/
Piezo.h
880 lines (795 loc) · 30.7 KB
/
Piezo.h
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#ifndef Piezo_h
#define Piezo_h
/*
#define c3 7634
#define d3 6803
#define e3 6061
#define f3 5714
#define g3 5102
#define a3 4545
#define b3 4049
#define c4 3816 // 261 Hz
#define d4 3401 // 294 Hz
#define e4 3030 // 329 Hz
#define f4 2865 // 349 Hz
#define g4 2551 // 392 Hz
#define a4 2272 // 440 Hz
#define a4s 2146
#define b4 2028 // 493 Hz
#define c5 1912 // 523 Hz
#define d5 1706
#define d5s 1608
#define e5 1517 // 659 Hz
#define f5 1433 // 698 Hz
#define g5 1276
#define a5 1136
#define a5s 1073
#define b5 1012
#define c6 955
#define R 0 // Define a special note, 'R', to represent a rest
*/
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
const PROGMEM uint16_t jamesMelody[] = {
NOTE_G4,NOTE_G4,0,NOTE_G4,NOTE_G4,0,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_G4,
NOTE_B3,NOTE_G3,NOTE_C4,NOTE_G3,NOTE_CS4,NOTE_G3,NOTE_C4,NOTE_G3,NOTE_B3,NOTE_G3,NOTE_C4,NOTE_G3,NOTE_CS4,NOTE_G3,NOTE_C4,NOTE_G3,
NOTE_E4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_E4,NOTE_E4,NOTE_E4,
NOTE_E4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_E4,NOTE_E4,NOTE_E4,
//Introduction
NOTE_E4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_E4,NOTE_E4,NOTE_E4,
NOTE_E4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_E4,NOTE_E4,NOTE_E4,
NOTE_E4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_F4,NOTE_E4,NOTE_E4,NOTE_E4,
NOTE_E4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_G4,NOTE_E4,NOTE_E4,NOTE_E4,
NOTE_DS5,NOTE_D5,NOTE_B4,NOTE_A4,NOTE_B4,
NOTE_E4,NOTE_G4,NOTE_DS5,NOTE_D5,NOTE_G4,NOTE_B4,
NOTE_B4,NOTE_FS5,NOTE_F5,NOTE_B4,NOTE_D5,NOTE_AS5,
NOTE_A5,NOTE_F5,NOTE_A5,NOTE_DS6,NOTE_D6
};
const PROGMEM uint16_t jamesTempo [] = {
8, 8, 2, 8, 8, 2,16, 8,16, 8,
8, 2, 4, 2, 4, 2, 4, 2, 4, 2,
4, 2, 4, 2, 4, 2, 4, 8,16,16,
8, 4, 8, 8, 8, 8,16,16, 8, 4,
8, 8, 8, 8,16,16, 8, 4, 8, 8,
8, 8,16,16, 8, 4, 8, 8, 8, 8,
16,16, 8, 4, 8, 8, 8, 8,16,16,
8, 4, 8, 8, 8, 8, 2, 8, 8, 1,
8, 4, 8, 4, 8, 8, 8, 8, 4, 8,
4, 8, 4, 8, 4, 8, 3
};
const PROGMEM uint16_t tetrisMelody[] = {
NOTE_E5, NOTE_E3, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_E5, NOTE_D5, NOTE_C5,
NOTE_B4, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_C5, NOTE_E5, NOTE_A3, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_G4, NOTE_C5, NOTE_D5, NOTE_E3, NOTE_E5,
NOTE_E3, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_B2,
NOTE_C3, NOTE_D3, NOTE_D5, NOTE_F5, NOTE_A5, NOTE_C5, NOTE_C5, NOTE_G5,
NOTE_F5, NOTE_E5, NOTE_C3, 0, NOTE_C5, NOTE_E5, NOTE_A4, NOTE_G4, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_G4, NOTE_E5,
NOTE_G4, NOTE_C5, NOTE_E4, NOTE_A4, NOTE_E3, NOTE_A4, 0,
NOTE_E5, NOTE_E3, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_E5, NOTE_D5, NOTE_C5,
NOTE_B4, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_C5, NOTE_E5, NOTE_A3, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_G4, NOTE_C5, NOTE_D5, NOTE_E3, NOTE_E5,
NOTE_E3, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_B2,
NOTE_C3, NOTE_D3, NOTE_D5, NOTE_F5, NOTE_A5, NOTE_C5, NOTE_C5, NOTE_G5,
NOTE_F5, NOTE_E5, NOTE_C3, 0, NOTE_C5, NOTE_E5, NOTE_A4, NOTE_G4, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_G4, NOTE_E5,
NOTE_G4, NOTE_C5, NOTE_E4, NOTE_A4, NOTE_E3, NOTE_A4, 0,
NOTE_E4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_D4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_A3, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_GS3, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_E4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_D4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_C4, NOTE_E3, NOTE_E4, NOTE_E3, NOTE_A4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_GS4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_E5, NOTE_E3, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_E5, NOTE_D5, NOTE_C5,
NOTE_B4, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_C5, NOTE_E5, NOTE_A3, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_G4, NOTE_C5, NOTE_D5, NOTE_E3, NOTE_E5,
NOTE_E3, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_B2,
NOTE_C3, NOTE_D3, NOTE_D5, NOTE_F5, NOTE_A5, NOTE_C5, NOTE_C5, NOTE_G5,
NOTE_F5, NOTE_E5, NOTE_C3, 0, NOTE_C5, NOTE_E5, NOTE_A4, NOTE_G4, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_G4, NOTE_E5,
NOTE_G4, NOTE_C5, NOTE_E4, NOTE_A4, NOTE_E3, NOTE_A4, 0,
NOTE_E5, NOTE_E3, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_E5, NOTE_D5, NOTE_C5,
NOTE_B4, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_C5, NOTE_E5, NOTE_A3, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_G4, NOTE_C5, NOTE_D5, NOTE_E3, NOTE_E5,
NOTE_E3, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_A4, NOTE_A3, NOTE_B2,
NOTE_C3, NOTE_D3, NOTE_D5, NOTE_F5, NOTE_A5, NOTE_C5, NOTE_C5, NOTE_G5,
NOTE_F5, NOTE_E5, NOTE_C3, 0, NOTE_C5, NOTE_E5, NOTE_A4, NOTE_G4, NOTE_D5,
NOTE_C5, NOTE_B4, NOTE_E4, NOTE_B4, NOTE_C5, NOTE_D5, NOTE_G4, NOTE_E5,
NOTE_G4, NOTE_C5, NOTE_E4, NOTE_A4, NOTE_E3, NOTE_A4, 0,
NOTE_E4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_D4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_A3, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_GS3, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_E4, NOTE_E3, NOTE_A2, NOTE_E3, NOTE_C4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_D4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_B3, NOTE_E3, NOTE_GS2, NOTE_E3,
NOTE_C4, NOTE_E3, NOTE_E4, NOTE_E3, NOTE_A4, NOTE_E3, NOTE_A2, NOTE_E3,
NOTE_GS4, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_GS2, NOTE_E3, NOTE_GS2, NOTE_E3
};
const PROGMEM uint16_t tetrisTempo [] = {
8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 4, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 4, 4,
8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 4, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 4, 4,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 4, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 4, 4,
8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 4, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 16, 16, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 4, 4,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8,
};
const PROGMEM uint16_t nyanCatMelody[] = {
NOTE_DS5, NOTE_E5, NOTE_FS5, 0, NOTE_B5, NOTE_E5, NOTE_DS5, NOTE_E5, NOTE_FS5, NOTE_B5, NOTE_DS6, NOTE_E6, NOTE_DS6, NOTE_AS5, NOTE_B5, 0,
NOTE_FS5, 0, NOTE_DS5, NOTE_E5, NOTE_FS5, 0, NOTE_B5, NOTE_CS6, NOTE_AS5, NOTE_B5, NOTE_CS6, NOTE_E6, NOTE_DS6, NOTE_E6, NOTE_CS6,
NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4,
NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4
};
const PROGMEM uint16_t nyanCatTempo [] = {
16,16,16,16,16,16,16,16,16,16,
16,16,16,16,16,16,16,16,16,16,
16,16, 8,16,16,16,16,16,16,16,
16, 8, 8,16,16,16,16,16,16, 8,
8, 8, 8,16,16,16,16,16,16,16,
16,16,16,16,16,16,16, 8, 8,16,
16,16,16,16,16,16,16,16,16,16,
16, 8,16,16,16,16,16,16,16,16,
8, 8, 8, 8, 8,16,16,16,16,16,
16, 8, 8, 8, 8,16,16,16,16,16,
// 100
16,16,16,16,16,16,16,16,16, 8,
8,16,16,16,16,16,16,16,16,16,
16,16,16, 8,16,16,16,16,16,16,
16,16, 8, 8, 8, 8,16,16, 8,16,
16,16,16,16,16,16,16,16,16, 8,
8,16,16,16,16,16,16,16,16,16,
16,16,16, 8,16,16, 8,16,16,16,
16,16,16,16,16,16,16, 8,16,16,
16,16,16,16,16,16,16,16, 8, 8,
8,16,16, 8,16,16,16,16,16,16,
//200
16,16,16,16, 8, 8,16,16,16,16,
16,16,16,16,16,16,16,16, 8,16,
16, 8,16,16,16,16,16,16,16,16,
16,16, 8,16,16,16,16,16,16,16,
16,16,16, 8, 8, 8, 8,16,16,16,
16,16,16, 8, 8, 8, 8,16,16,16,
16,16,16,16,16,16,16,16,16,16,
16, 8, 8,16,16,16,16,16,16,16,
16,16,16,16,16, 8,16,16,16,16,
16,16,16,16, 8, 8, 8, 8, 8,16,
//300
16,16,16,16,16, 8, 8, 8, 8,16,
16,16,16,16,16,16,16,16,16,16,
16,16,16, 8, 8,16,16,16,16,16,
16,16,16,16,16,16,16, 8,16,16,
16,16,16,16,16,16, 8, 8, 8, 8,
16,16, 8,16,16,16,16,16,16,16,
16,16,16, 8, 8,16,16,16,16,16,
16,16,16,16,16,16,16, 8,16,16,
8,16,16,16,16,16,16,16,16,16,
16, 8,16,16,16,16,16,16,16,16,
//400
16,16, 8, 8, 8,16,16, 8,16,16,
16,16,16,16,16,16,16,16, 8, 8,
16,16,16,16,16,16,16,16,16,16,
16,16, 8,16,16, 8,16,16,16,16,
16,16,16,16,16,16, 8,16,16,16,
16,16,16,16,16,16,16,8,8
};
// Santa Claus is coming to town
const PROGMEM uint16_t jeopardyMelody [] = {
NOTE_C2, NOTE_F3, NOTE_C3, NOTE_A2,
NOTE_C3, NOTE_F3, NOTE_C3,
NOTE_C3, NOTE_F3, NOTE_C3, NOTE_F3,
NOTE_AS3, NOTE_G3, NOTE_F3, NOTE_E3, NOTE_D3, NOTE_CS3,
NOTE_C3, NOTE_F3, NOTE_C3, NOTE_A2, // the same again
NOTE_C3, NOTE_F3, NOTE_C3,
NOTE_AS3, 0, NOTE_G3, NOTE_F3,
NOTE_E3, NOTE_D3, NOTE_CS3, NOTE_C3
};
const PROGMEM uint16_t jeopardyTempo [] = {
4, 4, 4, 4,
4, 4, 2,
4, 4, 4, 4,
3, 8, 8, 8, 8, 8,
4, 4, 4, 4, // the same again
4, 4, 2,
4, 8, 8, 4, 4,
4, 4, 4, 4,
0
};
// Santa Claus is coming to town
const PROGMEM uint16_t santaMelody [] = {
NOTE_G4,
NOTE_E4, NOTE_F4, NOTE_G4, NOTE_G4, NOTE_G4,
NOTE_A4, NOTE_B4, NOTE_C5, NOTE_C5, NOTE_C5,
NOTE_E4, NOTE_F4, NOTE_G4, NOTE_G4, NOTE_G4,
NOTE_A4, NOTE_G4, NOTE_F4, NOTE_F4,
NOTE_E4, NOTE_G4, NOTE_C4, NOTE_E4,
NOTE_D4, NOTE_F4, NOTE_B3,
NOTE_C4
};
const PROGMEM uint16_t santaTempo [] = {
8,
8, 8, 4, 4, 4,
8, 8, 4, 4, 4,
8, 8, 4, 4, 4,
8, 8, 4, 2,
4, 4, 4, 4,
4, 2, 4,
1
};
// We wish you a merry Christmas
const PROGMEM uint16_t merryMelody [] = {
NOTE_B3,
NOTE_F4, NOTE_F4, NOTE_G4, NOTE_F4, NOTE_E4,
NOTE_D4, NOTE_D4, NOTE_D4,
NOTE_G4, NOTE_G4, NOTE_A4, NOTE_G4, NOTE_F4,
NOTE_E4, NOTE_E4, NOTE_E4,
NOTE_A4, NOTE_A4, NOTE_B4, NOTE_A4, NOTE_G4,
NOTE_F4, NOTE_D4, NOTE_B3, NOTE_B3,
NOTE_D4, NOTE_G4, NOTE_E4,
NOTE_F4
};
const PROGMEM uint16_t merryTempo [] = {
4,
4, 8, 8, 8, 8,
4, 4, 4,
4, 8, 8, 8, 8,
4, 4, 4,
4, 8, 8, 8, 8,
4, 4, 8, 8,
4, 4, 4,
2
};
// jingle bells
const PROGMEM uint16_t jingleMelody [] =
{
NOTE_E5, NOTE_E5, NOTE_E5,
NOTE_E5, NOTE_E5, NOTE_E5,
NOTE_E5, NOTE_G5, NOTE_C5, NOTE_D5,
NOTE_E5,
NOTE_F5, NOTE_F5, NOTE_F5, NOTE_F5,
NOTE_F5, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_E5,
NOTE_E5, NOTE_D5, NOTE_D5, NOTE_E5,
NOTE_D5, NOTE_G5};
const PROGMEM uint16_t jingleTempo [] =
{
8, 8, 4, 8, 8, 4, 8, 8, 8, 8,
2, 8, 8, 8, 8, 8, 8, 8, 16, 16,
8, 8, 8, 8, 4, 4};
const PROGMEM uint16_t shaveMelody [] =
{ NOTE_C4, NOTE_G3, NOTE_G3, NOTE_A3, NOTE_G3, 0, NOTE_B3, NOTE_C4};
const PROGMEM uint16_t shaveTempo [] =
{8, 16, 16, 8, 8, 4, 8, 8};
const PROGMEM uint16_t chargeMelody [] =
{ NOTE_C3, NOTE_E3, NOTE_G3, NOTE_G3, 0, NOTE_E3, NOTE_G3};
const PROGMEM uint16_t chargeTempo [] =
{ 16, 16, 16, 16, 16, 16, 4};
// Melody 1: Star Wars Imperial March
const PROGMEM uint16_t starWarsMelody[] = {
NOTE_A4, 0, NOTE_A4, 0, NOTE_A4, 0, NOTE_F4, 0, NOTE_C5, 0, NOTE_A4, 0,
NOTE_F4, 0, NOTE_C5, 0, NOTE_A4, 0, NOTE_E5, 0, NOTE_E5, 0, NOTE_E5, 0,
NOTE_F5, 0, NOTE_C5, 0, NOTE_A4, 0, NOTE_F4, 0, NOTE_C5, 0, NOTE_A4, 0
};
const PROGMEM uint16_t starWarsTempo[] = {
6, 10, 6, 10, 6, 10, 10, 10, 20, 10, 6, 10,
10, 10, 20, 10, 3, 10, 6, 10, 6, 10, 6, 10,
10, 10, 20, 10, 6, 10, 10, 10, 20, 10, 3, 10
};
const PROGMEM uint16_t marioMelody [] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7, 0, NOTE_C7, NOTE_E7, 0,
NOTE_G7, 0, 0, 0, NOTE_G6, 0, 0, 0,
NOTE_C7, 0, 0, NOTE_G6, 0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6, 0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7, NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0,NOTE_C7, NOTE_D7, NOTE_B6, 0, 0,
NOTE_C7, 0, 0, NOTE_G6, 0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6, 0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7, NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0,NOTE_C7, NOTE_D7, NOTE_B6, 0, 0,
NOTE_E7, NOTE_E7, 0, NOTE_E7, 0, NOTE_C7, NOTE_E7, 0, NOTE_G7
};
//Mario main them tempo
const PROGMEM uint16_t marioTempo [] = {
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12, 12, 12, 12,
12, 12, 12, 12, 12
};
class Piezo {
public:
// _piezoPin = digital output pin that the "+" end of piezo is connected to
// _msDuration = number of milliseconds that tone should continue (-1 = forever)
Piezo (int _piezoPin, int _msDuration = 5000) {
piezoPin = _piezoPin;
msDuration = millis() + _msDuration;
changeFrequency = millis() + 1;
pinMode(piezoPin, OUTPUT);//buzzer
}; // constructor
void stop() {
state = 0;
noTone (piezoPin);
msDuration = -1;
}
void siren () {
state = 1;
frequency = minFrequency;
changeFrequency = 1;
};
void buzz(int targetPin, long frequency, long length) {
long delayValue = 1000000/frequency/2; // calculate the delay value between transitions
//// 1 second's worth of microseconds, divided by the frequency, then split in half since
//// there are two phases to each cycle
long numCycles = frequency * length/ 1000; // calculate the number of cycles for proper timing
//// multiply frequency, which is really cycles per second, by the number of seconds to
//// get the total number of cycles to produce
for (long i=0; i < numCycles; i++){ // for the calculated length of time...
digitalWrite(targetPin,HIGH); // write the buzzer pin high to push out the diaphram
delayMicroseconds(delayValue); // wait for the calculated delay value
digitalWrite(targetPin,LOW); // write the buzzer pin low to pull back the diaphram
delayMicroseconds(delayValue); // wait again or the calculated delay value
}
}
void upTone() {
if (currentTone < maxFrequency) {
currentTone = currentTone + 250;
}
buzz (piezoPin, currentTone, 100 );
}
void downTone() {
if (currentTone > minFrequency) {
currentTone = currentTone - 250;
}
buzz (piezoPin, currentTone, 100 );
}
void fireSound () {
frequency = 1000;
state = 2;
msDuration = millis() + 400;
changeFrequency = 1;
};
void hitSound() {
state = 5;
frequency = maxFrequency;
changeFrequency = 1;
msDuration = millis() + 300;
};
void startSong (int whichSong ) {
state = whichSong;
noteCount = 0;
msDuration = -1;
}
// PLAY TONE //
// Pulse the speaker to play a tone for a particular duration
void playTone(int toneM, long duration) {
long elapsed_time = 0;
int rest_count = 50; // Loop variable to increase Rest length (BLETCHEROUS HACK; See NOTES)
if (toneM > 0) { // if this isn't a Rest beat, while the tone has
// played less long than 'duration', pulse speaker HIGH and LOW
while (elapsed_time < duration) {
if (Serial.available())
break;
digitalWrite(2,HIGH);
delayMicroseconds(toneM / 2);
// DOWN
digitalWrite(2, LOW);
delayMicroseconds(toneM / 2);
// Keep track of how long we pulsed
elapsed_time += (toneM);
}
}
else { // Rest beat; loop times delay
for (int j = 0; j < rest_count; j++) { // See NOTE on rest_count
delayMicroseconds(duration);
}
}
}
void noSong() {
Serial.print ( "Done with Song" );
Serial.println ( state );
state = 0; // Done
noTone (piezoPin);
}
void playNote () {
unsigned int tempo;
int noteDuration;
tempo = getTempo (noteCount ); // pgm_read_word_near (shaveTempo + noteCount );
noteDuration = 1000 / tempo;
buzz(piezoPin, getNote(noteCount) ,noteDuration);
changeFrequency = millis() + (noteDuration * 1.3 );
noteCount = noteCount + 1;
}
void computing() {
state = 3;
msDuration = millis() + 1500;
changeFrequency = 1;
};
void update (void) {
switch (state) {
case 1: // Police Siren
tone(piezoPin, frequency);
if (frequency == maxFrequency) {
step = -1; // Go down
} else if (frequency == minFrequency) {
step = 1; // Go up
}
if (millis() > changeFrequency) {
changeFrequency = millis() + 1;
frequency = frequency + step;
}
break;
case 2: // fireSound
if (millis() > changeFrequency) {
frequency = frequency + 40;
tone(piezoPin, frequency);
changeFrequency = millis() + 4;
}
break;
case 3: // Computing
if (millis() > changeFrequency) {
frequency = random (6000, 9000);
tone(piezoPin, frequency);
changeFrequency = millis() + 50;
}
break;
case 4: // Movement
if (millis() > changeFrequency) {
frequency = random (3000, 4000);
tone(piezoPin, frequency);
changeFrequency = millis() + 15;
}
break;
case 5: // HitSound
tone(piezoPin, frequency);
if (frequency >= maxFrequency) {
step = -1; // Go down
} else if (frequency <= minFrequency) {
step = 1; // Go up
}
if (millis() > changeFrequency) {
changeFrequency = millis() + 5;
frequency = frequency + (step * 15);
}
break;
case 6: // Mario Theme
if (millis() > changeFrequency) {
if (noteCount == 87) { // Last note has been played
noSong ();
} else {
playNote ();
}
}
break;
case 7: // Star Wars Theme
if (millis() > changeFrequency) {
if (noteCount == 36) {
noSong ();
} else {
playNote ();
}
}
break;
case 8: // Shave and a haircut 2 bits
if (millis() > changeFrequency) {
if (noteCount == 8) {
noSong ();
} else {
playNote ();
}
}
break;
case 9: // Jingle Bells
if (millis() > changeFrequency) {
if (noteCount == 26) {
noSong ();
} else {
playNote ();
}
}
break;
case 10: // We wish you a merry christmas
if (millis() > changeFrequency) {
if (noteCount == 30) {
noSong ();
} else {
playNote ();
}
}
break;
case 11: // Santa claus is coming to town
if (millis() > changeFrequency) {
if (noteCount == 28) {
noSong ();
} else {
playNote ();
}
}
break;
case 12: // Jeopardy
if (millis() > changeFrequency) {
if (noteCount == 32) {
noSong ();
} else {
playNote ();
}
}
break;
case 13: // nyan Cat
if (millis() > changeFrequency) {
if (noteCount == 459) {
noSong ();
} else {
playNote ();
}
}
break;
case 14: // tetris
if (millis() > changeFrequency) {
if (noteCount == 459) {
noSong ();
} else {
playNote ();
}
}
break;
case 15: // James Bond
if (millis() > changeFrequency) {
if (noteCount == 97) {
noSong ();
} else {
playNote ();
}
}
break;
case 16: // Charge
if (millis() > changeFrequency) {
if (noteCount == 7) {
noSong ();
} else {
playNote ();
}
}
break;
default:
break;
}
if (msDuration != -1) {
if (millis() > msDuration) {
stop();
}
} else {
noTone (piezoPin);
}
};
// Change these values for a different sound 0
int minFrequency = 700; // Frequency of low tone
int maxFrequency = 1100; // Frequency of high tone
int state = 0;
private:
int noteCount = 0;
// Values set in the constructor
int piezoPin;
int timeout;
unsigned long msDuration = -1;
int frequency = minFrequency;
int currentTone = minFrequency;
int step = 1;
unsigned long changeFrequency = 0;
unsigned int getNote (int noteCount) {
unsigned int value = 0;
switch (state) {
case 6: // Mario Theme
value = pgm_read_word_near (marioMelody + noteCount );
break;
case 7: // Star wars theme
value = pgm_read_word_near (starWarsMelody + noteCount );
break;
case 8: // Shave and a haircut
value = pgm_read_word_near (shaveMelody + noteCount );
break;
case 9: // Jingle Bells
value = pgm_read_word_near (jingleMelody + noteCount );
break;
case 10: // We wish you a merry christmas
value = pgm_read_word_near (merryMelody + noteCount );
break;
case 11: // Santa claus is coming to town
value = pgm_read_word_near (santaMelody + noteCount );
break;
case 12: // Jeopardy
value = pgm_read_word_near (jeopardyMelody + noteCount );
break;
case 13: // Nyan Cat
value = pgm_read_word_near (nyanCatMelody + noteCount );
break;
case 14: // Tetris
value = pgm_read_word_near (tetrisMelody + noteCount );
break;
case 15: // James Bond
value = pgm_read_word_near (jamesMelody + noteCount );
break;
case 16: // Charge
value = pgm_read_word_near (chargeMelody + noteCount );
break;
default:
break;
}
return value;
}
unsigned int getTempo (int noteCount) {
unsigned int value = 0;
switch (state) {
case 6: // Mario Theme
value = pgm_read_word_near (marioTempo + noteCount );
break;
case 7: // Star wars theme
value = pgm_read_word_near (starWarsTempo + noteCount );
break;
case 8: // Shave and a haircut
value = pgm_read_word_near (shaveTempo + noteCount );
break;
case 9: // Jingle Bells
value = pgm_read_word_near (jingleTempo + noteCount );
break;
case 10: // We wish you a merry christmas
value = pgm_read_word_near (merryTempo + noteCount );
break;
case 11: // Santa claus is coming to town
value = pgm_read_word_near (santaTempo + noteCount );
break;
case 12: // Jeopardy
value = pgm_read_word_near (jeopardyTempo + noteCount );
break;
case 13: // Nyan Cat
value = pgm_read_word_near (nyanCatTempo + noteCount );
break;
case 14: // Tetris
value = pgm_read_word_near (tetrisTempo + noteCount );
break;
case 15: // James Bond
value = pgm_read_word_near (jamesTempo + noteCount );
break;
case 16: // Charge
value = pgm_read_word_near (chargeTempo + noteCount );
break;
default:
break;
}
return value;
}
// Melody 2: Star Wars Theme
/*
int swmelody2[19] = { f4, f4, f4, a4s, f5, d5s, d5, c5, a5s, f5, d5s, d5, c5, a5s, f5, d5s, d5, d5s, c5};
int swbeats2[19] = { 21, 21, 21, 128, 128, 21, 21, 21, 128, 64, 21, 21, 21, 128, 64, 21, 21, 21, 128 };
*/
};
#endif