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 500unsigned 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 500unsigned 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 36unsigned 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;}}