| 1 | /* |
| 2 | * Bit-bang sound |
| 3 | * <~~Harvie 2oo8 |
| 4 | */ |
| 5 | |
| 6 | #define sndout 13 |
| 7 | |
| 8 | void sound(char sndpin, float freq, float duration) { //Play bit-bang sound |
| 9 | if(duration<=0) return; if(freq<=0) { delay(duration); return; } |
| 10 | freq=((1000000/2)/freq); //Convert freq to delay (us) |
| 11 | duration*=1000; //Convert duration to us |
| 12 | pinMode(sndpin, OUTPUT); |
| 13 | for(;duration>0;duration-=2*freq) { |
| 14 | digitalWrite(sndpin, HIGH); delayMicroseconds(freq); |
| 15 | digitalWrite(sndpin, LOW); delayMicroseconds(freq); |
| 16 | } |
| 17 | pinMode(sndpin, INPUT); //Close pin to avoid noise (optional) |
| 18 | } |
| 19 | |
| 20 | float get_tone(char tone, char octave) { //Return tone frequency or 0 |
| 21 | if(octave+tone<=0) return 0; |
| 22 | float freq; |
| 23 | switch (tone) { //THX2MS GW-BASIC Reference 4freqs muhaha ;D |
| 24 | case 'c': case 'C': freq=130.81; break; |
| 25 | case 'd': case 'D': freq=146.83; break; |
| 26 | case 'e': case 'E': freq=164.81; break; |
| 27 | case 'f': case 'F': freq=174.61; break; |
| 28 | case 'g': case 'G': freq=196; break; |
| 29 | case 'a': case 'A': freq=220; break; |
| 30 | case 'b': case 'B': freq=246.94; break; |
| 31 | default: return 0; |
| 32 | } |
| 33 | return (freq*pow(2,octave-1)); |
| 34 | } |
| 35 | |
| 36 | void play_melody(char sndpin, char *melody, char octave, int duration) { |
| 37 | for(char i=0;melody[i]!=0;i++) sound(sndpin, get_tone(melody[i], octave), duration); |
| 38 | return; |
| 39 | } |
| 40 | |
| 41 | void setup() { // run once, when the sketch starts |
| 42 | Serial.begin(115200); |
| 43 | } |
| 44 | |
| 45 | void play_drum(char sndpin, char drum) { |
| 46 | char c; int i; float f; |
| 47 | switch (drum) { |
| 48 | //BassDrums |
| 49 | case 'b': for(f=0;f<30;f+=4) {sound(sndpin, 60, 20); delay(f);} break; |
| 50 | case 'B': for(i=0;i<=150;i+=10) sound(sndpin, i, 10); break; |
| 51 | case 'd': for(i=150;i>=0;i-=10) sound(sndpin, i, 10); break; |
| 52 | case 'D': for(i=100;i>=40;i-=10) sound(sndpin, i, 6); break; |
| 53 | //Snares |
| 54 | case 's': for(f=0;f<1;f+=0.1) sound(sndpin, sin(f)*1000, 5); break; |
| 55 | case 'S': for(f=0;f<1;f+=0.1) sound(sndpin, sin(f)*1000+(rand()/100), 5); break; |
| 56 | case 'z': for(f=0;f<1;f+=0.15) { sound(sndpin, sin(f)*1000+(rand()/1000), 5); delay(f*10); } break; |
| 57 | //Crashes |
| 58 | case 'c': for(f=1.2;f<1.5;f+=0.01) { sound(sndpin, 700+(rand()/500), 2); delay(1/sin(f)); } break; |
| 59 | case 'C': for(f=1;f<1.3;f+=0.01) { sound(sndpin, (70+(rand()/500))*(f/0.1), 2); /*delay(1/sin(f));*/ } break; |
| 60 | //Ambient |
| 61 | case 'r': for(i=0;i<300;i++) sound(sndpin, rand()*100, 5); break; |
| 62 | //Intros |
| 63 | case 'i': for(i=0;i<150;i++) sound(sndpin, i*100, 5); break; |
| 64 | case 'I': for(f=0;f<1;f+=0.01) {sound(sndout, sin(f)*550, 10); sound(sndout, cos(f)*400, 10); } break; |
| 65 | //Outros |
| 66 | case 'o': for(f=1;f>0.3;f-=0.01) { sound(sndpin, sin(f)*1000+(rand()/100), 5); delay(40/f); } break; |
| 67 | default: delay(100); |
| 68 | } |
| 69 | } |
| 70 | |
| 71 | void play_rythm(char sndpin, char *rythm) { |
| 72 | for(char i=0;rythm[i]!=0;i++) play_drum(sndpin, rythm[i]); |
| 73 | return; |
| 74 | } |
| 75 | |
| 76 | void loop() { // run over and over again |
| 77 | //delay(10000); return;//Silence! I'll kill you! |
| 78 | //while(1) sound(sndout, rand()/20, 10); |
| 79 | //int i=0; while(1) sound(sndout, i++, 10); |
| 80 | //float i=0; while(1) sound(sndout, sin(i+=0.01)*600, 10); |
| 81 | //float i=0; while(1) { sound(sndout, sin(i+=0.01)*550, 10); sound(sndout, cos(i)*400, 10); } |
| 82 | //sound(sndout, 440, 30000); |
| 83 | |
| 84 | //play_drum(sndout, 'D'); delay(1000); return; |
| 85 | //play_drum(sndout, Serial.read()); return; |
| 86 | |
| 87 | /* |
| 88 | play_rythm(sndout, "r iI "); |
| 89 | play_melody(sndout, "c c c cc dd d eee ", 1, 100); |
| 90 | play_rythm(sndout, "B D B d s B D s B d c B s D C B d S B D S B b s d So "); |
| 91 | */ |
| 92 | |
| 93 | sound(sndout, analogRead(0), 10); return; |
| 94 | |
| 95 | /* |
| 96 | char rythm[]= |
| 97 | "b " |
| 98 | "D D D d D d " |
| 99 | "D D D d D d " |
| 100 | "i " |
| 101 | "D D D d D d " |
| 102 | "D D D d D d " |
| 103 | "I " |
| 104 | "D s D S D d " |
| 105 | "D D z d D d " |
| 106 | "ddDDb " |
| 107 | "D D D d D s " |
| 108 | "D D D d D s " |
| 109 | "o"; |
| 110 | |
| 111 | play_rythm(sndout, rythm); |
| 112 | */ |
| 113 | /*int octave, duration; |
| 114 | char melody[]="CCDEECCFFAAGGE-CCDEGGEFEDDCC-CCDEECCFFAAGGE-CCDEGGEFEDDC"; octave=1; duration=300; //Bob Marley's Redemption song - intro ;D |
| 115 | play_melody(sndout, melody, octave, duration);*/ |
| 116 | delay(4000); |
| 117 | } |
| 118 | |