/* * Bit-bang sound * <~~Harvie 2oo8 */ #define sndout 13 void sound(char sndpin, float freq, float duration) { //Play bit-bang sound if(duration<=0) return; if(freq<=0) { delay(duration); return; } freq=((1000000/2)/freq); //Convert freq to delay (us) duration*=1000; //Convert duration to us pinMode(sndpin, OUTPUT); for(;duration>0;duration-=2*freq) { digitalWrite(sndpin, HIGH); delayMicroseconds(freq); digitalWrite(sndpin, LOW); delayMicroseconds(freq); } pinMode(sndpin, INPUT); //Close pin to avoid noise (optional) } float get_tone(char tone, char octave) { //Return tone frequency or 0 if(octave+tone<=0) return 0; float freq; switch (tone) { //THX2MS GW-BASIC Reference 4freqs muhaha ;D case 'c': case 'C': freq=130.81; break; case 'd': case 'D': freq=146.83; break; case 'e': case 'E': freq=164.81; break; case 'f': case 'F': freq=174.61; break; case 'g': case 'G': freq=196; break; case 'a': case 'A': freq=220; break; case 'b': case 'B': freq=246.94; break; default: return 0; } return (freq*pow(2,octave-1)); } void play_melody(char sndpin, char *melody, char octave, int duration) { for(char i=0;melody[i]!=0;i++) sound(sndpin, get_tone(melody[i], octave), duration); return; } void setup() { // run once, when the sketch starts Serial.begin(115200); } void play_drum(char sndpin, char drum) { char c; int i; float f; switch (drum) { //BassDrums case 'b': for(f=0;f<30;f+=4) {sound(sndpin, 60, 20); delay(f);} break; case 'B': for(i=0;i<=150;i+=10) sound(sndpin, i, 10); break; case 'd': for(i=150;i>=0;i-=10) sound(sndpin, i, 10); break; case 'D': for(i=100;i>=40;i-=10) sound(sndpin, i, 6); break; //Snares case 's': for(f=0;f<1;f+=0.1) sound(sndpin, sin(f)*1000, 5); break; case 'S': for(f=0;f<1;f+=0.1) sound(sndpin, sin(f)*1000+(rand()/100), 5); break; case 'z': for(f=0;f<1;f+=0.15) { sound(sndpin, sin(f)*1000+(rand()/1000), 5); delay(f*10); } break; //Crashes case 'c': for(f=1.2;f<1.5;f+=0.01) { sound(sndpin, 700+(rand()/500), 2); delay(1/sin(f)); } break; 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; //Ambient case 'r': for(i=0;i<300;i++) sound(sndpin, rand()*100, 5); break; //Intros case 'i': for(i=0;i<150;i++) sound(sndpin, i*100, 5); break; case 'I': for(f=0;f<1;f+=0.01) {sound(sndout, sin(f)*550, 10); sound(sndout, cos(f)*400, 10); } break; //Outros case 'o': for(f=1;f>0.3;f-=0.01) { sound(sndpin, sin(f)*1000+(rand()/100), 5); delay(40/f); } break; default: delay(100); } } void play_rythm(char sndpin, char *rythm) { for(char i=0;rythm[i]!=0;i++) play_drum(sndpin, rythm[i]); return; } void loop() { // run over and over again //delay(10000); return;//Silence! I'll kill you! //while(1) sound(sndout, rand()/20, 10); //int i=0; while(1) sound(sndout, i++, 10); //float i=0; while(1) sound(sndout, sin(i+=0.01)*600, 10); //float i=0; while(1) { sound(sndout, sin(i+=0.01)*550, 10); sound(sndout, cos(i)*400, 10); } //sound(sndout, 440, 30000); //play_drum(sndout, 'D'); delay(1000); return; //play_drum(sndout, Serial.read()); return; /* play_rythm(sndout, "r iI "); play_melody(sndout, "c c c cc dd d eee ", 1, 100); 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 "); */ sound(sndout, analogRead(0), 10); return; /* char rythm[]= "b " "D D D d D d " "D D D d D d " "i " "D D D d D d " "D D D d D d " "I " "D s D S D d " "D D z d D d " "ddDDb " "D D D d D s " "D D D d D s " "o"; play_rythm(sndout, rythm); */ /*int octave, duration; char melody[]="CCDEECCFFAAGGE-CCDEGGEFEDDCC-CCDEECCFFAAGGE-CCDEGGEFEDDC"; octave=1; duration=300; //Bob Marley's Redemption song - intro ;D play_melody(sndout, melody, octave, duration);*/ delay(4000); }