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onload=3D"this.style.overflowX=3D'auto';"><PRE>//=CB=E4=C8=BB=B0=FC=B9=FC=
=C0=EF=C3=E6=D3=D0=B9=A4=B3=CC=CE=C4=BC=FE=A3=AC=B5=AB=BB=B9=CA=C7=CF=EB=B0=
=D1=B3=CC=D0=F2=CC=F9=B3=F6=C0=B4=A1=A3=D2=F2=CE=AA=A3=AC=BF=C9=D2=D4=B8=F8=
=B2=BB=D4=B8=D2=E2=CF=C2=D4=D8=B5=C4=C8=CB=CC=E1=B9=A9=B0=EF=D6=FA=B0=A1=A1=
=A3=B8=D0=D0=BB=B8=E3=B3=F6=D5=E2=B8=F6=B6=AB=CE=F7=B5=C4=C4=C7=CE=BB=CA=BC=
=D7=F7=D9=B8=D5=DF=B0=C9=A1=A3<BR><BR>/**********************************=
****************************************<BR><BR> <BR><BR> =
SOUND PLAY FOR 51MCU<BR><BR> <BR><BR> COPYRIGHT (c) =
2005 BY JJJ.<BR><BR> -- ALL RIGHTS RESERVED =
--<BR><BR> <BR><BR> File Name: SoundPlay.h<BR><BR> Author: =
Jiang Jian Jun<BR><BR> Created: 2005/5/16<BR><BR> =
Modified: NO<BR><BR> Revision: 1.0<BR><BR> =
<BR><BR>*****************************************************************=
**************/<BR><BR><BR><BR>/*=CB=B5=C3=F7****************************=
**********************************************<BR><BR> =
=C7=FA=C6=D7=B4=E6=D6=FC=B8=F1=CA=BD unsigned char code =
MusicName{=D2=F4=B8=DF=A3=AC=D2=F4=B3=A4=A3=AC=D2=F4=B8=DF=A3=AC=D2=F4=B3=
=A4...., 0,0}; =C4=A9=CE=B2:0,0 =
=B1=ED=CA=BE=BD=E1=CA=F8(Important)<BR><BR><BR><BR> =
=D2=F4=B8=DF=D3=C9=C8=FD=CE=BB=CA=FD=D7=D6=D7=E9=B3=C9=A3=BA<BR><BR> =
=B8=F6=CE=BB=CA=C7=B1=ED=CA=BE 1~7 =D5=E2=C6=DF=B8=F6=D2=F4=B7=FB =
<BR><BR> =
=CA=AE=CE=BB=CA=C7=B1=ED=CA=BE=D2=F4=B7=FB=CB=F9=D4=DA=B5=C4=D2=F4=C7=F8:=
1-=B5=CD=D2=F4=A3=AC2-=D6=D0=D2=F4=A3=AC3-=B8=DF=D2=F4;<BR><BR> =
=B0=D9=CE=BB=B1=ED=CA=BE=D5=E2=B8=F6=D2=F4=B7=FB=CA=C7=B7=F1=D2=AA=C9=FD=B0=
=EB=D2=F4: 0-=B2=BB=C9=FD=A3=AC1-=C9=FD=B0=EB=D2=F4=A1=A3<BR><BR> =
<BR><BR> =
=D2=F4=B3=A4=D7=EE=B6=E0=D3=C9=C8=FD=CE=BB=CA=FD=D7=D6=D7=E9=B3=C9=A3=BA =
<BR><BR> =
=B8=F6=CE=BB=B1=ED=CA=BE=D2=F4=B7=FB=B5=C4=CA=B1=D6=B5=A3=AC=C6=E4=B6=D4=D3=
=A6=B9=D8=CF=B5=CA=C7=A3=BA <BR><BR> |=CA=FD=D6=B5(n): |0 |1 |2 |3 | =
4 | 5 | 6 <BR><BR> |=BC=B8=B7=D6=D2=F4=B7=FB: |1 |2 |4 |8 |16 |32 |64 =
=D2=F4=B7=FB=3D2^n<BR><BR> =
=CA=AE=CE=BB=B1=ED=CA=BE=D2=F4=B7=FB=B5=C4=D1=DD=D7=E0=D0=A7=B9=FB(0-2): =
0-=C6=D5=CD=A8=A3=AC1-=C1=AC=D2=F4=A3=AC2-=B6=D9=D2=F4<BR><BR> =
=B0=D9=CE=BB=CA=C7=B7=FB=B5=E3=CE=BB: =
0-=CE=DE=B7=FB=B5=E3=A3=AC1-=D3=D0=B7=FB=B5=E3<BR><BR><BR><BR> =
=B5=F7=D3=C3=D1=DD=D7=E0=D7=D3=B3=CC=D0=F2=B5=C4=B8=F1=CA=BD<BR><BR> =
Play(=C0=D6=C7=FA=C3=FB,=B5=F7=BA=C5,=C9=FD=BD=B5=B0=CB=B6=C8,=D1=DD=D7=E0=
=CB=D9=B6=C8);<BR><BR> |=C0=D6=C7=FA=C3=FB : =
=D2=AA=B2=A5=B7=C5=B5=C4=C0=D6=C7=FA=D6=B8=D5=EB,=BD=E1=CE=B2=D2=D4(0,0)=BD=
=E1=CA=F8;<BR><BR> |=B5=F7=BA=C5(0-11) : =
=CA=C7=D6=B8=C0=D6=C7=FA=C9=FD=B6=E0=C9=D9=B8=F6=B0=EB=D2=F4=D1=DD=D7=E0;=
<BR><BR> |=C9=FD=BD=B5=B0=CB=B6=C8(1-3) : 1:=BD=B5=B0=CB=B6=C8, =
2:=B2=BB=C9=FD=B2=BB=BD=B5, 3:=C9=FD=B0=CB=B6=C8;<BR><BR> =
|=D1=DD=D7=E0=CB=D9=B6=C8(1-12000): =
=D6=B5=D4=BD=B4=F3=CB=D9=B6=C8=D4=BD=BF=EC;<BR><BR><BR><BR>**************=
*************************************************************/<BR><BR>#if=
ndef __SOUNDPLAY_H_REVISION_FIRST__<BR><BR>#define =
__SOUNDPLAY_H_REVISION_FIRST__<BR><BR><BR><BR>//*************************=
*************************************************<BR><BR><BR><BR>#define =
SYSTEM_OSC 12000000 =
//=B6=A8=D2=E5=BE=A7=D5=F1=C6=B5=C2=CA12000000HZ<BR><BR>#define =
SOUND_SPACE 4/5 =
//=B6=A8=D2=E5=C6=D5=CD=A8=D2=F4=B7=FB=D1=DD=D7=E0=B5=C4=B3=A4=B6=C8=B7=D6=
=C2=CA,//=C3=BF4=B7=D6=D2=F4=B7=FB=BC=E4=B8=F4<BR><BR>sbit BeepIO =
=3D P3^7; =
//=B6=A8=D2=E5=CA=E4=B3=F6=B9=DC=BD=C5<BR><BR><BR><BR>unsigned int code =
FreTab[12] =3D { 262,277,294,311,330,349,369,392,415,440,466,494 }; =
//=D4=AD=CA=BC=C6=B5=C2=CA=B1=ED<BR><BR>unsigned char code SignTab[7] =
=3D { 0,2,4,5,7,9,11 }; =
//1~7=D4=DA=C6=B5=C2=CA=B1=ED=D6=D0=B5=C4=CE=BB=D6=C3<BR><BR>unsigned =
char code LengthTab[7]=3D { 1,2,4,8,16,32,64 }; <BR><BR>unsigned =
char Sound_Temp_TH0,Sound_Temp_TL0; =
//=D2=F4=B7=FB=B6=A8=CA=B1=C6=F7=B3=F5=D6=B5=D4=DD=B4=E6 =
<BR><BR>unsigned char Sound_Temp_TH1,Sound_Temp_TL1; =
//=D2=F4=B3=A4=B6=A8=CA=B1=C6=F7=B3=F5=D6=B5=D4=DD=B4=E6<BR><BR>//*******=
*******************************************************************<BR><B=
R>void InitialSound(void)<BR><BR>{<BR><BR> BeepIO =3D 0;<BR><BR> =
Sound_Temp_TH1 =3D (65535-(1/1200)*SYSTEM_OSC)/256; // =
=BC=C6=CB=E3TL1=D3=A6=D7=B0=C8=EB=B5=C4=B3=F5=D6=B5 =
(10ms=B5=C4=B3=F5=D7=B0=D6=B5)<BR><BR> Sound_Temp_TL1 =3D =
(65535-(1/1200)*SYSTEM_OSC)%256; // =
=BC=C6=CB=E3TH1=D3=A6=D7=B0=C8=EB=B5=C4=B3=F5=D6=B5 <BR><BR> TH1 =3D =
Sound_Temp_TH1;<BR><BR> TL1 =3D Sound_Temp_TL1;<BR><BR> TMOD |=3D =
0x11;<BR><BR> ET0 =3D 1;<BR><BR> ET1 =3D 0;<BR><BR> TR0 =3D =
0;<BR><BR> TR1 =3D 0;<BR><BR> EA =3D =
1;<BR><BR>}<BR><BR><BR><BR>void BeepTimer0(void) interrupt 1 =
//=D2=F4=B7=FB=B7=A2=C9=FA=D6=D0=B6=CF<BR><BR>{<BR><BR> BeepIO =3D =
!BeepIO;<BR><BR> TH0 =3D Sound_Temp_TH0;<BR><BR> TL0 =3D =
Sound_Temp_TL0;<BR><BR>}<BR><BR>//***************************************=
***********************************<BR><BR>void Play(unsigned char =
*Sound,unsigned char Signature,unsigned Octachord,unsigned int =
Speed)<BR><BR>{<BR><BR> unsigned int NewFreTab[12]; =
//=D0=C2=B5=C4=C6=B5=C2=CA=B1=ED<BR><BR> unsigned char i,j;<BR><BR> =
unsigned int =
Point,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;<BR><BR>=
unsigned char Tone,Length,SL,SH,SM,SLen,XG,FD;<BR><BR> =
for(i=3D0;i<12;i++) // =
=B8=F9=BE=DD=B5=F7=BA=C5=BC=B0=C9=FD=BD=B5=B0=CB=B6=C8=C0=B4=C9=FA=B3=C9=D0=
=C2=B5=C4=C6=B5=C2=CA=B1=ED <BR><BR> {<BR><BR> j =3D i + =
Signature;<BR><BR> if(j > 11)<BR><BR> {<BR><BR> j =3D =
j-12;<BR><BR> NewFreTab[i] =3D FreTab[j]*2;<BR><BR> }<BR><BR> =
else<BR><BR> NewFreTab[i] =3D FreTab[j];<BR><BR><BR><BR> if(Octachord =
=3D=3D 1)<BR><BR> NewFreTab[i]>>=3D2;<BR><BR> else if(Octachord =
=3D=3D 3)<BR><BR> NewFreTab[i]<<=3D2;<BR><BR> } <BR><BR> =
<BR><BR> SoundLength =3D 0;<BR><BR> while(Sound[SoundLength] !=3D 0x00) =
//=BC=C6=CB=E3=B8=E8=C7=FA=B3=A4=B6=C8<BR><BR> {<BR><BR> =
SoundLength+=3D2;<BR><BR> }<BR><BR><BR><BR> Point =3D 0;<BR><BR> Tone =
=3D Sound[Point]; <BR><BR> Length =3D Sound[Point+1]; // =
=B6=C1=B3=F6=B5=DA=D2=BB=B8=F6=D2=F4=B7=FB=BA=CD=CB=FC=CA=B1=CA=B1=D6=B5<=
BR><BR> <BR><BR> LDiv0 =3D 12000/Speed; // =
=CB=E3=B3=F61=B7=D6=D2=F4=B7=FB=B5=C4=B3=A4=B6=C8(=BC=B8=B8=F610ms) =
<BR><BR> LDiv4 =3D LDiv0/4; // =
=CB=E3=B3=F64=B7=D6=D2=F4=B7=FB=B5=C4=B3=A4=B6=C8 <BR><BR> LDiv4 =3D =
LDiv4-LDiv4*SOUND_SPACE; // =
=C6=D5=CD=A8=D2=F4=D7=EE=B3=A4=BC=E4=B8=F4=B1=EA=D7=BC <BR><BR> TR0 =
=3D 0;<BR><BR> TR1 =3D 1;<BR><BR> while(Point < =
SoundLength)<BR><BR> {<BR><BR> SL=3DTone%10; =
//=BC=C6=CB=E3=B3=F6=D2=F4=B7=FB <BR><BR> SM=3DTone/10%10; =
//=BC=C6=CB=E3=B3=F6=B8=DF=B5=CD=D2=F4 <BR><BR> SH=3DTone/100; =
//=BC=C6=CB=E3=B3=F6=CA=C7=B7=F1=C9=FD=B0=EB <BR><BR> CurrentFre =3D =
NewFreTab[SignTab[SL-1]+SH]; =
//=B2=E9=B3=F6=B6=D4=D3=A6=D2=F4=B7=FB=B5=C4=C6=B5=C2=CA <BR><BR> =
if(SL!=3D0)<BR><BR> {<BR><BR> if (SM=3D=3D1) CurrentFre >>=3D =
2; //=B5=CD=D2=F4 <BR><BR> if (SM=3D=3D3) CurrentFre <<=3D 2; =
//=B8=DF=D2=F4<BR><BR> Temp_T =3D =
65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//=BC=C6=CB=E3=BC=C6=CA=
=FD=C6=F7=B3=F5=D6=B5<BR><BR> Sound_Temp_TH0 =3D Temp_T/256; <BR><BR> =
Sound_Temp_TL0 =3D Temp_T%256; <BR><BR> TH0 =3D Sound_Temp_TH0; =
<BR><BR> TL0 =3D Sound_Temp_TL0 + 12; =
//=BC=D312=CA=C7=B6=D4=D6=D0=B6=CF=D1=D3=CA=B1=B5=C4=B2=B9=B3=A5 =
<BR><BR> }<BR><BR> SLen=3DLengthTab[Length%10]; =
//=CB=E3=B3=F6=CA=C7=BC=B8=B7=D6=D2=F4=B7=FB<BR><BR> XG=3DLength/10%10; =
=
//=CB=E3=B3=F6=D2=F4=B7=FB=C0=E0=D0=CD(0=C6=D5=CD=A81=C1=AC=D2=F42=B6=D9=D2=
=F4) <BR><BR> FD=3DLength/100;<BR><BR> LDiv=3DLDiv0/SLen; =
//=CB=E3=B3=F6=C1=AC=D2=F4=D2=F4=B7=FB=D1=DD=D7=E0=B5=C4=B3=A4=B6=C8(=B6=E0=
=C9=D9=B8=F610ms)<BR><BR> if (FD=3D=3D1) <BR><BR> =
LDiv=3DLDiv+LDiv/2;<BR><BR> if(XG!=3D1) <BR><BR> if(XG=3D=3D0) =
//=CB=E3=B3=F6=C6=D5=CD=A8=D2=F4=B7=FB=B5=C4=D1=DD=D7=E0=B3=A4=B6=C8 =
<BR><BR> if (SLen<=3D4) <BR><BR> LDiv1=3DLDiv-LDiv4;<BR><BR> =
else<BR><BR> LDiv1=3DLDiv*SOUND_SPACE;<BR><BR> else<BR><BR> =
LDiv1=3DLDiv/2; =
//=CB=E3=B3=F6=B6=D9=D2=F4=B5=C4=D1=DD=D7=E0=B3=A4=B6=C8 <BR><BR> =
else<BR><BR> LDiv1=3DLDiv;<BR><BR> if(SL=3D=3D0) LDiv1=3D0;<BR><BR> =
LDiv2=3DLDiv-LDiv1; //=CB=E3=B3=F6=B2=BB=B7=A2=D2=F4=B5=C4=B3=A4=B6=C8 =
<BR><BR> if (SL!=3D0)<BR><BR> {<BR><BR> TR0=3D1;<BR><BR> =
for(i=3DLDiv1;i>0;i--) //=B7=A2=B9=E6=B6=A8=B3=A4=B6=C8=B5=C4=D2=F4 =
<BR><BR> {<BR><BR> while(TF1=3D=3D0);<BR><BR> TH1 =3D =
Sound_Temp_TH1;<BR><BR> TL1 =3D Sound_Temp_TL1;<BR><BR> =
TF1=3D0;<BR><BR> }<BR><BR> }<BR><BR> if(LDiv2!=3D0)<BR><BR> =
{<BR><BR> TR0=3D0; BeepIO=3D0;<BR><BR> for(i=3DLDiv2;i>0;i--) =
//=D2=F4=B7=FB=BC=E4=B5=C4=BC=E4=B8=F4<BR><BR> {<BR><BR> =
while(TF1=3D=3D0);<BR><BR> TH1 =3D Sound_Temp_TH1;<BR><BR> TL1 =3D =
Sound_Temp_TL1;<BR><BR> TF1=3D0;<BR><BR> }<BR><BR> }<BR><BR> =
Point+=3D2; <BR><BR> Tone=3DSound[Point];<BR><BR> =
Length=3DSound[Point+1];<BR><BR> }<BR><BR> BeepIO =3D =
0;<BR><BR>}<BR><BR>//****************************************************=
**********************<BR><BR>#endif</PRE></DIV>
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