User:Fabien Labeyrie/Clapping Arduino Modulo: Difference between revisions
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// The following loop will be completed first, then launched again by the previous one. | // The following loop will be completed first, then launched again by the previous one. | ||
for (int | for (int iNote1=0; iNote1<patlen; iNote1++){ | ||
// | // iNote2, which represents the notes of the second channel, will be assigned a number value resulting from the addition of the two nested loops | ||
int | int iNote2 = iNote1+iLine; | ||
// When the number value is bigger than 11, it's been resetted to 0 | // When the number value of iNote2 is bigger than 11, it's been resetted to 0, so that all the number values will correspond to a position in the pattern | ||
if ( | if (iNote2 > (patlen-1)){ | ||
iNote2 = iNote1-patlen+iLine; | |||
} | } | ||
// Channel one | // Channel one | ||
if (pat[ | // The if condition will match each note number value with a position in the pattern, checking if it refers to an "x" or a blank space | ||
if (pat[iNote1] == 'x') { | |||
// We have to shut the other speaker in order to make this one play | // We have to shut the other speaker in order to make this one play | ||
noTone(speakerHigh); | noTone(speakerHigh); | ||
// The note is finally played | |||
tone(speakerLow, noteValue, theDelay); | tone(speakerLow, noteValue, theDelay); | ||
delay(theDelay); | delay(theDelay); | ||
} | } | ||
// Channel two | |||
// The second channel is played 10 milliseconds after the first, simulating a simultaneous playing. | // The second channel is played 10 milliseconds after the first, simulating a simultaneous playing. | ||
if (pat[ | if (pat[iNote2] == 'x') { | ||
noTone(speakerLow); | noTone(speakerLow); | ||
tone(speakerHigh, noteValue, theDelay); | tone(speakerHigh, noteValue, theDelay); |
Revision as of 12:54, 7 November 2010
Clapping Arduino
The following exercise puts Steve Reich into 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
How does it work ?
The Clapping music consists in one pattern being played and shifted by two people. We will use two speakers to differentiate the two musical lines and to produce a stereo effect. The Arduino board will dispatch the tone information to the speakers thanks to two nested for loops and two if conditions. [1]
Technologies involved
The Arduino program is very close to C.
Steps
- We are defining the pattern
- Each speaker will act as a different channel
- The pattern is being repeated and shifted
- Because the tone function in Arduino cannot play several notes simultaneously, we are tricking human sound perception : two sounds played one after the other very quickly (10 milliseconds in this example) will be interpreted by our brain as simultaneous.
Source code
// This is telling the board which pin to use as an output
int speakerHigh = 8;
int speakerLow = 7;
// This will be the frequency of the notes
int noteValue = 3000;
// This will be the duration of the notes and the pause between them
int theDelay = 10;
// This is the pattern
char pat[] = "xxx xx x xx ";
// This is the pattern lenght
int patlen = strlen(pat);
void setup(){}
void loop (){
// This tells the program to begin a new measure after twelve notes have been played
for (int iLine=0; iLine<patlen; iLine++){
// The following loop will be completed first, then launched again by the previous one.
for (int iNote1=0; iNote1<patlen; iNote1++){
// iNote2, which represents the notes of the second channel, will be assigned a number value resulting from the addition of the two nested loops
int iNote2 = iNote1+iLine;
// When the number value of iNote2 is bigger than 11, it's been resetted to 0, so that all the number values will correspond to a position in the pattern
if (iNote2 > (patlen-1)){
iNote2 = iNote1-patlen+iLine;
}
// Channel one
// The if condition will match each note number value with a position in the pattern, checking if it refers to an "x" or a blank space
if (pat[iNote1] == 'x') {
// We have to shut the other speaker in order to make this one play
noTone(speakerHigh);
// The note is finally played
tone(speakerLow, noteValue, theDelay);
delay(theDelay);
}
// Channel two
// The second channel is played 10 milliseconds after the first, simulating a simultaneous playing.
if (pat[iNote2] == 'x') {
noTone(speakerLow);
tone(speakerHigh, noteValue, theDelay);
}
delay(theDelay*theDelay);
}
}
}