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/* Super Mario Bros - Overworld theme Connect a piezo buzzer or speaker to pin 11 or select a new pin. More songs available at https://github.com/robsoncouto/arduino-songs Robson Couto, 2019 */ #define BUZZER_O 11 #define REPLAY_I 7 #define PLAY_I 6 #define PLAY_O 3 #define REPEAT_I 5 #define REPEAT_O 4 #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 #define NOTE_DS8 4978 #define REST 0 // change this to make the song slower or faster int tempo = 200; // change this to whichever pin you want to use int buzzer = 11; // notes of the moledy followed by the duration. // a 4 means a quarter note, 8 an eighteenth , 16 sixteenth, so on // !!negative numbers are used to represent dotted notes, // so -4 means a dotted quarter note, that is, a quarter plus an eighteenth!! const int melody[] PROGMEM = { // Super Mario Bros theme // Score available at https://musescore.com/user/2123/scores/2145 // Theme by Koji Kondo NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,8, //1 NOTE_G5,4, REST,4, NOTE_G4,8, REST,4, NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // 3 NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4, NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8, REST,8, NOTE_E5,4,NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4, NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // repeats from 3 NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4, NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8, REST,8, NOTE_E5,4,NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4, REST,4, NOTE_G5,8, NOTE_FS5,8, NOTE_F5,8, NOTE_DS5,4, NOTE_E5,8,//7 REST,8, NOTE_GS4,8, NOTE_A4,8, NOTE_C4,8, REST,8, NOTE_A4,8, NOTE_C5,8, NOTE_D5,8, REST,4, NOTE_DS5,4, REST,8, NOTE_D5,-4, NOTE_C5,2, REST,2, REST,4, NOTE_G5,8, NOTE_FS5,8, NOTE_F5,8, NOTE_DS5,4, NOTE_E5,8,//repeats from 7 REST,8, NOTE_GS4,8, NOTE_A4,8, NOTE_C4,8, REST,8, NOTE_A4,8, NOTE_C5,8, NOTE_D5,8, REST,4, NOTE_DS5,4, REST,8, NOTE_D5,-4, NOTE_C5,2, REST,2, NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4,//11 NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,8, NOTE_E5,8,//13 REST,1, NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4, NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,4, NOTE_G5,4, REST,4, NOTE_G4,4, REST,4, NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // 19 NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4, NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8, REST,8, NOTE_E5,4, NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4, NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // repeats from 19 NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4, NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8, REST,8, NOTE_E5,4, NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4, NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,//23 NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8, NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //26 NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4, NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8, NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2, NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,//repeats from 23 NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8, NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //26 NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4, NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8, NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2, NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,8, NOTE_E5,8, REST,1, NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4, //33 NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,4, NOTE_G5,4, REST,4, NOTE_G4,4, REST,4, NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4, NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8, NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //40 NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4, NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2, NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8, NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2, //game over sound NOTE_C5,-4, NOTE_G4,-4, NOTE_E4,4, //45 NOTE_A4,-8, NOTE_B4,-8, NOTE_A4,-8, NOTE_GS4,-8, NOTE_AS4,-8, NOTE_GS4,-8, NOTE_G4,8, NOTE_D4,8, NOTE_E4,-2, // final pause REST,32, }; // sizeof gives the number of bytes, each int value is composed of two bytes (16 bits) // there are two values per note (pitch and duration), so for each note there are four bytes int notes = sizeof(melody) / sizeof(int) / 2; // this calculates the duration of a whole note in ms int wholenote = (60000 * 4) / tempo; int divider = 0, noteDuration = 0; int thisNote = 0; bool play = 0; bool repeat = 0; void setup() { pinMode(BUZZER_O, OUTPUT ); pinMode(REPLAY_I, INPUT_PULLUP); pinMode(PLAY_O, OUTPUT ); pinMode(PLAY_I, INPUT_PULLUP); pinMode(REPEAT_O, OUTPUT ); pinMode(REPEAT_I, INPUT_PULLUP); digitalWrite(PLAY_O, play ); digitalWrite(REPEAT_O, repeat); } void loop() { // This initialized once static uint16_t timer0 = millis(); static uint16_t timer1 = millis(); // This updates every loop iteration const uint16_t timer = millis(); // Play tone if ((timer - timer0 >= noteDuration) && play) { timer0 = timer; // Reset "stop tone" timer here timer1 = timer; // calculates the duration of each note divider = (int) pgm_read_word(&melody[thisNote + 1]); if (divider > 0) { // regular note, just proceed noteDuration = (wholenote) / divider; } else if (divider < 0) { // dotted notes are represented with negative durations!! noteDuration = (wholenote) / abs(divider); noteDuration *= 1.5; // increases the duration in half for dotted notes } // we only play the note for 90% of the duration, leaving 10% as a pause tone(BUZZER_O, (int) pgm_read_word(&melody[thisNote])); thisNote += 2; // On overflow if (thisNote >= notes * 2) { thisNote = 0; if (!repeat) play = 0; digitalWrite(PLAY_O, play); } } // Stop tone, no need to reset timer if (timer - timer0 >= noteDuration * 0.9) { noTone(BUZZER_O); } // Read buttons, update LEDs static bool prev_play_btn = 0; static bool prev_replay_btn = 0; static bool prev_repeat_btn = 0; // Invert, because pull up const bool play_btn = !digitalRead(PLAY_I); const bool replay_btn = !digitalRead(REPLAY_I); const bool repeat_btn = !digitalRead(REPEAT_I); // On rising edge (_|¯) if (!prev_play_btn && play_btn) { play = !play; digitalWrite(PLAY_O, play); } if (!prev_repeat_btn && repeat_btn) { repeat = !repeat; digitalWrite(REPEAT_O, repeat); } if (!prev_replay_btn && replay_btn) { thisNote = 0; } prev_play_btn = play_btn; prev_replay_btn = replay_btn; prev_repeat_btn = repeat_btn; delay(1); }
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