User:Fabien Labeyrie/Clapping Arduino Modulo

From XPUB & Lens-Based wiki

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
  1. We are defining the pattern
  2. Each speaker will act as a different channel
  3. The pattern is being repeated and shifted
  4. 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);    
    }  
  }
}
  1. This code couldn't have been completed without the help of Birgit.