单片机c语言程序编写歌谱,51单片机播放音乐简谱的函数库
51单片机播放音乐简谱的函数库:
/**************************************************************************
SOUND PLAY FOR 51MCU
COPYRIGHT (c) 2005 BY JJJ.
-- ALL RIGHTS RESERVED --
File Name: SoundPlay.h
Author: Jiang Jian Jun
Created: 2005/5/16
Modified: NO
Revision: 1.0
*******************************************************************************/
/*说明**************************************************************************
曲谱存贮格式 unsigned char code MusicName{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__
#i nclude
//**************************************************************************
#define SYSTEM_OSC 11059200//12000000 //定义晶振频率12000000HZ
#define SOUND_SPACE 4/5 //定义普通音符演奏的长度分率,//每4分音符间隔
sbit BeepIO = P2^6; //定义输出管脚
unsigned int code FreTab[12] = { 262,277,294,311,330,349,369,392,415,440,466,494 }; //原始频率表
unsigned char code SignTab[7] = { 0,2,4,5,7,9,11 }; //1~7在频率表中的位置
unsigned char code LengthTab[7]= { 1,2,4,8,16,32,64 };
unsigned char Sound_Temp_TH0,Sound_Temp_TL0; //音符定时器初值暂存
unsigned char Sound_Temp_TH1,Sound_Temp_TL1; //音长定时器初值暂存
//**************************************************************************
void InitialSound(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)%6; // 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;
}
void BeepTimer0(void) interrupt 1 //音符发生中断
{
BeepIO = !BeepIO;
TH0 = Sound_Temp_TH0;
TL0 = Sound_Temp_TL0;
}
//**************************************************************************
void Play(unsigned char *Sound,unsigned char Signature,unsigned Octachord,unsigned int Speed)
{
unsigned int NewFreTab[12]; //新的频率表
unsigned char i,j;
unsigned int Point,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;
unsigned char Tone,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;
else if(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 < SoundLength)
{
SL=Tone; //计算出音符
SM=Tone/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%6;
TH0 = Sound_Temp_TH0;
TL0 = Sound_Temp_TL0 + 12; //加12是对中断延时的补偿
}
SLen=LengthTab[Length]; //算出是几分音符
XG=Length/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
以下为曲谱编码文件,自己可以根据规则,对照简谱编写曲谱编码表,我已经做好了一个应用程序,只需将简谱输入进去,就可以直接输出曲谱编码表,省去人工编码的痛苦。此软件作为共享软件发布,在下面的链接可以下载。此东东绝对是搞电子设计在校大学生泡MM的巨佳手段,呵呵。
//挥着翅膀的女孩
unsigned char code Music_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
unsigned char code Music_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
unsigned char code Music_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,
单片机c语言程序编写歌谱,51单片机播放音乐简谱的函数库相关推荐
- 51单片机c语言程序执行顺序,51单片机程序执行流程详细分析
这里是一个循环,根据DJNZ指令的功能:每执行一次DJNZ RO, IDATALOOP就将R0的值减1,若R0的值不为0则就跳到IDATALOOP地址去.很显然这是一个循环,那么RO的值是多少呢,在以 ...
- 电子时钟单片机c语言程序,一款51单片机电子钟制作(C语言)
//主程序/ void main()//主程序开始 { chushi();//初始化 while(1)//大循环 { if(g!=1)//如果g不等于1,就执行下一句,否则跳过下一句 disy(fen ...
- 51单片机c语言延时计算软件,51单片机精确延时程序大集合+初值计算工具
在论坛上看到不少不错的延时程序,整理如下共同分享: 精确延时计算公式: 延时时间=[(2*第一层循环+3)*第二层循环+3]*第三层循环+5 ;延时5秒左右 DELAY5S:PUSH 04H;2个 ...
- 51单片机串口通讯c语言程序,如何使用51单片机实现串口通信
描述 STC51单片机一般带有1个串口,有的带有2个串口,串口一般用于下载程序和串口通信.串口通信特别适合控制设备,所以工控机的电脑上一般都带有串口. 51单片机的串口引脚为P3.0引脚与P3.1引脚 ...
- at89c52串口通信c语言程序,AT89C52DEMO 基于51单片机的(89C51/52)C语言源码例程 - 下载 - 搜珍网...
例程与源码/12864带字库测试程序/12864 例程与源码/12864带字库测试程序/12864.hex 例程与源码/12864带字库测试程序/12864.lnp 例程与源码/12864带字库测试程 ...
- 单片机c语言 王东锋,基于51单片机的输液报警系统设计
高扬 摘 要:本设计是以AT89C51单片机为核心,利用光电传感器来检测设备液体的流动情况.当吊瓶内有点滴落下时,可通过红外检测装 1前言 随着信息技术和计算机技术的发展,信息革命在工业.医疗和控制领 ...
- 51单片机C语言波特率十六进制,理解51单片机串口通信的波特率与USB转串口通信...
RS232 在我们电脑上,一般都会有一个9针的串行接口,这个串行接口叫做RS232接口,它和UART通信有关联,但是由于现在笔记本电脑不带9针串口,所以和单片机通信越来越趋于使用USB虚拟串口. 九针 ...
- 51单片机c语言学习感想,学习51单片机心得体会
在这里给大家分享一下学习51单片机心得体会: 1.我从不说51是基础,如果我这么说,也请把这句话理解为微机原理是基础. 2.对51单片机的操作本质上就是对寄存器的操作,对其他单片机也是如此.库只是一个 ...
- 单片机c语言交通灯源程序,51单片机用C语言实现交通灯_红绿灯_源程序
单片机 AT STC C语言 C 89c51 89c52 设计 交通灯 仿真 毕业论文 程序设计 毕业设计 课题设计 51单片机用C语言实现交通灯(红绿灯)源程序 2009-10-29 23:00 交 ...
- 单片机c语言按键调整时钟,51单片机C语言可调时钟.doc
51单片机C语言可调时钟 程序介绍:六位共阳数码管显示,时·分·秒均可用按键调节.短按时选位的时间按一次加一下,长按不放时时间按一定的频率增加! 本程序的是我参考别人的基础上移植.再加上自己的想法做出 ...
最新文章
- 三方面搞定http协议之“状态码”
- 1.rabbitmq 集群版安装及使用nginx进行四层负载均衡设置
- 使用Javascript来创建一个响应式的超酷360度全景图片查看幻灯效果
- 北京、深圳 | 百度视觉算法研发实习生 人脸活体方向
- hive遍历_Hive解析流程-抽象语法树生成
- MySQL Window Function Descriptions
- Java简单方法批量修改Windows文件夹下的文件名(简单IO使用)
- sql 临时表_深度分析 | JDBC与MySQL临时表空间的分析
- iOS及Android 启动页面(即欢迎页面),引导页面,及广告页面的加载
- ASCII码表以及字符和数字转换
- 路由聚合(汇总)以及最长匹配原则
- JS:原生JS实现message消息提示框
- VB编程:UCase转大写,LCase转小写-4
- getopt()函数
- AWD系统加固,系统渗透笔记
- NoSQL数据库简单学习
- OpenGL | 设置视口glViewport 裁剪glScissor 屏幕截图 glReadPixel
- 关于Chrome浏览器的一些使用技巧
- AD画原理图去除网格线
- UG NX 12 对象的移动
热门文章
- VMware Horizon USB重定向排除特定设备
- 图像处理: 超像素(superpixels)分割 SLIC算法
- opencv与计算机视觉
- go编译成linux可执行,Golang 编译Mac、Linux、Windows多平台可执行程序
- qcloud-python-sts 下载安装
- 简述多媒体计算机的特点,多媒体技术的主要特点
- java 动画 制作_DragonBones简单动画制作实例
- RestClientException: Could not extract response: no suitable HttpMessageConverter found for response
- Ubuntu22.04 x64 下运行同花顺Linux版,解决libssl版本错误问题
- 中原证券同花顺个股期权全真模拟交易客户端