蜂鸣器

news/2024/11/24 12:37:45/
蜂鸣器的发声原理由振动装置和谐振装置组成,而蜂鸣器又分为无源他激型与有源自激型。
    无源他激型蜂鸣器的工作发声原理是:方波信号输入谐振装置转换为声音信号输出, 无源他激型蜂鸣器的工作发声 原理图如下:
有源自激型蜂鸣器的工作发声原理是:直流电源输入经过振荡系统的放大取样电路在谐振装置作用下产生声音信号, 有源自激型蜂鸣器的工作 发声原理图如下:
   

蜂鸣片的构成、原理与辨别


蜂鸣片也叫压电陶瓷蜂鸣片,是压电陶瓷中应用最广的产品之一。蜂鸣片是压电蜂鸣器的主要部件。

蜂鸣片的构成

蜂鸣片由锆钛酸铅或铌镁酸铅压电陶瓷材料制成。在陶瓷片的两面镀上银电极,经极化和老化处理后,再与黄铜片或不锈钢片粘在一起。

蜂鸣片的原理

蜂鸣片是利用压电效应原理工作的,当对其施加交变电压时它会产生机械振动;反之,对其施加机械作用力时它也会产生电压信号。因此,可以将压电陶瓷蜂鸣片变通作为振动传感器使用。压电陶瓷蜂鸣片受到机械作用力时产生的电压信号很微弱,作振动传感器使用一般应连接电压放大器。

蜂鸣片的质量辨别

  

用机械万用表可以方便的检测蜂鸣片的好坏,方法是:

将万用表拨至25V档,左手拇指与食指轻轻捏住蜂鸣片的两面,右手持两只表笔,红笔接近薯片,黑笔横放在蜂鸣片的表面,然后左手拇指与食指用力压紧一下,随即放松,蜂鸣片上就先后产生两个极性相反的电压信号,使指针向右摆-回零-向左摆-回零,摆幅约0.1~0.15V。若交换表笔位置后重新试验,指针摆动的顺序为向左摆-回零-向右摆-回零。在压力相同的情况下,指针摆幅愈大,蜂鸣片的灵敏度越高,若指针不动,说明蜂鸣片内部漏电或受损。

图 9-8 蜂鸣器电路原理图

我们来看一下图 9-8 的电路,蜂鸣器电流依然相对较大,因此需要用三极管驱动,并且加了一个 100 欧的电阻作为限流电阻。此外还加了一个 D4 二极管,这个二极管叫做续流二极管。我们的蜂鸣器是感性器件,当三极管导通给蜂鸣器供电时,就会有导通电流流过蜂鸣器。而我们知道,电感的一个特点就是电流不能突变,导通时电流是逐渐加大的,这点没有问题,但当关断时,经“电源-三极管-蜂鸣器-地”这条回路就截断了,过不了任何电流了,那么储存的电流往哪儿去呢,就是经过这个 D4 和蜂鸣器自身的环路来消耗掉了,从而就避免了关断时由于电感电流造成的反向冲击。接续关断时的电流,这就是续流二极管名称的由来。

蜂鸣器经常用于电脑、打印机、万用表这些设备上做提示音,提示音一般也很简单,就是简单发出个声音就行,我们用程序简单做了个 4KHZ 频率下的发声和 1KHZ 频率下的发声程序,同学们可以自己研究下程序,比较下实际效果。

 

/************************************************************************   
[文件名]  C51音乐程序(八月桂花)   
[功能]    通过单片机演奏音乐   /**********************************************************************/     
#include <REG52.H>      
#include <INTRINS.H>      
//本例采用89C52, 晶振为11.0592MHZ      
//关于如何编制音乐代码, 其实十分简单,各位可以看以下代码.      
//频率常数即音乐术语中的音调,而节拍常数即音乐术语中的多少拍;      
//所以拿出谱子, 试探编吧!      sbit GPIO_Beep =  P1^5 ;   
unsigned char g_beat = 0;  //节拍常数变量       unsigned char code music_tab[] ={     
0x18, 0x30, 0x1C , 0x10, //格式为: 频率常数, 节拍常数, 频率常数, 节拍常数,      
0x20, 0x40, 0x1C , 0x10,     
0x18, 0x10, 0x20 , 0x10,     
0x1C, 0x10, 0x18 , 0x40,     
0x1C, 0x20, 0x20 , 0x20,     
0x1C, 0x20, 0x18 , 0x20,     
0x20, 0x80, 0xFF , 0x20,     
0x30, 0x1C, 0x10 , 0x18,     
0x20, 0x15, 0x20 , 0x1C,     
0x20, 0x20, 0x20 , 0x26,     
0x40, 0x20, 0x20 , 0x2B,     
0x20, 0x26, 0x20 , 0x20,     
0x20, 0x30, 0x80 , 0xFF,     
0x20, 0x20, 0x1C , 0x10,     
0x18, 0x10, 0x20 , 0x20,     
0x26, 0x20, 0x2B , 0x20,     
0x30, 0x20, 0x2B , 0x40,     
0x20, 0x20, 0x1C , 0x10,     
0x18, 0x10, 0x20 , 0x20,     
0x26, 0x20, 0x2B , 0x20,     
0x30, 0x20, 0x2B , 0x40,     
0x20, 0x30, 0x1C , 0x10,     
0x18, 0x20, 0x15 , 0x20,     
0x1C, 0x20, 0x20 , 0x20,     
0x26, 0x40, 0x20 , 0x20,     
0x2B, 0x20, 0x26 , 0x20,     
0x20, 0x20, 0x30 , 0x80,     
0x20, 0x30, 0x1C , 0x10,     
0x20, 0x10, 0x1C , 0x10,     
0x20, 0x20, 0x26 , 0x20,     
0x2B, 0x20, 0x30 , 0x20,     
0x2B, 0x40, 0x20 , 0x15,     
0x1F, 0x05, 0x20 , 0x10,     
0x1C, 0x10, 0x20 , 0x20,     
0x26, 0x20, 0x2B , 0x20,     
0x30, 0x20, 0x2B , 0x40,     
0x20, 0x30, 0x1C , 0x10,     
0x18, 0x20, 0x15 , 0x20,     
0x1C, 0x20, 0x20 , 0x20,     
0x26, 0x40, 0x20 , 0x20,     
0x2B, 0x20, 0x26 , 0x20,     
0x20, 0x20, 0x30 , 0x30,     
0x20, 0x30, 0x1C , 0x10,     
0x18, 0x40, 0x1C , 0x20,     
0x20, 0x20, 0x26 , 0x40,     
0x13, 0x60, 0x18 , 0x20,     
0x15, 0x40, 0x13 , 0x40,     
0x18, 0x80, 0x00     
};     void int0()  interrupt 1   //采用中断0 控制节拍      
{  TH0 = 0xd8;     TL0 = 0xef;     g_beat--;     
}  void AudioFrequencyDelay (unsigned char m)   //控制频率延时      
{     unsigned i=3*m;     while(--i);     
}   void BeepTone(unsigned char tone, unsigned char beat)     
{  g_beat = beat;  TR0 = 1;  //开定时器1      while(g_beat != 0) //等待节拍完成, 通过P1口输出音频(可多声道哦!)   {  GPIO_Beep = ~GPIO_Beep;  AudioFrequencyDelay(tone);  }  TR0 = 0;   //关定时器1  
}  void Delay10ms(unsigned int c)   //误差 0us  
{  unsigned char a, b;  //--c已经在传递过来的时候已经赋值了,所以在for语句第一句就不用赋值了--//  for (;c>0;c--)  {  for (b=38;b>0;b--)  {  for (a=130;a>0;a--);  }  }         
}  void InitTimer0()  
{  TMOD = 0x01; //选择16位计数器  TH0 = 0xd8;  //(65535 - 10000) / 256  TL0 = 0xef;  //(65535 - 10000) % 256  IE=0x82;   //允许定时器T0中断和总中断  
}  void PlaySong()  
{  unsigned char i=0;  unsigned char tmpTone = 0;  while(1)     {  tmpTone = music_tab[i];   if(tmpTone == 0x00)  //如果碰到结束符  {  return;  }         else if(tmpTone == 0xff)  //若碰到休止符,延时100ms,继续取下一音符  {   ++i;  Delay10ms(10),  TR0=0;   continue;  }        else   {  unsigned char tone, beat;  tone = music_tab[i++];  beat = music_tab[i++];  BeepTone(tone, beat);     }  }     
}  void main()     
{  InitTimer0();  while(1)     {  PlaySong();  Delay10ms(300);   }     
}

2. 流水灯和蜂鸣器相结合:/*======================================================*/  /*  时间:2015年7月27日 21:34:44                      */  /*      :2015年7月29日 21:40:17                        */  /*      :2015年8月2日 18:15:38                         */  /*  功能:流水灯1 + 蜂鸣器                               */  /*  目的:51单片机学习                                  */  /*      ^_^……!                                          */  /*======================================================*/  #include <reg52.h>  #include "commLib.h"  #define SHIFT_LEFT      0       // 左移  #define SHIFT_RIGHT     1       // 右移  sbit beep = P2^3;               // 蜂鸣器  int main(void)  {  char shiftFlag = SHIFT_LEFT;  unsigned char led = 0xFE;  while (1)  {  P1 = led;  beep = 0;       // 蜂鸣器发声  delay(50);  beep = 1;       // 蜂鸣器关闭      // 此时最左边的灯亮,0在最低位,所以要向高位移,即向左移  if (0xFE == led)  {  shiftFlag = SHIFT_LEFT;  }  // 此时最右边的灯亮,0在最高位,所以要向低位移,即向右移  else if (0x7F == led)  {  shiftFlag = SHIFT_RIGHT;  }  switch(shiftFlag)  {  // 左移  case SHIFT_LEFT:  led = ccCrol(led, 1);  break;  // 右移  case SHIFT_RIGHT:  led = ccCror(led, 1);  break;  }  //延时100ms  delay(50);  }  return 0;  }

奏乐程序二:
#ifndef __MUSIC_H__
#define __MUSIC_H__
//*****************************Music******************************************************
//挥着翅膀的女孩
unsigned char code Music_Girl[]={ 0x17,0x02, 0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x03,0x16,0x03, 0x17,0x03, 0x17,0x03, 0x17,0x03, 0x18,0x03,0x19,0x02, 0x16,0x03, 0x17,0x03, 0x18,0x02, 0x18,0x03,0x17,0x03, 0x15,0x02, 0x18,0x03, 0x17,0x03, 0x18,0x02,0x10,0x03, 0x15,0x03, 0x16,0x02, 0x15,0x03, 0x16,0x03,0x17,0x02, 0x17,0x03, 0x18,0x03, 0x19,0x02, 0x1A,0x03,0x1B,0x03, 0x1F,0x03, 0x1F,0x03, 0x17,0x03, 0x18,0x03,0x19,0x02, 0x16,0x03, 0x17,0x03, 0x18,0x03, 0x17,0x03,0x18,0x03, 0x1F,0x03, 0x1F,0x02, 0x16,0x03, 0x17,0x03,0x18,0x03, 0x17,0x03, 0x18,0x03, 0x20,0x03, 0x20,0x02,0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x20,0x03, 0x21,0x03,0x20,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x1F,0x03,0x1B,0x03, 0x19,0x03, 0x19,0x03, 0x15,0x03, 0x1A,0x66,0x1A,0x03, 0x19,0x03, 0x15,0x03, 0x15,0x03, 0x17,0x03,0x16,0x66, 0x17,0x04, 0x18,0x04, 0x18,0x03, 0x19,0x03,0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x20,0x03, 0x21,0x03,0x20,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x1F,0x03,0x1B,0x03, 0x19,0x03, 0x19,0x03, 0x15,0x03, 0x1A,0x66,0x1A,0x03, 0x19,0x03, 0x19,0x03, 0x1F,0x03, 0x1B,0x03,0x1F,0x00, 0x1A,0x03, 0x1A,0x03, 0x1A,0x03, 0x1B,0x03,0x1B,0x03, 0x1A,0x03, 0x19,0x03, 0x19,0x02, 0x17,0x03,0x15,0x17, 0x15,0x03, 0x16,0x03, 0x17,0x03, 0x18,0x03,0x17,0x04, 0x18,0x0E, 0x18,0x03, 0x17,0x04, 0x18,0x0E,0x18,0x66, 0x17,0x03, 0x18,0x03, 0x17,0x03, 0x18,0x03,0x20,0x03, 0x20,0x02, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66,0x20,0x03, 0x21,0x03, 0x20,0x03, 0x1F,0x03, 0x1B,0x03,0x1F,0x66, 0x1F,0x04, 0x1B,0x0E, 0x1B,0x03, 0x19,0x03,0x19,0x03, 0x15,0x03, 0x1A,0x66, 0x1A,0x03, 0x19,0x03,0x15,0x03, 0x15,0x03, 0x17,0x03, 0x16,0x66, 0x17,0x04,0x18,0x04, 0x18,0x03, 0x19,0x03, 0x1F,0x03, 0x1B,0x03,0x1F,0x66, 0x20,0x03, 0x21,0x03, 0x20,0x03, 0x1F,0x03,0x1B,0x03, 0x1F,0x66, 0x1F,0x03, 0x1B,0x03, 0x19,0x03,0x19,0x03, 0x15,0x03, 0x1A,0x66, 0x1A,0x03, 0x19,0x03,0x19,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x00, 0x18,0x02,0x18,0x03, 0x1A,0x03, 0x19,0x0D, 0x15,0x03, 0x15,0x02,0x18,0x66, 0x16,0x02, 0x17,0x02, 0x15,0x00, 0x00,0x00};
//同一首歌
const unsigned char code Music_Same[]={ 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x66, 0x18,0x03,0x17,0x02, 0x15,0x02, 0x16,0x01, 0x15,0x02, 0x10,0x02,0x15,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x02,0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x02, 0x18,0x66,0x17,0x03, 0x19,0x02, 0x16,0x03, 0x17,0x03, 0x16,0x00,0x17,0x01, 0x19,0x02, 0x1B,0x02, 0x1B,0x70, 0x1A,0x03,0x1A,0x01, 0x19,0x02, 0x19,0x03, 0x1A,0x03, 0x1B,0x02,0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x18,0x66, 0x18,0x03,0x19,0x02, 0x1A,0x02, 0x19,0x0C, 0x18,0x0D, 0x17,0x03,0x16,0x01, 0x11,0x02, 0x11,0x03, 0x10,0x03, 0x0F,0x0C,0x10,0x02, 0x15,0x00, 0x1F,0x01, 0x1A,0x01, 0x18,0x66,0x19,0x03, 0x1A,0x01, 0x1B,0x02, 0x1B,0x03, 0x1B,0x03,0x1B,0x0C, 0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x1F,0x01,0x1A,0x01, 0x18,0x66, 0x19,0x03, 0x1A,0x01, 0x10,0x02,0x10,0x03, 0x10,0x03, 0x1A,0x0C, 0x18,0x0D, 0x17,0x03,0x16,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x70,0x18,0x03, 0x17,0x02, 0x15,0x03, 0x15,0x03, 0x16,0x66,0x16,0x03, 0x16,0x02, 0x16,0x03, 0x15,0x03, 0x10,0x02,0x10,0x01, 0x11,0x01, 0x11,0x66, 0x10,0x03, 0x0F,0x0C,0x1A,0x02, 0x19,0x02, 0x16,0x03, 0x16,0x03, 0x18,0x66,0x18,0x03, 0x18,0x02, 0x17,0x03, 0x16,0x03, 0x19,0x00,0x00,0x00 };
//两只蝴蝶                                  
const unsigned char code Music_Two[] ={ 0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x16,0x03,0x17,0x01, 0x16,0x03, 0x17,0x03, 0x16,0x03, 0x15,0x01,0x10,0x03, 0x15,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,0x16,0x03, 0x15,0x03, 0x10,0x03, 0x15,0x03, 0x16,0x01,0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x19,0x03,0x19,0x01, 0x19,0x03, 0x1A,0x03, 0x19,0x03, 0x17,0x01,0x16,0x03, 0x16,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,0x16,0x03, 0x15,0x03, 0x10,0x03, 0x10,0x0D, 0x15,0x00,0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03,0x1B,0x03, 0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03,0x16,0x0D, 0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03,0x1A,0x02, 0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03,0x16,0x01, 0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03,0x19,0x02, 0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E,0x1B,0x04, 0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E,0x1B,0x04, 0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03,0x17,0x0D, 0x16,0x03, 0x17,0x03, 0x19,0x01, 0x19,0x03,0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03, 0x1B,0x03,0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03, 0x16,0x03,0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03, 0x1A,0x02,0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x01,0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03, 0x19,0x03,0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,0x17,0x16, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03, 0x0F,0x02,0x10,0x03, 0x15,0x00, 0x00,0x00 };
//***********************************************************************************
#endif

/**************************************************************************SOUND PLAY FOR 51MCUCOPYRIGHT (c)   2005 BY JJJ.--  ALL RIGHTS RESERVED  --File Name:       SoundPlay.hAuthor:          Jiang Jian JunCreated:         2005/5/16Modified:		NORevision: 		1.0*******************************************************************************//*说明**************************************************************************曲谱存贮格式 unsigned char code MusicName{音高,音长,音高,音长...., 0,0};	末尾:0,0 表示结束(Important)音高由三位数字组成:个位是表示 1~7 这七个音符 十位是表示音符所在的音区:1-低音,2-中音,3-高音;百位表示这个音符是否要升半音: 0-不升,1-升半音。音长最多由三位数字组成: 个位表示音符的时值,其对应关系是: |数值(n):  |0 |1 |2 |3 | 4 | 5 | 6 |几分音符: |1 |2 |4 |8 |16 |32 |64 		音符=2^n十位表示音符的演奏效果(0-2):  0-普通,1-连音,2-顿音百位是符点位: 0-无符点,1-有符点调用演奏子程序的格式Play(乐曲名,调号,升降八度,演奏速度);|乐曲名           : 要播放的乐曲指针,结尾以(0,0)结束;|调号(0-11)       :	是指乐曲升多少个半音演奏;|升降八度(1-3)	  : 1:降八度, 2:不升不降, 3:升八度;|演奏速度(1-12000):	值越大速度越快;***************************************************************************/
#ifndef __SOUNDPLAY_H_REVISION_FIRST__
#define __SOUNDPLAY_H_REVISION_FIRST__//**************************************************************************
#include"music.h"#define SYSTEM_OSC 		12000000	//定义晶振频率12000000HZ
#define SOUND_SPACE 	4/5 		//定义普通音符演奏的长度分率,//每4分音符间隔
sbit    BeepIO    =   	P1^5;		//定义输出管脚
unsigned char value=0;
unsigned int  code FreTab[12]  = { 262,277,294,311,330,349,369,392,415,440,466,494 }; //原始频率表
unsigned char code SignTab[7]  = { 0,2,4,5,7,9,11 }; 								  //1~7在频率表中的位置
unsigned char code LengthTab[7]= { 1,2,4,8,16,32,64 };						
unsigned char Sound_Temp_TH0,Sound_Temp_TL0;	//音符定时器初值暂存 
unsigned char Sound_Temp_TH1,Sound_Temp_TL1;	//音长定时器初值暂存
//**************************************************************************
void InitialSound(void)
{BeepIO = 0;Sound_Temp_TH1 = (65535-(1/1200)*SYSTEM_OSC)/256;	// 计算TL1应装入的初值 	(10ms的初装值)Sound_Temp_TL1 = (65535-(1/1200)*SYSTEM_OSC)%256;	// 计算TH1应装入的初值 TH1 = Sound_Temp_TH1;TL1 = Sound_Temp_TL1;TMOD  |= 0x11;ET0    = 1;ET1	   = 0;TR0	   = 0;TR1    = 0;EA     = 1;
}void BeepTimer0(void) interrupt 1	//音符发生中断
{static unsigned char i;BeepIO = !BeepIO;TH0    = Sound_Temp_TH0;TL0    = Sound_Temp_TL0;i++;if(i==100){i=0;value++;if(value==5)value=0;}}
//**************************************************************************
void Play(unsigned char *Sound,unsigned char Signature,unsigned Octachord,unsigned int Speed)
{unsigned int NewFreTab[12];		//新的频率表unsigned char i,j;unsigned int Point,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;unsigned char Tone,Length,SL,SH,SM,SLen,XG,FD;for(i=0;i<12;i++) 				// 根据调号及升降八度来生成新的频率表 {j = i + Signature;if(j > 11){j = j-12;NewFreTab[i] = FreTab[j]*2;}elseNewFreTab[i] = FreTab[j];if(Octachord == 1)NewFreTab[i]>>=2;else if(Octachord == 3)NewFreTab[i]<<=2;}									SoundLength = 0;while(Sound[SoundLength] != 0x00)	//计算歌曲长度{SoundLength+=2;}Point = 0;Tone   = Sound[Point];	Length = Sound[Point+1]; 			// 读出第一个音符和它时时值LDiv0 = 12000/Speed;				// 算出1分音符的长度(几个10ms) 	LDiv4 = LDiv0/4; 					// 算出4分音符的长度 LDiv4 = LDiv4-LDiv4*SOUND_SPACE; 	// 普通音最长间隔标准 TR0	  = 0;TR1   = 1;while(Point < SoundLength){SL=Tone%10; 								//计算出音符 SM=Tone/10%10; 								//计算出高低音 SH=Tone/100; 								//计算出是否升半 CurrentFre = NewFreTab[SignTab[SL-1]+SH]; 	//查出对应音符的频率 	if(SL!=0){if (SM==1) CurrentFre >>= 2; 		//低音 if (SM==3) CurrentFre <<= 2; 		//高音Temp_T = 65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//计算计数器初值Sound_Temp_TH0 = Temp_T/256; Sound_Temp_TL0 = Temp_T%256; TH0 = Sound_Temp_TH0;  TL0 = Sound_Temp_TL0 + 12; //加12是对中断延时的补偿 }SLen=LengthTab[Length%10]; 	//算出是几分音符XG=Length/10%10; 			//算出音符类型(0普通1连音2顿音) FD=Length/100;LDiv=LDiv0/SLen; 			//算出连音音符演奏的长度(多少个10ms)if (FD==1) LDiv=LDiv+LDiv/2;if(XG!=1)	if(XG==0) 				//算出普通音符的演奏长度 if (SLen<=4)	LDiv1=LDiv-LDiv4;elseLDiv1=LDiv*SOUND_SPACE;elseLDiv1=LDiv/2; 		//算出顿音的演奏长度 elseLDiv1=LDiv;if(SL==0) LDiv1=0;LDiv2=LDiv-LDiv1; 		//算出不发音的长度 if (SL!=0){TR0=1;for(i=LDiv1;i>0;i--) 	//发规定长度的音 {while(TF1==0);TH1 = Sound_Temp_TH1;TL1 = Sound_Temp_TL1;TF1=0;}}if(LDiv2!=0){TR0=0; BeepIO=0;for(i=LDiv2;i>0;i--) 	//音符间的间隔{while(TF1==0);TH1 = Sound_Temp_TH1;TL1 = Sound_Temp_TL1;TF1=0;}}Point+=2; Tone=Sound[Point];Length=Sound[Point+1];}BeepIO = 0;
}
//**************************************************************************
#endif


#include "reg52.h"			 //此文件中定义了单片机的一些特殊功能寄存器
#include "SoundPlay.h"
#include"music.h"typedef unsigned int u16;	  //对数据类型进行声明定义
typedef unsigned char u8;void Delay1ms(unsigned int count)
{unsigned int i,j;for(i=0;i<count;i++)for(j=0;j<120;j++);
}void main()
{InitialSound();while(1){Play(Music_Girl,0,3,360);Delay1ms(500);Play(Music_Same,0,3,360);Delay1ms(500);Play(Music_Two,0,3,360);Delay1ms(500);}
}





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