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单片机c语言程序编写歌谱 51单片机播放音乐简谱的函数库

时间:2018-11-23 21:30:59

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单片机c语言程序编写歌谱 51单片机播放音乐简谱的函数库

51单片机播放音乐简谱的函数库:

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

SOUND PLAY FOR 51MCU

COPYRIGHT (c) BY JJJ.

-- ALL RIGHTS RESERVED --

File Name: SoundPlay.h

Author: Jiang Jian Jun

Created: /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__

#i nclude

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

#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 = P2^6;//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

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

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)%6;// 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;

while(Point < SoundLength)

{

SL=Tone; //计算出音符

SM=Tone/10; //计算出高低音

SH=Tone/100; //计算出是否升半

CurrentFre = NewFreTab[SignTab[SL-1]+SH]; //查出对应音符的频率

if(SL!=0)

{

if (SM==1) CurrentFre >>= 2; //低音

if (SM==3) CurrentFre <<= 2; //高音

Temp_T = 65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//计算计数器初值

Sound_Temp_TH0 = Temp_T/256;

Sound_Temp_TL0 = Temp_T%6;

TH0 = Sound_Temp_TH0;

TL0 = Sound_Temp_TL0 + 12; //加12是对中断延时的补偿

}

SLen=LengthTab[Length]; //算出是几分音符

XG=Length/10; //算出音符类型(0普通1连音2顿音)

FD=Length/100;

LDiv=LDiv0/SLen; //算出连音音符演奏的长度(多少个10ms)

if (FD==1)

LDiv=LDiv+LDiv/2;

if(XG!=1)

if(XG==0) //算出普通音符的演奏长度

if (SLen<=4)

LDiv1=LDiv-LDiv4;

else

LDiv1=LDiv*SOUND_SPACE;

else

LDiv1=LDiv/2; //算出顿音的演奏长度

else

LDiv1=LDiv;

if(SL==0) LDiv1=0;

LDiv2=LDiv-LDiv1; //算出不发音的长度

if (SL!=0)

{

TR0=1;

for(i=LDiv1;i>0;i--) //发规定长度的音

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

if(LDiv2!=0)

{

TR0=0; BeepIO=1;

for(i=LDiv2;i>0;i--) //音符间的间隔

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

Point+=2;

Tone=Sound[Point];

Length=Sound[Point+1];

}

BeepIO = 1;

}

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

#endif

以下为曲谱编码文件,自己可以根据规则,对照简谱编写曲谱编码表,我已经做好了一个应用程序,只需将简谱输入进去,就可以直接输出曲谱编码表,省去人工编码的痛苦。此软件作为共享软件发布,在下面的链接可以下载。此东东绝对是搞电子设计在校大学生泡MM的巨佳手段,呵呵。

//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};

//同一首歌

unsigned char code Music_Same[]={

0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x66, 0x18,0x03,

0x17,0x02, 0x15,0x02, 0x16,0x01, 0x15,0x02, 0x10,0x02,

0x15,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x02,

0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x02, 0x18,0x66,

0x17,0x03, 0x19,0x02, 0x16,0x03, 0x17,0x03, 0x16,0x00,

0x17,0x01, 0x19,0x02, 0x1B,0x02, 0x1B,0x70, 0x1A,0x03,

0x1A,0x01, 0x19,0x02, 0x19,0x03, 0x1A,0x03, 0x1B,0x02,

0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x18,0x66, 0x18,0x03,

0x19,0x02, 0x1A,0x02, 0x19,0x0C, 0x18,0x0D, 0x17,0x03,

0x16,0x01, 0x11,0x02, 0x11,0x03, 0x10,0x03, 0x0F,0x0C,

0x10,0x02, 0x15,0x00, 0x1F,0x01, 0x1A,0x01, 0x18,0x66,

0x19,0x03, 0x1A,0x01, 0x1B,0x02, 0x1B,0x03, 0x1B,0x03,

0x1B,0x0C, 0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x1F,0x01,

0x1A,0x01, 0x18,0x66, 0x19,0x03, 0x1A,0x01, 0x10,0x02,

0x10,0x03, 0x10,0x03, 0x1A,0x0C, 0x18,0x0D, 0x17,0x03,

0x16,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x70,

0x18,0x03, 0x17,0x02, 0x15,0x03, 0x15,0x03, 0x16,0x66,

0x16,0x03, 0x16,0x02, 0x16,0x03, 0x15,0x03, 0x10,0x02,

0x10,0x01, 0x11,0x01, 0x11,0x66, 0x10,0x03, 0x0F,0x0C,

0x1A,0x02, 0x19,0x02, 0x16,0x03, 0x16,0x03, 0x18,0x66,

0x18,0x03, 0x18,0x02, 0x17,0x03, 0x16,0x03, 0x19,0x00,

0x00,0x00 };

//两只蝴蝶

unsigned char code Music_Two[] ={

0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x16,0x03,

0x17,0x01, 0x16,0x03, 0x17,0x03, 0x16,0x03, 0x15,0x01,

0x10,0x03, 0x15,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x15,0x03, 0x16,0x01,

0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x19,0x03,

0x19,0x01, 0x19,0x03, 0x1A,0x03, 0x19,0x03, 0x17,0x01,

0x16,0x03, 0x16,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x10,0x0D, 0x15,0x00,

0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03,

0x1B,0x03, 0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03,

0x16,0x0D, 0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03,

0x1A,0x02, 0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03,

0x16,0x01, 0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03,

0x19,0x02, 0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03,

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