User:Fabien Labeyrie/Clapping Arduino Modulo: Difference between revisions
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==Clapping | ==Clapping Arduino== | ||
'' | The following exercise puts [http://en.wikipedia.org/wiki/Steve_Reich Steve Reich] in an [http://en.wikipedia.org/wiki/Arduino italian chip], using its ''tone'' functionality. As a result, it should be able to play the [http://en.wikipedia.org/wiki/Clapping_Music clapping music] by itself. | ||
===Version I : two speakers and two loops=== | |||
This code got a few inspiration | |||
*Tone function in arduino can't play note simultaneously, so we have to trick human sound perception in order to make us believe two very close sounds are played at the same time. | *Tone function in arduino can't play note simultaneously, so we have to trick human sound perception in order to make us believe two very close sounds are played at the same time. | ||
===It's fucking too late to do some wiki stuff so I'm gonna continue tomorrow=== | |||
'''Code''' | '''Code''' |
Revision as of 01:06, 7 November 2010
Clapping Arduino
The following exercise puts Steve Reich in an italian chip, using its tone functionality. As a result, it should be able to play the clapping music by itself.
Version I : two speakers and two loops
This code got a few inspiration
- Tone function in arduino can't play note simultaneously, so we have to trick human sound perception in order to make us believe two very close sounds are played at the same time.
It's fucking too late to do some wiki stuff so I'm gonna continue tomorrow
Code
int speakerHigh = 8;
int speakerLow = 7;
int noteValue = 3000;
int theDelay = 10;
char pat[] = "xxx xx x xx ";
int patlen = strlen(pat);
void setup(){}
void loop (){
for (int iLine=0; iLine<patlen; iLine++){
// The following loop will be performed completly first, then launched again by the previous one.
for (int iBeat=0; iBeat<patlen; iBeat++){
// Each beat will be assigned a number value
int iNote = iBeat+iLine;
// When the number value is bigger than 11, it's been resetted to 0
if (iNote > (patlen-1)){
iNote = iBeat-patlen+iLine;
}
// Channel one
if (pat[iBeat] == 'x') {
// We have to shut the other speaker in order to make this one play
noTone(speakerHigh);
tone(speakerLow, noteValue, theDelay);
delay(theDelay);
}
// The second channel is played 10 milliseconds after the first, simulating a simultaneous playing by using a higher pitched note.
if (pat[iNote] == 'x') {
noTone(speakerLow);
tone(speakerHigh, noteValue, theDelay);
}
delay(theDelay*theDelay);
}
}
}