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@Tomcat-42
Created August 28, 2023 23:39
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#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
#define REST 0
// change this to make the song slower or faster
int tempo = 77;
// change this to whichever pin you want to use
int buzzer = D8;
// notes of the moledy followed by the duration.
// a 4 means a quarter note, 8 an eighteenth , 16 sixteenth, so on
// !!negative numbers are used to represent dotted notes,
// so -4 means a dotted quarter note, that is, a quarter plus an eighteenth!!
int melody[] = {
// Hedwig's theme fromn the Harry Potter Movies
// Socre from https://musescore.com/user/3811306/scores/4906610
REST, 2, NOTE_D4, 4,
NOTE_G4, -4, NOTE_AS4, 8, NOTE_A4, 4,
NOTE_G4, 2, NOTE_D5, 4,
NOTE_C5, -2,
NOTE_A4, -2,
NOTE_G4, -4, NOTE_AS4, 8, NOTE_A4, 4,
NOTE_F4, 2, NOTE_GS4, 4,
NOTE_D4, -1,
NOTE_D4, 4,
NOTE_G4, -4, NOTE_AS4, 8, NOTE_A4, 4, //10
NOTE_G4, 2, NOTE_D5, 4,
NOTE_F5, 2, NOTE_E5, 4,
NOTE_DS5, 2, NOTE_B4, 4,
NOTE_DS5, -4, NOTE_D5, 8, NOTE_CS5, 4,
NOTE_CS4, 2, NOTE_B4, 4,
NOTE_G4, -1,
NOTE_AS4, 4,
NOTE_D5, 2, NOTE_AS4, 4,//18
NOTE_D5, 2, NOTE_AS4, 4,
NOTE_DS5, 2, NOTE_D5, 4,
NOTE_CS5, 2, NOTE_A4, 4,
NOTE_AS4, -4, NOTE_D5, 8, NOTE_CS5, 4,
NOTE_CS4, 2, NOTE_D4, 4,
NOTE_D5, -1,
REST,4, NOTE_AS4,4,
NOTE_D5, 2, NOTE_AS4, 4,//26
NOTE_D5, 2, NOTE_AS4, 4,
NOTE_F5, 2, NOTE_E5, 4,
NOTE_DS5, 2, NOTE_B4, 4,
NOTE_DS5, -4, NOTE_D5, 8, NOTE_CS5, 4,
NOTE_CS4, 2, NOTE_AS4, 4,
NOTE_G4, -1,
};
// sizeof gives the number of bytes, each int value is composed of two bytes (16 bits)
// there are two values per note (pitch and duration), so for each note there are four bytes
int notes = sizeof(melody) / sizeof(melody[0]) / 2;
// this calculates the duration of a whole note in ms (60s/tempo)*4 beats
int wholenote = (60000 * 4) / tempo;
int divider = 0, noteDuration = 0;
void play_song() {
// iterate over the notes of the melody.
// Remember, the array is twice the number of notes (notes + durations)
for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) {
// calculates the duration of each note
divider = melody[thisNote + 1];
if (divider > 0) {
// regular note, just proceed
noteDuration = (wholenote) / divider;
} else if (divider < 0) {
// dotted notes are represented with negative durations!!
noteDuration = (wholenote) / abs(divider);
noteDuration *= 1.5; // increases the duration in half for dotted notes
}
// we only play the note for 90% of the duration, leaving 10% as a pause
tone(buzzer, melody[thisNote], noteDuration*0.9);
// Wait for the specief duration before playing the next note.
delay(noteDuration);
// stop the waveform generation before the next note.
noTone(buzzer);
}
}
/*
Simple, 2 player, reaction time game using interrupts
*/
enum {
PLAYER1,
PLAYER2
} button;
enum {
RED,
BLUE
} led;
volatile int winner = -1;
volatile int beepTime = 0;
volatile int actualTime = 0;
volatile bool beeped = false;
volatile bool ended = false;
void turn_on() {
if (winner == PLAYER1) {
digitalWrite(D5, HIGH);
} else if (winner == PLAYER2) {
digitalWrite(D6, HIGH);
}
}
void ICACHE_RAM_ATTR ired() {
// check for early press
if (actualTime < beepTime) {
winner = PLAYER2;
} else if (winner == -1){
winner = PLAYER1;
}
}
void ICACHE_RAM_ATTR iblue() {
// check for early press
if (actualTime < beepTime) {
winner = PLAYER1;
} else if (winner == -1){
winner = PLAYER2;
}
}
void setup() {
pinMode(D3, INPUT_PULLUP);
pinMode(D4, INPUT_PULLUP);
pinMode(D5, OUTPUT);
pinMode(D6, OUTPUT);
pinMode(D8, OUTPUT);
attachInterrupt(digitalPinToInterrupt(D3), ired, RISING);
attachInterrupt(digitalPinToInterrupt(D4), iblue, RISING);
// generate a random number between 1 and
beepTime = millis() + random(1000, 5000);
}
void loop() {
actualTime = millis();
if (!beeped && (actualTime >= beepTime)) {
beeped = true;
tone(D8,262,200);
}
if (winner != -1 && !ended) {
turn_on();
play_song();
ended = true;
}
}
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