一、蜂鸣器播放提示器
这里我们要用Key,Delay,Nixie模块
并且把Nixie.c函数里的这两句注释,因为之前是动态显示,延时后马上清零,现在是静态显示,所以需要把他注释掉
// Delay(1);
// P0=0x00;
先验证一下模块是否正确代入
该现象为在数码管上显示按下按键的数字,复位就显示0
#include <REGX52.H>
#include " Delay.h"
#include " Key.h"
#include " Nixie.h"
unsigned char KeyNum;
void main()
{
Nixie(1,0);
while(1)
{
KeyNum=Key();
if(KeyNum)
{
Nixie(1,KeyNum);
}
}
}
上节课说过了,我们要让蜂鸣器的IO口翻转,翻转当然不止一次,要用到for循环,保证每翻转一次延时一段时间
之前我们写的Delay函数最短是延时1ms,但是标准的按键提示音一遍都是延时1000hz,也就是延时1us,所以我们在STC-ISP的软件延时计时器选择延时500us的函数
这样我们再把翻转的次数乘2,这样就是1000us了
#include <REGX52.H>
#include "Delay.h"
//蜂鸣器端口
sbit Buzzer=P2^5;
/**
* @brief 蜂鸣器私有延时函数,延时500us
* @param 无
* @retval 无
*/
void Buzzer_Delay500us() //@11.0592MHz
{
unsigned char i;
i = 227;
while (--i);
}
/**
* @brief 蜂鸣器发声
* @param ms 发声的时长
* @retval 无
*/
void Buzzer_Time(unsigned int ms)
{
unsigned int i;
for(i=0;i<ms*2;i++)
{
Buzzer=!Buzzer;
Buzzer_Delay500us();
}
}
?/Buzzer.h
#ifndef __BUZZER_H__
#define __BUZZER_H__
void Buzzer_Time(unsigned int ms);
#endif
//main.c
#include <REGX52.H>
#include " Delay.h"
#include " Key.h"
#include " Nixie.h"
#include " Buzzer.h"
sbit Buzzer=P2^5;
unsigned char KeyNum;
unsigned int i;
void main()
{
Nixie(1,0);
while(1)
{
KeyNum=Key();
if(KeyNum)
{
Buzzer_Time(100);
Delay(1);
}
}
}
这样第一个代码就完成啦
二、蜂鸣器音乐
这部分我们需要用到Delay和Timer0模块
1.取音符
我们定义一个数组导入上一节求出的重装载值,然后赋值给TL0和TH0,然后在中断函数里对Buzzer口取反,即每中断一次就取反一次
下面的代码是针对最低音的取值
#include <REGX52.H>
#include " Delay.h"
#include " Timer0.h"
sbit Buzzer=P2^5;
unsigned int FreqTable[]={
63628,63731,63835,63928,64201,64103,64185,64260,64331,64400,64463,64528,
64580,64633,64684,64732,64777,64820,64860,64898,64934,64968,65000,65030,
65058,65085,65110,65134,65157,65178,65198,65217,65235,65252,65268,68283,
}
void main()
{
Timer0Init();
while(1)
{
}
}
void Timer0_Routine() interrupt 1
{
TL0 = FreqTable[0]%256; //设置定时初值
TH0 = FreqTable[0]/256; //设置定时初值
Buzzer=!Buzzer;
}
2.根据时间取音符
我们先对照把音符对应的重装载值表做一个索引,即0-35
接着在看上图,把每个音符对应的重装载值的索引找出来,存在一个数组里,这样再定义一个变量,让它自加,这样我们就能选择到每个音符,也就是选择到重装载值,这样就能弹奏了
#include <REGX52.H>
#include " Delay.h"
#include " Timer0.h"
sbit Buzzer=P2^5;
unsigned int FreqTable[]={
63628,63731,63835,63928,64201,64103,64185,64260,64331,64400,64463,64528,
64580,64633,64684,64732,64777,64820,64860,64898,64934,64968,65000,65030,
65058,65085,65110,65134,65157,65178,65198,65217,65235,65252,65268,68283,
};
unsigned char Music[]={12,12,19,19,21,21,19,17,17,16,16,14,14,12};
unsigned char FreqSelect,MusicSelect;
void main()
{
Timer0Init();
while(1)
{
FreqSelect=Music[MusicSelect];
MusicSelect++;
Delay(500);
}
}
void Timer0_Routine() interrupt 1
{
TL0 = FreqTable[FreqSelect]%256; //设置定时初值
TH0 = FreqTable[FreqSelect]/256; //设置定时初值
Buzzer=!Buzzer;
}
但实际操作起来发现旋律有了,但并不好听
这是因为我们相邻的音符直接只是加起来,而我们实际演奏时有手按下抬起的空余时间
我们就要模拟一个抬手的时间,我们在延时后面,关闭计时器,延时5ms,再打开,这样中间就有停顿了
然后我们发现有些音是两倍时间,我们又应该怎么控制每个音响的时间呢
因为分数不太好写代码,所以我们定义短的音符(如十六分音符)为基准,即1,长的音符即他的倍数,如四分音符就是4,全音符就是16
我们在前面定义音符索引的数组里,在每个索引后面再加上这个音符所对应的时长
我们前面定义4分音符是500ms,那么在这里16分音符就是125ms,为了方便修改,我们再定义一个变量存储这个500ms
#include <REGX52.H>
#include " Delay.h"
#include " Timer0.h"
sbit Buzzer=P2^5;
#define SPEED 500
unsigned int FreqTable[]={
63628,63731,63835,63928,64201,64103,64185,64260,64331,64400,64463,64528,
64580,64633,64684,64732,64777,64820,64860,64898,64934,64968,65000,65030,
65058,65085,65110,65134,65157,65178,65198,65217,65235,65252,65268,68283,
};
unsigned char Music[]={
12,4,
12,4,
19,4,
19,4,
21,4,
21,4,
19,4+4,
17,4,
17,4,
16,4,
16,4,
14,4,
14,4,
12,4+4
};
unsigned char FreqSelect,MusicSelect;
void main()
{
Timer0Init();
while(1)
{
FreqSelect=Music[MusicSelect];
MusicSelect++;
Delay(SPEED/4*Music[MusicSelect]);
MusicSelect++;
TR0=0;
Delay(5);
TR0=1;
}
}
void Timer0_Routine() interrupt 1
{
TL0 = FreqTable[FreqSelect]%256; //设置定时初值
TH0 = FreqTable[FreqSelect]/256; //设置定时初值
Buzzer=!Buzzer;
}
到这里我们的小星星就可以演奏出来啦
3.进阶--天空之城
扩展:图中鼠标所指的0代表的是休止符,即代表在这期间是没有声音的
我们在之前的重装载值数组加上一个“0”代表休止符,放到第0位
对应的我们的音符索引表里的索引也就需要加1
然后我们的中断函数里加多一条判断,如果FreqTable[FreqSelect]=0,即重装载值不为0时才开始计时(演奏)
我们再加一个音乐终止符,即在最后让音乐停止,我们选择在音乐索引数组里,在最后加一个0xFF,然后在主函数的while里加上判断,只要当音乐索引不等于0xFF才进行操作
到这里就把我们的代码彻底完善了
#include <REGX52.H>
#include " Delay.h"
#include " Timer0.h"
sbit Buzzer=P2^5;
#define SPEED 500
unsigned int FreqTable[]={
0,
63628,63731,63835,63928,64201,64103,64185,64260,64331,64400,64463,64528,
64580,64633,64684,64732,64777,64820,64860,64898,64934,64968,65000,65030,
65058,65085,65110,65134,65157,65178,65198,65217,65235,65252,65268,68283,
};
unsigned char Music[]={
13,4,
13,4,
20,4,
20,4,
22,4,
22,4,
20,4+4,
18,4,
18,4,
17,4,
17,4,
15,4,
15,4,
13,4+4,
0xFF
};
unsigned char FreqSelect,MusicSelect;
void main()
{
Timer0Init();
while(1)
{
if(Music[MusicSelect]!=0xFF)
{
FreqSelect=Music[MusicSelect];
MusicSelect++;
Delay(SPEED/4*Music[MusicSelect]);
MusicSelect++;
TR0=0;
Delay(5);
TR0=1;
}
else
{
TR0=0;
while(1);
}
}
}
void Timer0_Routine() interrupt 1
{
if(FreqTable[FreqSelect])
{
TL0 = FreqTable[FreqSelect]%256; //设置定时初值
TH0 = FreqTable[FreqSelect]/256; //设置定时初值
Buzzer=!Buzzer;
}
}
下面我们开始写天空之城的代码
首先先把音符直接定义索引 ,因为天空之城比较多音符,我们要把36个音符都定义完
接下来对照着简谱,完善音乐数组,以音符+时长的方式写进去
写完之后我们运行一下,会发现报错数说内存过大。这是因为我们的单片机RAM:512字节,也就说我们的数组超过512个字节,那我们就要把他存到ROM:8K里,我们就需要再定义数组的时候
unsigned char code Music[],加一个关键字“code”就可以啦
但是这个数组就只变成了只读,里面的值就不能再更改
下面是完整代码
其实我们只需要通过修改音乐函数就可以演奏出歌曲啦
#include <REGX52.H>
#include " Delay.h"
#include " Timer0.h"
sbit Buzzer=P2^5;
#define SPEED 500
#define P 0
#define L1 1
#define L1_ 2
#define L2 3
#define L2_ 4
#define L3 5
#define L4 6
#define L4_ 7
#define L5 8
#define L5_ 9
#define L6 10
#define L6_ 11
#define L7 12
#define M1 13
#define M1_ 14
#define M2 15
#define M2_ 16
#define M3 17
#define M4 18
#define M4_ 19
#define M5 20
#define M5_ 21
#define M6 22
#define M6_ 23
#define M7 24
#define H1 25
#define H1_ 26
#define H2 27
#define H2_ 28
#define H3 29
#define H4 30
#define H4_ 31
#define H5 32
#define H5_ 33
#define H6 34
#define H6_ 35
#define H7 36
unsigned int code FreqTable[]={
0,
63628,63731,63835,63928,64201,64103,64185,64260,64331,64400,64463,64528,
64580,64633,64684,64732,64777,64820,64860,64898,64934,64968,65000,65030,
65058,65085,65110,65134,65157,65178,65198,65217,65235,65252,65268,68283,
};
unsigned char code Music[]= {
P,4,
P,4,
P,4,
M6,2,
M7,2,
H1,4+2,
M7,2,
H1,4,
H3,4,
M7,4+4+4,
M3,2,
M3,2,
M6,4+2,
M5,2,
M6,4,
H1,4,
M5,4+4+4,
M3,4,
M4,4+2,
M3,2,
M4,4,
H1,4,
M3,4+4,
P,2,
H1,2,
H1,2,
H1,2,
M7,4+2,
M4_,2,
M4_,4,
M7,4,
M7,4+4,
P,4,
M6,2,
M7,2,
H1,2+4,
M7,2,
H1,4,
H3,4,
M7,4+4+4,
M3,2,
M3,2,
M6,4+2,
M5,2,
M6,4,
H1,4,
M5,4+4+4,
M2,2,
M3,2,
M4,4,
H1,2,
M7,4,
H1,2+4,
H2,2,
H2,2,
H3,2,
H1,4+4,
M5,4+4+4,
M2,2,
M3,2,
M4,4,
H1,2,
H7,4,
H1,2+4,
H2,2,
H2,2,
H3,2,
H1,4+4,
H1,2,
M7,4,
M6,2,
M6,2,
M7,4,
M5_,4,
M6,4+4+4,
H1,2,
H2,2,
H3,2+4,
H2,2,
H3,4,
H5,4,
H2,4+4+4,
M5,2,
M5,2,
H1,2+4,
M7,2,
H1,4,
H3,4,
H3,4+4+4+4,
M6,2,
M7,2,
H1,4,
M7,4,
H2,2,
H2,2,
H1,2+4,
M5,2+4+4,
H4,4,
H3,4,
H2,4,
H1,4,
H3,4+4+4,
H3,4,
H6,4+4,
H5,4,
H5,4,
H3,2,
H2,2,
H1,4+4,
P,2,
H1,2,
H2,4,
H1,2,
H2,2,
H2,4,
H5,4,
H3,4+4+4,
H3,4,
H6,4+4,
H5,4+4,
H3,2,
H2,2,
H1,4+4,
P,2,
H1,2,
H2,4,
H1,2,
H2,2+4,
M7,4,
M6,4+4+4,
M6,2,
M7,2,
0xff,
};
unsigned char FreqSelect,MusicSelect;
void main()
{
Timer0Init();
while(1)
{
if(Music[MusicSelect]!=0xFF)
{
FreqSelect=Music[MusicSelect];
MusicSelect++;
Delay(SPEED/4*Music[MusicSelect]);
MusicSelect++;
TR0=0;
Delay(5);
TR0=1;
}
else
{
TR0=0;
while(1);
}
}
}
void Timer0_Routine() interrupt 1
{
if(FreqTable[FreqSelect])
{
TL0 = FreqTable[FreqSelect]%256; //设置定时初值
TH0 = FreqTable[FreqSelect]/256; //设置定时初值
Buzzer=!Buzzer;
}
}