x03,0x19,0x01,0x19,0x03, 0x19,0x03,0x1A,0x03,0x1F,0x03,0x1B,0x03,0x1B,0x03, 0x1A,0x03,0x17,0x0D,0x16,0x03,0x16,0x03,0x16,0x03, 0x17,0x01,0x17,0x03,0x17,0x03,0x19,0x03,0x1A,0x02, 0x1A,0x02,0x10,0x03,0x17,0x0D,0x16,0x03,0x16,0x01, 0x17,0x03,0x19,0x03,0x19,0x03,0x17,0x03,0x19,0x03, 0x1F,0x02,0x1B,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04, 0x17,0x02,0x1A,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04, 0x17,0x16,0x1A,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04, 0x1A,
- 配套讲稿:
如PPT文件的首页显示word图标,表示该PPT已包含配套word讲稿。双击word图标可打开word文档。
- 特殊限制:
部分文档作品中含有的国旗、国徽等图片,仅作为作品整体效果示例展示,禁止商用。设计者仅对作品中独创性部分享有著作权。
- 关 键 词:
- 蜂鸣器 音乐 工具
![提示](https://static.bdocx.com/images/bang_tan.gif)