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📄 多功能电子时钟 c程序.c

📁 ourdev_479323
💻 C
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#include <reg52.h>
#include <string.h>
#include <intrins.h>
#ifndef __SOUNDPLAY_H_REVISION_FIRST__    //音乐相关
#define __SOUNDPLAY_H_REVISION_FIRST__    //音乐相关
#define uint  unsigned int
#define uchar unsigned char
void nl();                                //农历

/*定义全局变量---------------------------------------------------------------*/
uchar sec,min,hour, day, date, month,year,cen,r1_h,r1_m,r1_of,r2_h,r2_m,r2_of;
data uchar year_moon,month_moon,date_moon,cen_m,week;
uint bt,rt,rr,rtt,rrt;

bit c_moon;                             //农历 世纪
bit c;                                  //公历 世纪
bit w = 0;                             //调时标志位
bit r = 0;                              //调整闹铃

/*定义12864液晶屏数据线------------------------------------------------------*/
sbit LCM_RS  = P1^6;   //模式位,为0输入指令,为1输入数据 
sbit LCM_RW  = P1^7;   //读写位,为0读,为1写 
sbit LCM_EN  = P3^3;   //使能位
sbit LCM_BLA  = P1^5;   
#define Lcd_Bus P0     //LCM12864数据总线
												 
/*定义DS12CR887数据线--------------------------------------------------------*/
sbit DS_CS = P3^5;
sbit DS_AS = P3^4;
sbit DS_RW = P3^6;
sbit DS_DS = P3^7;
#define Ds_Bus P2  //DS12CR887数据总线

/*定义按键-------------------------------------------------------------------*/
sbit K1 = P1^3; //K1-设置
sbit K2 = P1^0; //K2-确认
sbit K3 = P1^2; //K3-加
sbit K4 = P1^1; //K4-减	  

/*定义DS18B20数据线----------------------------------------------------------*/
sbit DQ = P3^0;
/*定义蜂鸣器-----------------------------------------------------------------*/
sbit beep = P3^1;

/*定义累加器A中的各位--------------------------------------------------------*/
sbit a0   = ACC ^ 0;
sbit a1   = ACC ^ 1;
sbit a2   = ACC ^ 2;
sbit a3   = ACC ^ 3;
sbit a4   = ACC ^ 4;
sbit a5   = ACC ^ 5;
sbit a6   = ACC ^ 6;
sbit a7   = ACC ^ 7;
/*         */
#define SYSTEM_OSC         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
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

/*延时程序-------------------------------------------------------------------*/
//延时函数 1MS/次
void DelayM(uint a)       	
{
	uchar i;
	while( --a != 0)
    {		
		for(i = 0; i < 125; i++);  //一个 ; 表示空语句,CPU空转。
	}   				   //i 从0加到125,CPU大概就耗时1毫秒
}

//延时函数
void Delay(int num)
{
	while(num--);
}

void InitialSound(void)                           //音乐相关
{
    beep = 0;
    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;
}

void BeepTimer0(void) interrupt 1    //音符发生中断

{
    beep = !beep;
    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;
    //Point 指针索引值

    //LDiv     音音符演奏的长度(多少个10ms)

    //LDiv0 1分音符的长度(几个10ms)即一个节拍    

    //LDiv4 4分音符的长度 

    //CurrentFre 查出对应音符的频率 

    //SoundLength歌曲长度

    //Temp_T计算计数器初值

    unsigned char Tone,Length,SL,SH,SM,SLen,XG,FD;
    //Tone音调

    //Length音长

    //SL音符

    //SM高低音

    //SH是否升半 

    //XG音符类型(0普通1连音2顿音)

    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%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; beep=0;
            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];

		if(K1==0 || K2==0 || K3==0 || K4==0)                //常案按键两秒跳出歌曲
		{
			DelayM(20);
			if(K1==0 || K2==0 || K3==0 || K4==0)
			{
				Point=SoundLength;
				if(rt==1)
				{
				rt=0;
				rr=1;
				}
			}
		}
    }
    beep = 0;
}

#endif

//**************************************************************************
unsigned char code Music_happy[] =
{//生日歌
    0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02, 0x1F,0x02, 
    0x1B,0x01, 0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02,
    0x20,0x02, 0x1F,0x01, 0x19,0x03, 0x19,0x03, 0x23,0x02,
    0x21,0x02, 0x1F,0x02, 0x1B,0x0C, 0x1A,0x15, 0x22,0x03,
    0x22,0x03, 0x21,0x02, 0x1F,0x02, 0x20,0x02, 0x1F,0x15,
    0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02, 0x1F,0x02,
    0x1B,0x01, 0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02,
    0x20,0x02, 0x1F,0x01, 0x19,0x03, 0x19,0x03, 0x23,0x02,
    0x21,0x02, 0x1F,0x02, 0x1B,0x0C, 0x1A,0x15, 0x22,0x03,
    0x22,0x03, 0x21,0x02, 0x1F,0x02, 0x20,0x02, 0x1F,0x15,
    0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02, 0x1F,0x02,
    0x1B,0x01, 0x19,0x03, 0x19,0x03, 0x1A,0x02, 0x19,0x02,
    0x20,0x02, 0x1F,0x01, 0x19,0x03, 0x19,0x03, 0x23,0x02,
    0x21,0x02, 0x1F,0x02, 0x1B,0x0C, 0x1A,0x15, 0x22,0x03,
    0x22,0x03, 0x21,0x02, 0x1F,0x02, 0x20,0x02, 0x1F,0x15,
    0x00,0x00 
};
//挥着翅膀的女孩---容祖儿
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
};

//昨日重现
unsigned char code Music_yesterday[]=
{
    0x15,0x03, 0x15,0x03, 0x16,0x03, 0x17,0x02, 0x19,0x02, 
    0x19,0x03, 0x17,0x03, 0x19,0x03, 0x17,0x03, 0x1A,0x02,
    0x19,0x66, 0x17,0x02, 0x17,0x03, 0x19,0x03, 0x1A,0x02,
    0x16,0x02, 0x17,0x03, 0x19,0x66, 0x1A,0x15, 0x17,0x03,
    0x19,0x03, 0x1A,0x02, 0x21,0x02, 0x20,0x03, 0x1F,0x02,
    0x1B,0x0D, 0x1B,0x66, 0x19,0x03, 0x17,0x03, 0x19,0x02,
    0x17,0x0C, 0x16,0x14, 0x15,0x03, 0x15,0x03, 0x16,0x03,

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