728x90
반응형
SMALL
#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);
}
728x90
반응형
LIST
'그 외 코드 > 아두이노' 카테고리의 다른 글
아두이노 Serial Monitor 입력 값 출력, 저장 하는 함수 만들기 (0) | 2020.01.02 |
---|