单片机音乐播放___c语言程序

2018-10-19 19:06

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程序中附有详尽说明

#include #include \

void Delay1ms(unsigned int count) { }

//*****************************Music******************************************************

//挥着翅膀的女孩

unsigned char code Music_Girl[]={ 0x17,0x02, 0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x03, 0x16,0x03, 0x18,0x03,

0x19,0x02, 0x18,0x03,

0x17,0x03, 0x18,0x02,

0x10,0x03, 0x16,0x03,

0x17,0x02, 0x1A,0x03,

0x1B,0x03, 0x18,0x03,

0x19,0x02, 0x17,0x03,

0x18,0x03, 0x17,0x03,

0x18,0x03, 0x20,0x02,

0x1F,0x03, 0x21,0x03,

0x20,0x03, 0x1F,0x03,

0x1B,0x03, 0x1A,0x66,

0x1A,0x03, 0x17,0x03,

0x16,0x66, 0x19,0x03,

0x16,0x03, 0x1F,0x03, 0x17,0x03, 0x1B,0x03, 0x1F,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x04,

0x17,0x03, 0x1F,0x02, 0x18,0x03, 0x1F,0x66, 0x1B,0x03, 0x19,0x03, 0x15,0x03, 0x18,0x04,

0x18,0x03, 0x16,0x03, 0x20,0x03, 0x20,0x03, 0x1F,0x66, 0x15,0x03, 0x15,0x03, 0x18,0x03,

0x16,0x03, 0x15,0x02, 0x15,0x03, 0x17,0x03, 0x1F,0x03,

0x17,0x03, 0x18,0x03, 0x16,0x02, 0x18,0x03, 0x1F,0x03,

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

0x17,0x03,

0x17,0x03,

0x17,0x03,

unsigned int i,j; for(i=0;i

0x1F,0x03, 0x21,0x03,

0x20,0x03, 0x1F,0x03,

0x1B,0x03, 0x1A,0x66,

0x1A,0x03, 0x1B,0x03,

0x1F,0x00, 0x1B,0x03,

0x1B,0x03, 0x17,0x03,

0x15,0x17, 0x18,0x03,

0x17,0x04, 0x18,0x0E,

0x18,0x66, 0x18,0x03,

0x20,0x03, 0x1F,0x66,

0x20,0x03, 0x1B,0x03,

0x1F,0x66, 0x19,0x03,

0x19,0x03, 0x19,0x03,

0x15,0x03, 0x17,0x04,

0x18,0x04, 0x1B,0x03,

0x1F,0x66, 0x1F,0x03,

0x1B,0x03, 0x19,0x03,

0x19,0x03, 0x19,0x03,

0x19,0x03, 0x18,0x02,

0x18,0x03, 0x15,0x02,

0x18,0x66, 0x00,0x00}; //同一首歌

0x17,0x02, 0x10,0x02,

0x15,0x00,

0x1B,0x03, 0x1F,0x03, 0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x1A,0x03, 0x15,0x03, 0x18,0x0E, 0x17,0x03, 0x20,0x02, 0x21,0x03, 0x1F,0x04, 0x15,0x03, 0x15,0x03, 0x18,0x03, 0x20,0x03, 0x1F,0x66, 0x15,0x03, 0x1F,0x03, 0x1A,0x03, 0x16,0x02,

0x1F,0x66, 0x1B,0x03, 0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x19,0x03, 0x16,0x03, 0x18,0x03, 0x18,0x03, 0x1F,0x03, 0x20,0x03, 0x1B,0x0E, 0x1A,0x66, 0x17,0x03, 0x19,0x03, 0x21,0x03, 0x1F,0x03, 0x1A,0x66, 0x1B,0x03, 0x19,0x0D, 0x17,0x02,

0x20,0x03, 0x1F,0x66, 0x15,0x03, 0x1F,0x03, 0x1A,0x03, 0x19,0x02, 0x17,0x03, 0x17,0x04, 0x17,0x03, 0x1B,0x03, 0x1F,0x03, 0x1B,0x03, 0x1A,0x03, 0x16,0x66, 0x1F,0x03, 0x20,0x03, 0x1B,0x03, 0x1A,0x03, 0x1F,0x00, 0x15,0x03, 0x15,0x00,

unsigned char code Music_Same[]={ 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x66, 0x18,0x03,

0x15,0x02, 0x0F,0x01,

0x16,0x01, 0x15,0x02,

0x15,0x02, 0x16,0x02,

0x17,0x02,

0x17,0x03, 0x18,0x66,

0x17,0x03, 0x16,0x00,

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

0x1A,0x01, 0x1B,0x02,

0x1A,0x0D, 0x18,0x03,

0x19,0x02, 0x17,0x03,

0x16,0x01, 0x0F,0x0C,

0x10,0x02, 0x18,0x66,

0x19,0x03, 0x1B,0x03,

0x1B,0x0C, 0x1F,0x01,

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

0x10,0x03, 0x10,0x03, 0x1A,0x0C, 0x17,0x03,

0x16,0x00, 0x17,0x70,

0x18,0x03, 0x16,0x66,

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

0x10,0x01, 0x0F,0x0C,

0x1A,0x02, 0x18,0x66,

0x11,0x01, 0x19,0x02,

0x11,0x66, 0x16,0x03, 0x17,0x03,

0x10,0x03, 0x16,0x03, 0x16,0x03,

0x0F,0x01, 0x17,0x02, 0x16,0x02,

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

0x1A,0x01, 0x18,0x0D, 0x16,0x02, 0x15,0x03, 0x15,0x03,

0x19,0x03, 0x1A,0x02, 0x11,0x02, 0x15,0x00, 0x1A,0x01, 0x1A,0x0D,

0x17,0x00, 0x19,0x0C, 0x11,0x03, 0x1F,0x01, 0x1B,0x02, 0x19,0x03,

0x18,0x66, 0x18,0x0D, 0x10,0x03, 0x1A,0x01, 0x1B,0x03, 0x17,0x00,

0x18,0x03, 0x19,0x02, 0x19,0x02, 0x19,0x02,

0x19,0x02, 0x16,0x03, 0x1B,0x02, 0x19,0x03,

0x15,0x02, 0x17,0x03, 0x1B,0x70, 0x1A,0x03,

0x18,0x03, 0x18,0x02, 0x19,0x00,

0x00,0x00 }; //两只蝴蝶 0x16,0x03, 0x16,0x02,

0x16,0x0D, 0x10,0x03,

0x10,0x0E, 0x16,0x03,

0x17,0x01,

0x15,0x01, 0x17,0x03, 0x15,0x04, 0x16,0x03,

unsigned char code Music_Two[] ={ 0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x10,0x03, 0x16,0x03, 0x0F,0x01, 0x17,0x03,

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

0x15,0x01,

0x10,0x03, 0x17,0x03,

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

0x17,0x03, 0x17,0x03,

0x16,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x15,0x03, 0x15,0x03, 0x16,0x03, 0x15,0x01,

0x16,0x02, 0x10,0x03, 0x17,0x01, 0x10,0x03,

0x16,0x0D, 0x15,0x03, 0x16,0x03, 0x15,0x03,

0x10,0x03,

0x19,0x03,

0x17,0x01,

0x17,0x03,

0x15,0x00,

0x1B,0x03,

0x16,0x03,

0x19,0x03,

0x16,0x03,

0x17,0x03,

0x1A,0x0E,

0x1A,0x0E,

0x16,0x03,

0x19,0x03,

0x1B,0x03,

0x16,0x03,

0x1A,0x02,

0x16,0x01,

0x19,0x03,

0x10,0x0E, 0x19,0x01, 0x16,0x03, 0x16,0x03, 0x19,0x03, 0x1B,0x03, 0x16,0x0D, 0x1A,0x02, 0x16,0x01, 0x19,0x02, 0x1B,0x04, 0x1B,0x04, 0x17,0x0D, 0x19,0x03, 0x1A,0x03, 0x17,0x01, 0x1A,0x02, 0x17,0x03, 0x15,0x04, 0x19,0x03, 0x16,0x03, 0x15,0x03, 0x19,0x03,

0x1A,0x03, 0x17,0x01, 0x1A,0x02, 0x17,0x03, 0x1F,0x02,

0x17,0x02, 0x1A,0x03,

0x16,0x03, 0x1A,0x03, 0x17,0x0D, 0x17,0x03, 0x10,0x03, 0x19,0x03,

0x0F,0x01, 0x1A,0x03, 0x16,0x02, 0x10,0x03, 0x1A,0x03,

0x17,0x0D, 0x17,0x03, 0x10,0x03, 0x19,0x03, 0x1B,0x03,

0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x1F,0x03, 0x16,0x03, 0x17,0x03, 0x17,0x0D, 0x19,0x03,

0x17,0x03, 0x19,0x03, 0x16,0x0D, 0x10,0x0D, 0x1F,0x03,

0x16,0x03, 0x17,0x03, 0x17,0x0D, 0x19,0x03, 0x1A,0x03,

0x1A,0x03, 0x17,0x03, 0x19,0x01, 0x1B,0x03, 0x16,0x03, 0x19,0x03, 0x16,0x03, 0x17,0x03,

0x1F,0x02, 0x1B,0x04,

0x17,0x02, 0x1B,0x04,

0x17,0x16, 0x1B,0x04,

0x1A,0x03, 0x0F,0x02,

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

0x1A,0x03, 0x1A,0x03, 0x1A,0x03, 0x17,0x03,

0x1A,0x0E, 0x1A,0x0E, 0x1A,0x0E, 0x16,0x03,

0x10,0x03, 0x15,0x00, 0x00,0x00 };

//*********************************************************************************** main() { }

InitialSound(); while(1) { }

Play(Music_Girl,0,3,360); Delay1ms(500);

Play(Music_Same,0,3,360); Delay1ms(500);

Play(Music_Two,0,3,360); Delay1ms(500);

以下为h文件:

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

SOUND PLAY FOR 51MCU

COPYRIGHT (c) 2005 BY JJJ.

-- ALL RIGHTS RESERVED --

File Name: SoundPlay.h Author: Jiang Jian Jun Created: 2005/5/16 Modified: NO

1.0

Revision:

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

***************************************************************************/ #ifndef __SOUNDPLAY_H_REVISION_FIRST__ #define __SOUNDPLAY_H_REVISION_FIRST__

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

#define SYSTEM_OSC #define SOUND_SPACE sbit BeepIO =

12000000

//定义晶振频率12000000HZ

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;

4/5

P3^7; //定义普通音符演奏的长度分率,//每4分音符间隔 //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 }; 在频率表中的位置

//1~7

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 = 0;

Sound_Temp_TH1 = (65535-(1/1200)*SYSTEM_OSC)/256; (10ms的初装值) TH1 = Sound_Temp_TH1; TL1 = Sound_Temp_TL1;

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

// 计算TL1应装入的初值

Sound_Temp_TL1 = (65535-(1/1200)*SYSTEM_OSC)%6; // 计算TH1应装入的初值

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) { } else

NewFreTab[i] = FreTab[j]; j = j-12;

NewFreTab[i] = FreTab[j]*2;

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; LDiv4 = LDiv0/4; TR0 = 0; TR1 = 1;

// 算出1分音符的长度(几个10ms) // 算出4分音符的长度

LDiv4 = LDiv4-LDiv4*SOUND_SPACE; // 普通音最长间隔标准

while(Point < SoundLength) { SL=Tone; SM=Tone/10;

//计算出音符 //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

器初值

if (SM==3) CurrentFre <<= 2; //高音

Temp_T = 65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//计算计数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; FD=Length/100; LDiv=LDiv0/SLen; if (FD==1)

//算出音符类型(0普通1连音2顿音) //算出连音音符演奏的长度(多少个10ms)

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;

//算出顿音的演奏长度

else LDiv1=LDiv/2;

else LDiv1=LDiv;

if(SL==0) LDiv1=0; LDiv2=LDiv-LDiv1; if (SL!=0) { TR0=1; for(i=LDiv1;i>0;i--)

{

while(TF1==0);

//算出不发音的长度

//发规定长度的音

}

}

TH1 = Sound_Temp_TH1; TL1 = Sound_Temp_TL1; TF1=0;

}

if(LDiv2!=0) {

TR0=0; BeepIO=0; for(i=LDiv2;i>0;i--) { }

while(TF1==0);

TH1 = Sound_Temp_TH1; TL1 = Sound_Temp_TL1; TF1=0;

//音符间的间隔

}

Point+=2;

Tone=Sound[Point]; Length=Sound[Point+1];

BeepIO = 0;

}

//************************************************************************** #endif


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