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//51单片机播放音乐库文件
/**************************************************************************
   
     					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__

#include <REGX51.H>

//**************************************************************************

#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    =   	P3^4;		//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
//**************************************************************************


unsigned char code Music_Code[]={ 0x17,0x02, 0x19,0x02, 0x15,0x01, 0x16,0x02, 0x17,0x02,
                                  0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x02, 0x19,0x00,
                                  0x17,0x02, 0x19,0x02, 0x15,0x01, 0x16,0x02, 0x17,0x02,
                                  0x10,0x01, 0x16,0x02, 0x0F,0x02, 0x16,0x02, 0x17,0x00,
                                  0x1A,0x00, 0x19,0x01, 0x1A,0x00, 0x15,0x01, 0x17,0x02,
                                  0x10,0x02, 0x17,0x66, 0x19,0x03, 0x17,0x02, 0x19,0x02,
                                  0x15,0x01, 0x16,0x02, 0x17,0x02, 0x10,0x01, 0x16,0x02,
                                  0x0F,0x02, 0x16,0x02, 0x17,0x02, 0x15,0x00, 0x00,0x00 };
//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};


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)%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
{
	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;

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