/*
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);
}