Buzzer themes
Although the piezoelectric buzzer used is mechanically design for a resonant frequency of 4KHz, it can also produce tones at a wide range of frequencies. For the song themes implemented, more than 2 octaves were used to play all notes (from A6 to C9).
The mechanism for playng song themes in a non-blocking fashion is described below.
Timer
The 16-bit TIMER 4 is used. It’s initialized and configured in timers.c
with timer_buzzer_init()
. Its behavior is to produce a PWM signal with 50% duty cycle by toggling an output pin on every compare match. That way, by changing the compare match value, the PWM frequency that drives the buzzer changes. timer_buzzer_set()
is responsible for changing the buzzer frequency.
Base timer frequency is 2MHz. Values for the compare match register can be derived for any note. It was chosen to use the equal-tempered scale. These values are defined as macros inside buzzer.c
:
// TIMER COUNTER 3 MACROS (notes)
// All notes are divided by 8, since the operation frequency was changed from
// 16MHz to 2MHz
#define N_A6 4545/8 // 1760Hz
#define N_B6 4050/8 // 1975.53Hz
#define N_C7 3822/8 // 2093.00Hz
#define N_Db7 3608/8 // 2217.46Hz
//
// more notes
//
#define N_A8 1136/8 // 7040.00Hz
#define N_B8 1012/8 // 7902.13Hz
#define N_C9 956/8 // 8372.02Hz
#define N_SIL 0xFFFF // Silence
Tempo
On the other hand, there must be a mechanism to compute the duration of a musical note. This is achieved by using the system-wide 1ms time base. Thus, the note duration can now be expressed as a counter value, which translates to a time multiple of 1ms.
But, when dealing with sheet music the notes’ duration is determined by the song’s tempo in combination with the music symbol (I hope not to say some blasphemy for musicians). That way, a base tempo of 100 (beats per minute) is chosen to determine the duration of notes. Any song with different tempo must take 100 bpm as a reference to make an equivalence for its own tempo. Notes’ duration with Tempo of 100 are:
// Music notes duration (reference tempo: 100)
#define SIXTEENTH_NOTE (QUARTER_NOTE / 4)
#define TWELVETH_NOTE (QUARTER_NOTE / 3)
#define EIGHTH_NOTE (QUARTER_NOTE / 2)
#define SIXTH_NOTE (TWELVETH_NOTE * 2)
#define QUARTER_NOTE (60000 / 100)
#define HALF_NOTE (QUARTER_NOTE * 2)
#define WHOLE_NOTE (QUARTER_NOTE * 4)
Song themes array
Putting both previous concepts together, any song based on tones can be expressed as an array of note-duration pairs. The Star Wars theme can now be represented as shown below. It has a tempo of 108, so an adjustment must be made to the notes’ duration in order to properly play the song.
/*
* Melodies are stored as an array of note-duration structures. "note" field
* determines the musical note (the PWM frequency of the buzzer), and "duration"
* determines how long the note is to be played.
*/
typedef struct {
uint16_t note;
uint16_t duration;
} note_s;
static const note_s star_wars_theme[] PROGMEM = {
{N_SIL, QUARTER_NOTE},
{N_C7, TWELVETH_NOTE},
{N_C7, TWELVETH_NOTE},
{N_C7, TWELVETH_NOTE},
{N_F7, HALF_NOTE},
{N_C8, HALF_NOTE},
{N_B7, TWELVETH_NOTE},
{N_A7, TWELVETH_NOTE},
{N_G7, TWELVETH_NOTE},
{N_F8, HALF_NOTE},
{N_C8, QUARTER_NOTE},
{N_B7, TWELVETH_NOTE},
{N_A7, TWELVETH_NOTE},
{N_G7, TWELVETH_NOTE},
{N_F8, HALF_NOTE},
{N_C8, QUARTER_NOTE},
{N_B7, TWELVETH_NOTE},
{N_A7, TWELVETH_NOTE},
{N_B7, TWELVETH_NOTE},
{N_G7, HALF_NOTE},
};
Playing the songs
Much like the buttons debouncing routine, the buzzer_music()
function works the same way. It relies on a 1ms loop period, so that the function may be called once per millisecond. Its internal variables need to be static
to preserve the context between subsequent executions.
First time the function is called, an initialization step occurs, which initializes some variables and adjusts notes’ duration, storing the new value in a dynamically created vector.
duration_p = (uint16_t *)calloc(size, sizeof(uint16_t));
// calculate proper notes' duration and store the result in vector
for(uint8_t i = 0; i < size; i++)
duration_p[i] = note_duration(pgm_read_word(&theme_p[i].duration), tempo);
//
// a few lines below:
/*===========================================================================*/
/*
* Base tempo is 100 (100 bits per minute).
*/
static uint16_t note_duration(uint16_t counts, uint8_t tempo)
{
float f_tempo = (float) tempo;
float f_counts = (float) counts;
float x = (100.0 / f_tempo) * f_counts;
return (uint16_t) x;
}
After that, a couple of nested counters count
and n
iterate through the entire song theme array, setting the buzzer timer with the corresponding note frequency, and letting it play for the corresponding note duration.
if(count >= duration_p[n]){
n++;
if(pgm_read_word(&theme_p[n].note) != N_SIL)
timer_buzzer_set(ENABLE, pgm_read_word(&theme_p[n].note));
else
timer_buzzer_set(DISABLE, pgm_read_word(&theme_p[n].note));
count = 0;
}
Once the cycle reaches the end of the array, it disables the buzzer and outputs a TRUE
value to indicate the end of the song.
if(n >= size){
timer_buzzer_set(DISABLE, N_C8);
free((void *)duration_p);
theme_p = NULL;
duration_p = NULL;
intro = TRUE;
out = TRUE;
}
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