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그 외 코드/아두이노

아두이노 피에조 부저(Piezo Buzzer) 멜로디 모음

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#include "pitches.h" 더보기 클릭

더보기
#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

 

Play Melody 함수 

void Play_Melody()
{ 
  for (int thisNote = 0; thisNote < (sizeof(Melody_note)/sizeof(int)); thisNote++) {

    int noteDuration = 1000 / Melody_duration[thisNote];//convert duration to time delay
    tone(BUZZER, Melody_note[thisNote], noteDuration);

    int pauseBetweenNotes = noteDuration * 1.05; //Here 1.05 is tempo, increase to play it slower
    delay(pauseBetweenNotes);
    noTone(BUZZER); //stop music on buzzer pin
    }
}

 


Melody

 

Pirates

/*
 * The themes given below were converted from the piano sheet music 
 * Code by : B.Aswinth Raj
 * Dated: 15-06-2017
 * Website: CircuitDigest.com
 */

//##############**"HE IS A PIRATE" Theme song of Pirates of caribbean**##############//
int Pirates_note[] = {
NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4,
NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, 
NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_D4,  
NOTE_A3, NOTE_C4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_E4, NOTE_F4, NOTE_F4, 
NOTE_F4, NOTE_G4, NOTE_E4, NOTE_E4, NOTE_D4, NOTE_C4, NOTE_C4, NOTE_D4,
0, NOTE_A3, NOTE_C4, NOTE_B3, NOTE_D4, NOTE_B3, NOTE_E4, NOTE_F4,
NOTE_F4, NOTE_C4, NOTE_C4, NOTE_C4, NOTE_C4, NOTE_D4, NOTE_C4,
NOTE_D4, 0, 0, NOTE_A3, NOTE_C4, NOTE_D4, NOTE_D4, NOTE_D4, NOTE_F4,
NOTE_G4, NOTE_G4, NOTE_G4, NOTE_A4, NOTE_A4, NOTE_A4, NOTE_A4, NOTE_G4,
NOTE_A4, NOTE_D4, 0, NOTE_D4, NOTE_E3, NOTE_F4, NOTE_F4, NOTE_G4, NOTE_A4, 
NOTE_D4, 0, NOTE_D4, NOTE_F4, NOTE_E4, NOTE_E4, NOTE_F4, NOTE_D4
};
int Pirates_duration[] = {
4,8,4,8,4,8,8,8,8,4,8,4,8,4,8,8,8,8,4,8,4,8,
4,8,8,8,8,4,4,8,8,4,4,8,8,4,4,8,8,
8,4,8,8,8,4,4,8,8,4,4,8,8,4,4,8,4,
4,8,8,8,8,4,4,8,8,4,4,8,8,4,4,8,8,
8,4,8,8,8,4,4,4,8,4,8,8,8,4,4,8,8
};
//###########End of He is a Pirate song#############//

void Play_Pirates()
{ 
  for (int thisNote = 0; thisNote < (sizeof(Pirates_note)/sizeof(int)); thisNote++) {

    int noteDuration = 1000 / Pirates_duration[thisNote];//convert duration to time delay
    tone(BUZZER, Pirates_note[thisNote], noteDuration);

    int pauseBetweenNotes = noteDuration * 1.05; //Here 1.05 is tempo, increase to play it slower
    delay(pauseBetweenNotes);
    noTone(BUZZER); //stop music on buzzer pin
    }
}

 

Crazy Frog

//##############**"Crazy Frog" song of Crazy frog album**##############//
int CrazyFrog_note[] = {
  NOTE_D4, 0, NOTE_F4, NOTE_D4, 0, NOTE_D4, NOTE_G4, NOTE_D4, NOTE_C4,
  NOTE_D4, 0, NOTE_A4, NOTE_D4, 0, NOTE_D4, NOTE_AS4, NOTE_A4, NOTE_F4,
  NOTE_D4, NOTE_A4, NOTE_D5, NOTE_D4, NOTE_C4, 0, NOTE_C4, NOTE_A3, NOTE_E4, NOTE_D4,
  0,NOTE_D4,NOTE_D4
};
int CrazyFrog_duration[] = {
  8, 8, 6, 16, 16, 16, 8, 8, 8, 
  8, 8, 6, 16, 16, 16, 8, 8, 8,
  8, 8, 8, 16, 16, 16, 16, 8, 8, 2,
  8,4,4
};
//###########End of Crazy Frog#############//

void Play_CrazyFrog()
{
  for (int thisNote = 0; thisNote < (sizeof(CrazyFrog_note)/sizeof(int)); thisNote++) {

    int noteDuration = 1000 / CrazyFrog_duration[thisNote]; //convert duration to time delay
    tone(BUZZER, CrazyFrog_note[thisNote], noteDuration);

    int pauseBetweenNotes = noteDuration * 1.30;//Here 1.30 is tempo, decrease to play it faster
    delay(pauseBetweenNotes);
    noTone(BUZZER); //stop music on buzzer pin 
    }
}

 

Mario underworld

//##############**"Mario underworld" **##############//
int MarioUW_note[] = {
  NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,NOTE_AS3, NOTE_AS4, 0, 0,
  NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4, NOTE_AS3, NOTE_AS4, 0,0,
  NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,NOTE_DS3, NOTE_DS4, 0, 0,
  NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,NOTE_DS3, NOTE_DS4, 0,
  0, NOTE_DS4, NOTE_CS4, NOTE_D4,
  NOTE_CS4, NOTE_DS4, NOTE_DS4, NOTE_GS3, NOTE_G3, NOTE_CS4,
  NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
  NOTE_GS4, NOTE_DS4, NOTE_B3,  NOTE_AS3, NOTE_A3, NOTE_GS3,0, 0, 0
};
int MarioUW_duration[] = {
 12, 12, 12, 12,12, 12, 6,3,
 12, 12, 12, 12, 12, 12, 6, 3,
 12, 12, 12, 12, 12, 12, 6,
 3, 12, 12, 12, 12,
 12, 12, 6, 6, 18, 18, 18,
 6, 6, 6, 6,6, 6,
 18, 18, 18, 18, 18, 18, 10, 10, 10,
 10, 10, 10, 3, 3, 3
};
//###########End of Mario underworld#############//

void Play_MarioUW()
{
    for (int thisNote = 0; thisNote < (sizeof(MarioUW_note)/sizeof(int)); thisNote++) {

    int noteDuration = 1000 / MarioUW_duration[thisNote];//convert duration to time delay
    tone(BUZZER, MarioUW_note[thisNote], noteDuration);

    int pauseBetweenNotes = noteDuration * 1.80;
    delay(pauseBetweenNotes);
    noTone(BUZZER); //stop music on buzzer pin 
    }
}

 

Titanic

//##############**"Titanic" **##############//
int Titanic_note[] = {
NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_B4, NOTE_E4, NOTE_E4, NOTE_B4, NOTE_E5, 
NOTE_E5, NOTE_E5, NOTE_B4, NOTE_E4, NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_B4, 
NOTE_E4, NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_D5, NOTE_E4, NOTE_B4, NOTE_E5, 
NOTE_E5, NOTE_E5, NOTE_B4, NOTE_E4, NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_B4, 
NOTE_F5, NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_B4, NOTE_E4,
NOTE_E4, NOTE_B4, NOTE_E5, NOTE_E5, NOTE_E5, NOTE_D5, NOTE_E5, NOTE_E4, NOTE_E4, NOTE_E4, 
NOTE_D4, NOTE_B3, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_B3, NOTE_E4,
NOTE_D4, NOTE_E4, NOTE_F4, NOTE_G4, NOTE_F4, NOTE_E4, NOTE_E4, NOTE_E4, NOTE_E4
};
int Titanic_duration[] = {
8,8,8,8,8,8,4,8,8,8,8,8,8,4,8,8,8,8,8,8,4,8,8,8,8,4,4,8,8,8,8,8,8,4,8,8,8,8,8,8,4,8,
8,8,8,8,8,1,
8,8,8,8,4,4,4,8,4,4,8,8,8,8,4,8,8,4,8,4,8,8,4,8,4,1
};
//###########End of Titanic#############//

void Play_Titanic()
{
    for (int thisNote = 0; thisNote < (sizeof(Titanic_note)/sizeof(int)); thisNote++) {

    int noteDuration = 1000 / Titanic_duration[thisNote];//convert duration to time delay
    tone(BUZZER, Titanic_note[thisNote], noteDuration);

    int pauseBetweenNotes = noteDuration * 2.70;
    delay(pauseBetweenNotes);
    noTone(BUZZER); //stop music on buzzer pin
    }
}

 

Nyan cat

int melody[] = {
  NOTE_DS5, NOTE_E5, NOTE_FS5, 0, NOTE_B5, NOTE_E5, NOTE_DS5, NOTE_E5, NOTE_FS5, NOTE_B5, NOTE_DS6, NOTE_E6, NOTE_DS6, NOTE_AS5, NOTE_B5, 0,
  NOTE_FS5, 0, NOTE_DS5, NOTE_E5, NOTE_FS5, 0, NOTE_B5, NOTE_CS6, NOTE_AS5, NOTE_B5, NOTE_CS6, NOTE_E6, NOTE_DS6, NOTE_E6, NOTE_CS6,
  NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
  NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
  NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
  NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
  NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
  NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
  NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4,
  NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
  NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3,
  NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4,
  NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
  NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
  NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4,
  NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3,
  NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3,
  NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4,
};

// note durations: 4 = quarter note, 8 = eighth note, etc
int noteDurations[] = {
  16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
  16,16,16,16,16,16,8,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,8,8,8,
  8,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,8,8,8,
  8,8,16,16,16,16,16,16,8,8,8,
  8,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,8,8,8,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,16,16,8,8,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,16,16,8,8,
  8,8,16,16,16,16,16,16,8,8,8,
  8,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,8,8,8,
  8,8,16,16,16,16,16,16,8,8,8,
  8,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,8,8,8,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,16,16,8,8,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,8,16,16,16,16,16,16,16,16,16,16,16,16,
  8,16,16,8,16,16,16,16,16,16,16,16,16,16,
  8,16,16,16,16,16,16,16,16,16,16,8,8,
};

void Nyan_cat(){
  //iterate over the notes of the melody:
  for (int thisNote = 0; thisNote < sizeof(melody) / sizeof(melody[0]); thisNote++) {
    /*
      to calculate the note duration, take one second divided by the note type.
      e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
     */
    int noteDuration = 1000/noteDurations[thisNote];
    tone(BUZZER, melody[thisNote],noteDuration);
    /*
      to distinguish the notes, set a minimum time between them.
      the note's duration + 30% seems to work well:
     */
    int pauseBetweenNotes = noteDuration * 1.30;
    delay(pauseBetweenNotes);
    
    noTone(BUZZER); //stop the tone playing:
  }
  digitalWrite(BUZZER,LOW);
}
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