User:Fabien Labeyrie/Clapping Arduino Modulo
< User:Fabien Labeyrie
Revision as of 12:44, 7 November 2010 by Fabien Labeyrie (talk | contribs)
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 iBeat=0; iBeat<patlen; iBeat++){
// This gives a number value to each note
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.
if (pat[iNote] == 'x') {
noTone(speakerLow);
tone(speakerHigh, noteValue, theDelay);
}
delay(theDelay*theDelay);
}
}
}