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Author |
Message |
saroch
Joined: 06 Oct 2004 Posts: 8
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How to use PWM play the song (.mid) to speaker? |
Posted: Wed Nov 10, 2004 10:33 am |
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Hi,
I use PIC16F877. I want to play the song (*.mid) to the speaker and I know that PIC has PWM module that can play this song. But how to make it?
thank in advance
saroch |
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Mark
Joined: 07 Sep 2003 Posts: 2838 Location: Atlanta, GA
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saroch
Joined: 06 Oct 2004 Posts: 8
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Posted: Wed Nov 10, 2004 9:29 pm |
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Hi Mark,
I tried your code (ringtone.HEX) with 16F877 but it doesn't work !!
I used Xtal = 20 MHz and connected pin33 (RB0) to C = 1 uF and to speaker then shorted it to gnd.
But when 5V was applied, I didn't hear anything from the speaker.
pls help me
thx
,saroch |
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Mark
Joined: 07 Sep 2003 Posts: 2838 Location: Atlanta, GA
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Posted: Wed Nov 10, 2004 11:08 pm |
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Post the code that you used. |
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saroch
Joined: 06 Oct 2004 Posts: 8
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Posted: Thu Nov 11, 2004 7:22 am |
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Sorry I give a wrong information.
I used code loaded from website that you gave to me.
So I burnt PIC with ringtone.HEX from your website without changing anything.
thx |
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Mark
Joined: 07 Sep 2003 Posts: 2838 Location: Atlanta, GA
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Posted: Thu Nov 11, 2004 7:32 am |
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Firstly, thats not my website.
Secondly, I took that code, ported it to an 18F pic using the C18 compiler and play tunes using a piezo.
So it will work with a little work. Never tried the hex file. Keep in mind that you'll need a very small speaker. |
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saroch
Joined: 06 Oct 2004 Posts: 8
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Posted: Fri Nov 12, 2004 10:36 am |
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how can i convert this code form HI_TECH PIC to CCS C ?
Code: |
#include <pic.h>
#define TONE RB0
void InitTimer(void);
void delayms(unsigned char cnt);
void PlayNote(unsigned short note, unsigned char octave, unsigned int duration);
unsigned char beep;
unsigned char preloadTMR1L;
unsigned char preloadTMR1H;
unsigned short TMR0Count;
unsigned char beat_speed;
void main(void)
{
unsigned int pointer = 0;
unsigned int octave = 0;
unsigned int duration = 0;
unsigned short note = 0;
unsigned int defaultoctave = 0;
unsigned int defaultduration = 0;
/* Mission Impossible */
const unsigned char static Melody[] = {"16d5,16d#5,16d5,16d#5,16d5,16d#5,16d5,16d5,16d#5,16e5,16f5,16f#5,16g5,8g5,4p,8g5,4p,8a#5,8p,8c6,8p,8g5,4p,8g5,4p,8f5,8p,8p,8g5,4p,4p,8a#5,8p,8c6,8p,8g5,4p,4p,8f5,8p,8f#5,8p,8a#5,8g5,1d5"};
defaultoctave = 6;
defaultduration = 4;
beat_speed = 150;
TRISB0 = 0; /* Make TONE an output */
beep = 0;
InitTimer();
PEIE = 1;
GIE = 1; /* Enable General Purpose Interrupts */
do {
octave = defaultoctave; /* Set Default Octave */
if ((Melody[pointer] == '3') && (Melody[pointer+1] == '2')) {
duration = 32;
pointer += 2;
}
else if ((Melody[pointer] == '1') && (Melody[pointer+1] == '6')) {
duration = 16;
pointer += 2;
}
else if (Melody[pointer] == '8') {
duration = 8;
pointer++;
}
else if (Melody[pointer] == '4') {
duration = 4;
pointer++;
}
else if (Melody[pointer] == '2') {
duration = 2;
pointer++;
}
else if (Melody[pointer] == '1') {
duration = 1;
pointer++;
} else duration = defaultduration;
if (Melody[pointer + 1] == '#') {
/* Process Sharps */
switch (Melody[pointer]) {
case 'a' : note = 10726;
break;
case 'c' : note = 9019;
break;
case 'd' : note = 8035;
break;
case 'f' : note = 6757;
break;
case 'g' : note = 6024;
break;
}
pointer +=2;
} else {
switch (Melody[pointer]) {
case 'a' : note = 11364;
break;
case 'b' : note = 10123;
break;
case 'c' : note = 9555;
break;
case 'd' : note = 8513;
break;
case 'e' : note = 7584;
break;
case 'f' : note = 7158;
break;
case 'g' : note = 6378;
break;
case 'p' : note = 0;
break;
}
pointer++;
}
if (Melody[pointer] == '.') {
/* Duration 1.5x */
duration = duration + 128;
pointer++;
}
if (Melody[pointer] == '4') {
octave = 4;
pointer++;
} else if (Melody[pointer] == '5') {
octave = 5;
pointer++;
} else if (Melody[pointer] == '6') {
octave = 6;
pointer++;
} else if (Melody[pointer] == '7') {
octave = 7;
pointer++;
}
if (Melody[pointer] == '.') {
/* Duration 1.5x */
duration = duration + 128;
pointer++;
}
PlayNote(note, octave, duration);
} while (Melody[pointer++] == ',');
/* Wait until last note has played */
while(TMR0Count) { };
beep = 0;
/* Loop */
while(1) {};
}
void PlayNote(unsigned short note, unsigned char octave, unsigned int duration)
{
/* Process octave */
switch (octave) {
case 4 : /* Do noting */
break;
case 5 : /* %2 */
note = note >> 1;
break;
case 6 : /* %4 */
note = note >> 2;
break;
case 7 : /* %8 */
note = note >> 4;
break;
}
/* Wait until last note has played */
while(TMR0Count) { };
beep = 0;
/* Process New Note Frequency */
if (note) {
note = ~note;
preloadTMR1L = (note & 0xFF);
preloadTMR1H = ((note & 0xFF00) >> 8);
}
/* Process Note Duration */
TMR0Count = 255/(duration & 0x7F);
/* If duration is 1.5x add .5 to duration */
if (duration & 0x80) TMR0Count = (TMR0Count + (TMR0Count >> 1));
if (note) beep = 1;
}
void InitTimer(void)
{
/* Initialise Timer 0 */
OPTION = 0b11010111; /* Set TMR0 to Internal CLk, 1:256 */
T0IF = 0; /* Clear TMR0 Flag, ready for use */
T0IE = 1; /* Enable Timer Overflow Interrupt */
/* Initialise Timer 1 */
T1CON = 0b00000001; /* Counter Enabled, Using Ext Pin 1:1 Prescaler */
TMR1IF = 0; /* Clear Flag */
TMR1IE = 1; /* Enable Interrupt */
}
void interrupt interr(void)
{
if (T0IF) {
TMR0 = beat_speed;
if (TMR0Count) TMR0Count--;
T0IF = 0;
}
if (TMR1IF) {
if (beep) TONE = !TONE;
else TONE = 0;
TMR1H = preloadTMR1H;
TMR1L = preloadTMR1L;
TMR1IF = 0; /* Clear Flag */
}
}
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thx very much for an advice |
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Mark
Joined: 07 Sep 2003 Posts: 2838 Location: Atlanta, GA
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Posted: Fri Nov 12, 2004 11:12 am |
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Okay, here is something I did based on information from that site.
Code: |
/*****************************************************************************/
/* */
/* RTTTL Ring Tone Player for Microchip Microcontrollers */
/* */
/* This program was designed to run on the PICDEM2 Plus demo board from */
/* Microchip. */
/* */
/* Usage: */
/* S3 - Selects Melody */
/* S2 - Starts/Stops Melody */
/* */
/* This code was designed for a clock speed of 20MHz */
/* The target device was a PIC18F452. */
/* You can use the PIC16F877 by changing the setup of CCP1 to */
/* CCP_COMPARE_INT. You will also need to toggle the output pin in the */
/* CCP1 interrupt routine. */
/* */
/* Many of the tunes were downloaded from "www.mrtones.com" */
/*****************************************************************************/
#case
#list
#include "18F452.h"
//#include "18F6720.h"
#device *=16
#define CLOCKSPEED 20000000
#define CCP_COMPARE_TOGGLE_MATCH 2
#use delay(CLOCK=CLOCKSPEED)
#fuses HS, NOWDT, NOLVP, PUT
// Include this file after our #use delay
#include "lcd.c"
#define TMR1_PRESCALE 8
#define NOTE_C_SHARP (((CLOCKSPEED/4)/277.18)/TMR1_PRESCALE) // 277.18Hz
#define NOTE_D_SHARP (((CLOCKSPEED/4)/311.13)/TMR1_PRESCALE) // 311.13 Hz
#define NOTE_F_SHARP (((CLOCKSPEED/4)/369.99)/TMR1_PRESCALE) // 369.99 Hz
#define NOTE_G_SHARP (((CLOCKSPEED/4)/415.30)/TMR1_PRESCALE) // 415.30 Hz
#define NOTE_A_SHARP (((CLOCKSPEED/4)/466.16)/TMR1_PRESCALE) // 466.16 Hz
#define NOTE_C (((CLOCKSPEED/4)/261.63)/TMR1_PRESCALE) // 261.63 Hz
#define NOTE_D (((CLOCKSPEED/4)/293.66)/TMR1_PRESCALE) // 293.66 Hz
#define NOTE_E (((CLOCKSPEED/4)/329.63)/TMR1_PRESCALE) // 329.63 Hz
#define NOTE_F (((CLOCKSPEED/4)/349.23)/TMR1_PRESCALE) // 349.23 Hz
#define NOTE_G (((CLOCKSPEED/4)/392.00)/TMR1_PRESCALE) // 392.00 Hz
#define NOTE_A (((CLOCKSPEED/4)/440.00)/TMR1_PRESCALE) // 440.00 Hz
#define NOTE_B (((CLOCKSPEED/4)/493.88)/TMR1_PRESCALE) // 493.88 Hz
#define NOTE_SILENCE 0
#define DURATION_32 5 // Duration = 2^x
#define DURATION_16 4 // Duration = 2^x
#define DURATION_8 3 // Duration = 2^x
#define DURATION_4 2 // Duration = 2^x
#define DURATION_2 1 // Duration = 2^x
#define DURATION_1 0 // Duration = 2^x
typedef enum
{
JOLLYOLDSTNICK,
MOMMYKISSSANTA,
LETITSNOW,
AWAYINAMANGER,
OCHRISTMASTREE,
MERRYCHRISTMAS,
SANTACOMING,
OCOMEALLYEFAITHFUL,
DECKTHEHALLS,
SLEIGH,
RUDOLPH,
TWELVEDAYSOFCHRISTMAS,
FROSTYTHESNOWMAN,
SILENTNIGHT,
JINGLEBELLS,
LAST_MELODY
}MELODIES;
typedef struct
{
int Head;
int Tail;
int Count;
} NOTESTAT;
typedef struct
{
long note;
long duration;
}NOTE_DEF;
struct
{
int TRISC0:1;
int TRISC1:1;
int TRISC2:1;
int TRISC3:1;
int TRISC4:1;
int TRISC5:1;
int TRISC6:1;
int TRISC7:1;
}TRISCbits;
#locate TRISCbits = 0xF94
long TMR1;
#locate TMR1 = 0xFCE
int TMR1L;
#locate TMR1L = 0xFCE
int TMR1H;
#locate TMR1H = 0xFCF
int TMR0;
#locate TMR0 = 0xFD6
#define MAX_NOTE_BUFFER_SIZE 4
#define NOTE_ROLLOVER_MASK 0b00000011
NOTE_DEF NoteBuffer[MAX_NOTE_BUFFER_SIZE];
NOTESTAT Notestat = {0,0,0};
long DurationCount=0;
int Tempo=0;
long Note_Ticks=0;
MELODIES Melody_Pointer;
long Note_Index = 0xFFFF;
BOOLEAN PlayMelodyFlag = TRUE;
int Read_Button_Count = 0;
const struct
{
char tune[107];
int defaultoctave;
int defaultduration;
int tempo;
}JollyOldStNick ={
{"a,a,a,a,g,g,2g,f,f,f,f,1a,d,d,d,d,c,c,2f,g,f,g,a,1g,a,a,a,a,g,g,2g,f,f,f,f,1a,d,d,d,d,c,c,2f,g,f,g,a,1f,1p"},
5,
DURATION_4,
160
};
const struct
{
char tune[263];
int defaultoctave;
int defaultduration;
int tempo;
}MommyKissSanta ={
{"2c.,d,e,g,a,8c6,2b.,g,1e,a,g,e,c,a,g,e,8c.,1b.,f,e,d,d.,8c#.,2d.,8a.,16b.,8a.,g.,f#.,8a.,2g.,e,d,e,f#,g,a,g#,a,a#,b,a,f,8e,2d.,g,2c.,d,e,g,a,8c6,1b,g,1e,a,g,2e,16c,a,g,e,8c.,1a,16g#,8a.,16b,c6,8c.6,c6,8d.6,1b,f#,8a.,16a,g,f,8e,2d,8e.,2f,g,a,8c.6,a,2c6,2d6,1c6,1p"},
5,
DURATION_4,
160
};
const struct
{
char tune[218];
int defaultoctave;
int defaultduration;
int tempo;
}LetItSnow ={
{"8c,8c,8c6,8c6,a#,a,g,f,2c,8c,16c,g.,8f,g.,8f,e,2c,d,8d6,8d6,c6,a#,a,2g.,8e.6,16d6,c6,8c.6,16a#,a,8a#.,16a,2f.,c,8c6,8c6,a#,a,g,f,2c,8c.,16c,g.,8f,g.,8f,e,2c,d,8d6,8d6,c6,a#,a,2g.,8e.6,16d6,c6,8c.6,16a#,a,8a.,16g,2f,1p"},
5,
DURATION_4,
125
};
const struct
{
char tune[175];
int defaultoctave;
int defaultduration;
int tempo;
}AwayInAManger ={
{"d6,d.6,8c6,b,b.,8a,g,g,f#,e,2d,d,d.,8e,d,d,a,f#,e,d,g,2b,d6,d.6,8c6,b,b.,8a,g,g,f#,e,2d,d,c.6,8b,a,b,a,g,a,e,f#,2g,d6,d.6,8c6,b,b.,8a,g,g,f#,e,2d,d,d.,8e,d,d,a,f#,e,d,g,2b,1p"},
5,
DURATION_4,
112
};
const struct
{
char tune[243];
int defaultoctave;
int defaultduration;
int tempo;
}OChristmasTree = {
{"4c.,4f,f,4f.,4g.,4a,a,2a,16p,a.,g.,a.,4a#.,4e.,4g.,4f.,4c.,4f,f,4f.,4g.,4a,a,2a,16p,a.,g.,a.,4a#.,4e.,4g.,2f,16p,c.6,c.6,a.,2d6,16p,c.6,c.6,a#.,2a#,16p,a#.,a#.,g.,2c6,16p,a#.,a#.,a.,4a.,4c.,4f,f,4f.,4g.,4a,a,2a,16p,a.,g.,a.,4a#.,4e.,4g.,2f,1p"},
5,
DURATION_8,
160
};
const struct
{
char tune[159];
int defaultoctave;
int defaultduration;
int tempo;
}MerryChristmas = {
{"4c,4f,f,g,f,e,4d,4a#4,4d,4g,g,a,g,f,4e,4c,4e,4a,a,a#,a,g,4f,4d,c,c,4d,4g,4e,4f.,p,4c,4f,4f,4f,4e.,p,4e,4f,4e,4d,4c.,p,4c,4a,g,g,f,f,4c6,4c,c,c,4d,4g,4e,4f.,1p"},
5,
DURATION_8,
140
};
const struct
{
char tune[110];
int defaultoctave;
int defaultduration;
int tempo;
}SantaComing = {
{"4g,8e.,f.,4g,4g.,p,g.,8a.,b.,4c6,4c.6,8p,8e.,f.,4g,4g.,p,g.,8a.,g.,4f,4f.,8p,4e,4g,4c,4e,4d,4f.,8p,4b4,4c.,1p"},
5,
DURATION_16,
160
};
const struct
{
char tune[226];
int defaultoctave;
int defaultduration;
int tempo;
}OComeAllYeFaithful = {
{"c.,4c.,g.5,c.,4d.,4g.5,e.,d.,e.,f.,e.,d.,c.,4c.,b.5,a.5,b.5,c.,d.,e.,4b.5,4a5,16g.5,4g.5,4p.,4g.,f.,e.,4f.,4e.,d.,e.,c.,d.,4b5,16a.5,g.5,c.,c.,b.5,c.,d.,4c.,g.5,e.,e.,d.,e.,f.,4e.,d.,e.,f.,e.,d.,c.,4b.5,c.,f.,e.,4d,16c.,4c,1p"},
6,
DURATION_8,
112
};
const struct
{
char tune[156];
int defaultoctave;
int defaultduration;
int tempo;
}DeckTheHalls = {
{"c6.,8a#,a,g,f,g,a,f,8g,8a,8a#,8g,a.,8g,f,e,2f,16p,c6.,8a#,a,g,f,g,a,f,8g,8a,8a#,8g,a.,8g,f,e,2f,16p,g.,8a,a#,g,a.,8a#,c6,g,8a,8b,c6,8d6,8e6,f6,e6,d6,2c6,1p"},
5,
DURATION_4,
160
};
/* Sleigh */
const struct
{
char tune[202];
int defaultoctave;
int defaultduration;
int tempo;
}Sleigh = {
{"8b,8b,8b,8b,8c#6,b,g#,8e,8f#,8g#,f#,e,8c#,2b4,4p,b4,c#,e,g#,8b,8c#6,b,g#,f#,e,8f,f#,g#,f#,e,8c#,2e,8p,8b,8b,8b,8c#6,b,g#,8e,8f#,8g#,f#,e,8c#,2b4,4p,b4,c#,e,g#,8b,8c#6,b,g#,f#,e,8f#,f#,g#,f#,e,8c#,8e,1p"},
5,
DURATION_16,
112
};
/* Rudolph */
const struct
{
char tune[208];
int defaultoctave;
int defaultduration;
int tempo;
}Rudolph = {
{"d,e,16d,b.5,g.,e.,4d.,p.,d,16e,d,16e,d.,g.,4f#.,4p.,c,d.,16c,a.5,f#.,e.,4d.,p.,d,16e,d,16e,d.,e.,4b.5,4p.,d,e.,16d,b.5,g.,e.,d.,p.,d,16e,d,16e,d.,g.,f#.,4p.,c,d.,16c,a.5,f#.,e.,4d.,p.,d,16e,d,16e,d.,a.,g.,1p"},
6,
DURATION_8,
112
};
const struct
{
char tune[175];
int defaultoctave;
int defaultduration;
int tempo;
}TwelveDaysOfChristmas = {
{"c.,c.,8c,f.,f.,8f.,e.,f.,g.,a.,a#.,g.,4a,p,a#.,8c.6,d.6,a#.,a.,f.,8g.,4f.,8p,c.,c.,c.,f.,f.,f.,8f.,e.,f.,g.,a.,a#.,g.,4a.,8c.6,g.,a.,8a#.,a.,a#.,8c.6,d.6,a#.,a.,f.,8g.,4f.,1p"},
5,
DURATION_16,
112
};
const struct
{
char tune[176];
int defaultoctave;
int defaultduration;
int tempo;
}FrostyTheSnowman = {
{"g.,8p,e.,8f,g,c.6,8p,8b,8c6,d6,c6,b,a,2g,p,8b,8c6,d6,c6,b,a,8g,c6,e.,8g,8a,g,f,e,d,g.,2p,g.,8p,e.,8f,g,c.6,8p,8b,8c6,d6,c6,b,a,2g,p,8b,8c6,d6,c6,b,a,g,c6,e,8g,8a,g,f,e,d,c.,1p"},
5,
DURATION_4,
180
};
const struct
{
char tune[192];
int defaultoctave;
int defaultduration;
int tempo;
}SilentNight = {
{"f#.,8g#,f#,d#.,p.,f#.,8g#,f#,d#.,p.,2c#6,c#6,a#.,p.,2b,b,f#.,p.,2g#,g#,b.,8a#,g#,f#.,8g#,f#,d#.,p.,2g#,g#,b.,8a#,g#,f#.,8g#,f#,d#.,p.,2c#6,c#6,e.6,8c#6,a#,2b.,2d#6,p.,b,f#,d#,f#.,8e,c#,b.4,1p"},
5,
DURATION_4,
140
};
const struct
{
char tune[202];
int defaultoctave;
int defaultduration;
int tempo;
}JingleBells = {
{"8e.,8e.,e.,8e.,8e.,e.,8e.,8g.,c,16d.,2e,p,8f.,8f.,f,16f.,8f.,8e.,8e.,16e.,16e.,8e.,8d.,8d.,8e.,d.,g.,8e.,8e.,e.,8e.,8e.,e.,8e.,8g.,c,16d.,2e,p,8f.,8f.,f,16f.,8f.,8e.,8e.,16e.,16e.,8g.,8g.,8f.,8d.,c.,1p"},
5,
DURATION_4,
180
};
/* Function Prototypes */
void InitTimer(void);
int PlayMelody();
void PlayNote(long note, int octave, int duration);
char get_char_from_tune(long index);
int get_tempo(void);
int get_defaultoctave(void);
int get_defaultduration(void);
void display_melody_name(void);
void Melody_Task(void);
void Button_Task(void);
void Check_Button_Press(void);
//-----------------------------------------------------------------------------
// Start of Code
//-----------------------------------------------------------------------------
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void main(void)
{
TRISCbits.TRISC2 = 0;
InitTimer();
enable_interrupts(GLOBAL);
lcd_init();
Melody_Pointer = JINGLEBELLS;
display_melody_name();
while(1)
{
Button_Task();
Melody_Task();
}
}
/* *************************************************************************
DESCRIPTION: This function handles the playing of a melody
RETURN: True if the melody is still active or False if its complete
ALGORITHM: none
NOTES: none
*************************************************************************** */
int PlayMelody(void)
{
int octave = 0;
int duration = 0;
long note = 0;
// Check for a valid Melody
if (Melody_Pointer >= LAST_MELODY)
{
// Reset the Melody to the start
Melody_Pointer = 0;
Note_Index = 0xFFFF;
}
// Load notes while we have enough room
while (Notestat.Count < MAX_NOTE_BUFFER_SIZE)
{
// Is this the first note?
if (Note_Index == 0xFFFF)
{
display_melody_name();
Tempo = get_tempo();
Note_Index = 0;
}
// Set Default duration
duration = get_defaultduration();
// Set Default Octave
octave = get_defaultoctave();
// Play a bit of slience between notes
if (get_char_from_tune(Note_Index) == ',')
{
PlayNote(0, 4, DURATION_32);
Note_Index++;
return(TRUE);
}
// We are checking the duration
else if ((get_char_from_tune(Note_Index) == '3') && (get_char_from_tune(Note_Index+1) == '2'))
{
duration = DURATION_32;
Note_Index += 2;
}
else if ((get_char_from_tune(Note_Index) == '1') && (get_char_from_tune(Note_Index+1) == '6'))
{
duration = DURATION_16;
Note_Index += 2;
}
else if (get_char_from_tune(Note_Index) == '8')
{
duration = DURATION_8;
Note_Index++;
}
else if (get_char_from_tune(Note_Index) == '4')
{
duration = DURATION_4;
Note_Index++;
}
else if (get_char_from_tune(Note_Index) == '2')
{
duration = DURATION_2;
Note_Index++;
}
else if (get_char_from_tune(Note_Index) == '1')
{
duration = DURATION_1;
Note_Index++;
}
// Now we get the note
switch (get_char_from_tune(Note_Index++))
{
case 'c':
if (get_char_from_tune(Note_Index) == '#')
{
note = NOTE_C_SHARP;
Note_Index++;
}
else
note = NOTE_C;
break;
case 'd':
if (get_char_from_tune(Note_Index) == '#')
{
note = NOTE_D_SHARP;
Note_Index++;
}
else
note = NOTE_D;
break;
case 'e':
note = NOTE_E;
break;
case 'f':
if (get_char_from_tune(Note_Index) == '#')
{
note = NOTE_F_SHARP;
Note_Index++;
}
else
note = NOTE_F;
break;
case 'g':
if (get_char_from_tune(Note_Index) == '#')
{
note = NOTE_G_SHARP;
Note_Index++;
}
else
note = NOTE_G;
break;
case 'a':
if (get_char_from_tune(Note_Index) == '#')
{
note = NOTE_A_SHARP;
Note_Index++;
}
else
note = NOTE_A;
break;
case 'b':
note = NOTE_B;
break;
case 'p': // slience
note = NOTE_SILENCE;
break;
}
// See if this note is 1.5x the duration
if (get_char_from_tune(Note_Index) == '.')
{
// Use the MSB to signify 1.5x
duration |= 0x80;
Note_Index++;
}
// Get the octave
switch (get_char_from_tune(Note_Index))
{
case '4':
octave = 4;
Note_Index++;
break;
case '5':
octave = 5;
Note_Index++;
break;
case '6':
octave = 6;
Note_Index++;
break;
case '7':
octave = 7;
Note_Index++;
break;
default:
break;
}
// Sometimes the duration multiplier comes after the octave
if (get_char_from_tune(Note_Index) == '.')
{
/* Duration 1.5x */
duration |= 0x80;
Note_Index++;
}
// Play the note (we actually just load it in a buffer
PlayNote(note, octave, duration);
// Is this the end?
if (get_char_from_tune(Note_Index) == 0)
{
Note_Index = 0xFFFF;
return(FALSE);
}
return(TRUE);
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void PlayNote(long note, int octave, int duration)
{
long duration_count;
// Process octave
switch (octave)
{
case 4 :
break;
case 5 :
note = note >> 1;
break;
case 6 :
note = note >> 2;
break;
case 7 :
note = note >> 4;
break;
}
// Process Note Duration
duration_count = 256;
duration_count >>= (duration & 0x7F);
// If duration is 1.5x add .5 to duration
if (duration & 0x80)
duration_count += (duration_count >> 1);
// Add the note to our buffer
NoteBuffer[Notestat.Tail].note = note;
NoteBuffer[Notestat.Tail].duration = duration_count;
Notestat.Tail++;
Notestat.Tail &= NOTE_ROLLOVER_MASK;
Notestat.Count++;
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void InitTimer(void)
{
setup_timer_0(RTCC_DIV_256 | RTCC_8_BIT);
setup_timer_1(T1_INTERNAL | T1_DIV_BY_8);
setup_timer_2(T2_DIV_BY_4, 250, 5);
enable_interrupts(INT_CCP1);
enable_interrupts(INT_TIMER0);
enable_interrupts(INT_TIMER2);
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
char get_char_from_tune(long index)
{
switch (Melody_Pointer)
{
case JOLLYOLDSTNICK:
return (JollyOldStNick.tune[index]);
break;
case MOMMYKISSSANTA:
return (MommyKissSanta.tune[index]);
break;
case LETITSNOW:
return (LetItSnow.tune[index]);
break;
case AWAYINAMANGER:
return (AwayInAManger.tune[index]);
break;
case OCHRISTMASTREE:
return (OChristmasTree.tune[index]);
break;
case MERRYCHRISTMAS:
return (MerryChristmas.tune[index]);
break;
case SANTACOMING:
return (SantaComing.tune[index]);
break;
case OCOMEALLYEFAITHFUL:
return (OComeAllYeFaithful.tune[index]);
break;
case DECKTHEHALLS:
return (DeckTheHalls.tune[index]);
break;
case SLEIGH:
return (Sleigh.tune[index]);
break;
case RUDOLPH:
return (Rudolph.tune[index]);
break;
case TWELVEDAYSOFCHRISTMAS:
return (TwelveDaysOfChristmas.tune[index]);
break;
case FROSTYTHESNOWMAN:
return (FrostyTheSnowman.tune[index]);
break;
case SILENTNIGHT:
return (SilentNight.tune[index]);
break;
case JINGLEBELLS:
return (JingleBells.tune[index]);
break;
default:
break;
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
int get_tempo(void)
{
switch (Melody_Pointer)
{
case JOLLYOLDSTNICK:
return (JollyOldStNick.tempo);
break;
case MOMMYKISSSANTA:
return (MommyKissSanta.tempo);
break;
case LETITSNOW:
return (LetItSnow.tempo);
break;
case AWAYINAMANGER:
return (AwayInAManger.tempo);
break;
case OCHRISTMASTREE:
return (OChristmasTree.tempo);
break;
case MERRYCHRISTMAS:
return (MerryChristmas.tempo);
break;
case SANTACOMING:
return (SantaComing.tempo);
break;
case OCOMEALLYEFAITHFUL:
return (OComeAllYeFaithful.tempo);
break;
case DECKTHEHALLS:
return (DeckTheHalls.tempo);
break;
case SLEIGH:
return (Sleigh.tempo);
break;
case RUDOLPH:
return (Rudolph.tempo);
break;
case TWELVEDAYSOFCHRISTMAS:
return (TwelveDaysOfChristmas.tempo);
break;
case FROSTYTHESNOWMAN:
return (FrostyTheSnowman.tempo);
break;
case SILENTNIGHT:
return (SilentNight.tempo);
break;
case JINGLEBELLS:
return (JingleBells.tempo);
break;
default:
break;
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
int get_defaultoctave(void)
{
switch (Melody_Pointer)
{
case JOLLYOLDSTNICK:
return (JollyOldStNick.defaultoctave);
break;
case MOMMYKISSSANTA:
return (MommyKissSanta.defaultoctave);
break;
case LETITSNOW:
return (LetItSnow.defaultoctave);
break;
case AWAYINAMANGER:
return (AwayInAManger.defaultoctave);
break;
case OCHRISTMASTREE:
return (OChristmasTree.defaultoctave);
break;
case MERRYCHRISTMAS:
return (MerryChristmas.defaultoctave);
break;
case SANTACOMING:
return (SantaComing.defaultoctave);
break;
case OCOMEALLYEFAITHFUL:
return (OComeAllYeFaithful.defaultoctave);
break;
case DECKTHEHALLS:
return (DeckTheHalls.defaultoctave);
break;
case SLEIGH:
return (Sleigh.defaultoctave);
break;
case RUDOLPH:
return (Rudolph.defaultoctave);
break;
case TWELVEDAYSOFCHRISTMAS:
return (TwelveDaysOfChristmas.defaultoctave);
break;
case FROSTYTHESNOWMAN:
return (FrostyTheSnowman.defaultoctave);
break;
case SILENTNIGHT:
return (SilentNight.defaultoctave);
break;
case JINGLEBELLS:
return (JingleBells.defaultoctave);
break;
default:
break;
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
int get_defaultduration(void)
{
switch (Melody_Pointer)
{
case JOLLYOLDSTNICK:
return (JollyOldStNick.defaultduration);
break;
case MOMMYKISSSANTA:
return (MommyKissSanta.defaultduration);
break;
case LETITSNOW:
return (LetItSnow.defaultduration);
break;
case AWAYINAMANGER:
return (AwayInAManger.defaultduration);
break;
case OCHRISTMASTREE:
return (OChristmasTree.defaultduration);
break;
case MERRYCHRISTMAS:
return (MerryChristmas.defaultduration);
break;
case SANTACOMING:
return (SantaComing.defaultduration);
break;
case OCOMEALLYEFAITHFUL:
return (OComeAllYeFaithful.defaultduration);
break;
case DECKTHEHALLS:
return (DeckTheHalls.defaultduration);
break;
case SLEIGH:
return (Sleigh.defaultduration);
break;
case RUDOLPH:
return (Rudolph.defaultduration);
break;
case TWELVEDAYSOFCHRISTMAS:
return (TwelveDaysOfChristmas.defaultduration);
break;
case FROSTYTHESNOWMAN:
return (FrostyTheSnowman.defaultduration);
break;
case SILENTNIGHT:
return (SilentNight.defaultduration);
break;
case JINGLEBELLS:
return (JingleBells.defaultduration);
break;
default:
break;
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void Melody_Task(void)
{
if (PlayMelodyFlag)
{
if (!PlayMelody())
Melody_Pointer++;
}
}
/* *************************************************************************
DESCRIPTION: This function displays the title of the melody on the LCD
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void display_melody_name(void)
{
// Clear the screen and make sure that we are at the top
lcd_putc("\f");
lcd_gotoxy(0,1);
// Use our global Melody_Pointer to determine the title of the current tune
switch (Melody_Pointer)
{
case JOLLYOLDSTNICK:
lcd_putc("Jolly Old\nSt Nick");
break;
case MOMMYKISSSANTA:
lcd_putc("Mommy Kissing\nSanta Claus");
break;
case LETITSNOW:
lcd_putc("Let It Snow");
break;
case AWAYINAMANGER:
lcd_putc("Away In A Manger");
break;
case OCHRISTMASTREE:
lcd_putc("O Christmas Tree");
break;
case MERRYCHRISTMAS:
lcd_putc("We Wish You A\nMerry Christmas");
break;
case SANTACOMING:
lcd_putc("Santa Claus Is\nComing To Town");
break;
case OCOMEALLYEFAITHFUL:
lcd_putc("O Come All\nYe Faithful");
break;
case DECKTHEHALLS:
lcd_putc("Deck The Halls");
break;
case SLEIGH:
lcd_putc("Sleigh Ride");
break;
case RUDOLPH:
lcd_putc("Rudolph");
break;
case TWELVEDAYSOFCHRISTMAS:
lcd_putc("Twelve Days\nOf Christmas");
break;
case FROSTYTHESNOWMAN:
lcd_putc("Frosty The\nSnowman");
break;
case SILENTNIGHT:
lcd_putc("Silent Night");
break;
case JINGLEBELLS:
lcd_putc("JingleBells");
break;
default:
break;
}
}
/* *************************************************************************
DESCRIPTION: Button Tasks
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void Button_Task(void)
{
if (!Read_Button_Count)
{
Read_Button_Count = 30;
Check_Button_Press();
}
}
/* *************************************************************************
DESCRIPTION: This function handles checking for button presses
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void Check_Button_Press(void)
{
static int debounce_count = 4;
static int stable = 0xFF;
static int last = 0xFF;
int trans_low;
int current = 0xFF;
BOOLEAN change = FALSE;
// Read the current state of the buttons
if (!input(PIN_A4))
bit_clear(current,2);
if (!input(PIN_B0))
bit_clear(current,3);
// See if they have changed
if (current != last)
{
last = current;
change = TRUE;
}
// If they have changed then reset our counter
if (change)
{
debounce_count = 4;
}
// Each time they are stable, then decrement our count
else if (debounce_count)
{
debounce_count--;
}
// They have been stable long enough so act on them
else if (current != stable)
{
// Get the high transitions
trans_low = ((stable ^ current) & stable);
if (bit_test(trans_low,2))
PlayMelodyFlag = ! PlayMelodyFlag;
if (bit_test(trans_low,3))
{
Melody_Pointer++;
if (Melody_Pointer >= LAST_MELODY)
Melody_Pointer = 0;
Note_Index = 0xFFFF;
display_melody_name();
}
stable = current;
}
}
//----------------------------------------------------------------------------
// ISR routines
//----------------------------------------------------------------------------
#int_ccp1
/* *************************************************************************
DESCRIPTION: This function controls the PWM of the piezo speaker
RETURN: none
ALGORITHM: none
NOTES: If you do not wish to use C2 as the output, then you will need
to toggle your output here. Make sure that you change the CCP
setup not to toggle the C2 output if this is the case
*************************************************************************** */
void ccp1_isr (void)
{
CCP_1 += Note_Ticks;
}
/* *************************************************************************
DESCRIPTION: This function is used to control the duration of the note
RETURN: none
ALGORITHM: none
NOTES: I store the notes in a buffer so that the main loop has other
time to do stuff with out have to sit at wait for a note to
complete.
*************************************************************************** */
#int_timer0
void timer0_isr (void)
{
// Preload a value for TMR0 so that we can control how long it takes to
// trigger an interrupt
TMR0 = Tempo;
// Is a note playing?
if (DurationCount)
{
DurationCount--;
if (!DurationCount)
setup_ccp1(CCP_OFF);
}
// Note is finished playing, do we have anymore in our buffer?
else if (Notestat.Count)
{
DurationCount = NoteBuffer[Notestat.Head].duration;
Note_Ticks = NoteBuffer[Notestat.Head].note;
Notestat.Count--;
Notestat.Head++;
Notestat.Head &= NOTE_ROLLOVER_MASK;
CCP_1 = TMR1 + Note_Ticks;
if (Note_Ticks)
{
/* Setup the CCP module to toggle the output pin c2 */
setup_ccp1(CCP_COMPARE_TOGGLE_MATCH);
}
// Nope, we are all through so disable the PWM
else
{
setup_ccp1(CCP_OFF);
}
}
}
#int_timer2
/* *************************************************************************
DESCRIPTION: This function is our system tick set at 1ms
RETURN: none
ALGORITHM: none
NOTES: none
*************************************************************************** */
void timer2_isr (void)
{
if (Read_Button_Count)
{
Read_Button_Count--;
}
}
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saroch
Joined: 06 Oct 2004 Posts: 8
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Posted: Sun Nov 14, 2004 10:45 am |
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THANK YOU VERY VERY VERY MUCH |
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