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BUZZERS O ZUMBADORES

MATERIALES:

  • 1 Buzzer o Módulo buzzer.

NOTA IMPORTANTE: Hay módulos buzzers que estan siempre activos (suena cuando se conecta VCC y GND, y la señal en IN está desconectada o conectada pero en LOW) y cuando se le activa la señal se desactiva (cuando la señal IN esta en HIGH, deja de sonar). En estos casos en el código en ese pin del buzzer hay que invertir los LOW por los HIGH.

CÓDIGO:

Opción 1: (básica)

void setup()
     {
         pinMode( 9 , OUTPUT); // Usaremos el pin 13 como salida
     }
void loop()
     {
        digitalWrite(9 , HIGH); // Enciende el buzzer
        delay(1000); // Esperar un segundo
        digitalWrite(9 , LOW); // Apagar el buzzer
        delay(1000); // Esperar otro segundo
    }

Opción 2: (PWN).

 void beep(unsigned char pausa)
        {
            analogWrite(9, 20);
            delay(pausa);                 // Espera
            analogWrite(9, 0);            // Apaga
            delay(pausa);                 // Espera
        }
void setup()
        {
            pinMode(9, OUTPUT);
            beep(50);
            beep(50);
            beep(50);
            delay(1000);
        }
     void loop()
       {    beep(200);

Opción 3: (PWN con funcion TONE() )

Tenemos dos canciones de StarWars y las seleccionamos con el potenciómetro.

/* Star Wars Song Selector
 * -----------
 *
 * Program to choose between two melodies by using a potentiometer and a piezo buzzer.
 * Inspired by: https://code.google.com/p/rbots/source/browse/trunk/StarterKit/Lesson5_PiezoPlayMelody/Lesson5_PiezoPlayMelody.pde
 */
// TONES //
// Defining the relationship between note, period & frequency.
// period is in microsecond so P = 1/f * (1E6)
#define  c3    7634
#define  d3    6803
#define  e3    6061
#define  f3    5714
#define  g3    5102
#define  a3    4545
#define  b3    4049
#define  c4    3816    // 261 Hz
#define  d4    3401    // 294 Hz
#define  e4    3030    // 329 Hz
#define  f4    2865    // 349 Hz
#define  g4    2551    // 392 Hz
#define  a4    2272    // 440 Hz
#define  a4s   2146
#define  b4    2028    // 493 Hz
#define  c5    1912    // 523 Hz
#define  d5    1706
#define  d5s   1608
#define  e5    1517    // 659 Hz
#define  f5    1433    // 698 Hz
#define  g5    1276
#define  a5    1136
#define  a5s   1073
#define  b5    1012
#define  c6    955
#define  R     0      // Define a special note, 'R', to represent a rest
// SETUP //
int speakerOut = 9;    // Set up speaker on digital pin 7
int potPin = A0;      // Set up potentiometer on analogue pin 0.
void setup() {
  pinMode(speakerOut, OUTPUT);
    Serial.begin(9600); // Set serial out if we want debugging
  }
//}
// MELODIES and TIMING //
//  melody[] is an array of notes, accompanied by beats[],
//  which sets each note's relative length (higher #, longer note)
// Melody 1: Star Wars Imperial March
int melody1[] = {  a4, R,  a4, R,  a4, R,  f4, R, c5, R,  a4, R,  f4, R, c5, R, a4, R,  e5, R,  e5, R,  e5, R,  f5, R, c5, R,  g5, R,  f5, R,  c5, R, a4, R};
int beats1[]  = {  50, 20, 50, 20, 50, 20, 40, 5, 20, 5,  60, 10, 40, 5, 20, 5, 60, 80, 50, 20, 50, 20, 50, 20, 40, 5, 20, 5,  60, 10, 40, 5,  20, 5, 60, 40};
// Melody 2: Star Wars Theme
int melody2[] = {  f4,  f4, f4,  a4s,   f5,  d5s,  d5,  c5, a5s, f5, d5s,  d5,  c5, a5s, f5, d5s, d5, d5s,   c5};
int beats2[]  = {  21,  21, 21,  128,  128,   21,  21,  21, 128, 64,  21,  21,  21, 128, 64,  21, 21,  21, 128 };
int MAX_COUNT = sizeof(melody1) / 2; // Melody length, for looping.
long tempo = 10000; // Set overall tempo
int pause = 1000; // Set length of pause between notes
int rest_count = 50; // Loop variable to increase Rest length (BLETCHEROUS HACK; See NOTES)
// Initialize core variables
int toneM = 0;
int beat = 0;
long duration  = 0;
int potVal = 0;
// PLAY TONE  //
// Pulse the speaker to play a tone for a particular duration
void playTone() {
  long elapsed_time = 0;
  if (toneM > 0) { // if this isn't a Rest beat, while the tone has
    //  played less long than 'duration', pulse speaker HIGH and LOW
    while (elapsed_time < duration) {
      digitalWrite(speakerOut,HIGH);
      delayMicroseconds(toneM / 2);
      // DOWN
      digitalWrite(speakerOut, LOW);
      delayMicroseconds(toneM / 2);
      // Keep track of how long we pulsed
      elapsed_time += (toneM);
    }
  }
  else { // Rest beat; loop times delay
    for (int j = 0; j < rest_count; j++) { // See NOTE on rest_count
      delayMicroseconds(duration);
    }                              
  }                                
}
// LOOP //
void loop() {
  potVal = analogRead(potPin); //Read potentiometer value and store in potVal variable
  Serial.println(potVal); // Print potVal in serial monitor
  if (potVal < 511) { // If potVal is less than 511, play Melody1...
  // Set up a counter to pull from melody1[] and beats1[]
  for (int i=0; i<MAX_COUNT; i++) {
    toneM = melody1[i];
    beat = beats1[i];
    duration = beat * tempo; // Set up timing
    playTone(); // A pause between notes
    delayMicroseconds(pause);
    }
  }
  else    // ... else play Melody2
for (int i=0; i<MAX_COUNT; i++) {
    toneM = melody2[i];
    beat = beats2[i];
    duration = beat * tempo; // Set up timing
    playTone(); // A pause between notes
    delayMicroseconds(pause);
    }
  }
 /*
 * NOTES
 * The program purports to hold a tone for 'duration' microseconds.
 *  Lies lies lies! It holds for at least 'duration' microseconds, _plus_
 *  any overhead created by incremeting elapsed_time (could be in excess of
 *  3K microseconds) _plus_ overhead of looping and two digitalWrites()
 *
 * As a result, a tone of 'duration' plays much more slowly than a rest
 *  of 'duration.' rest_count creates a loop variable to bring 'rest' beats
 *  in line with 'tone' beats of the same length.
 *
 * rest_count will be affected by chip architecture and speed, as well as
 *  overhead from any program mods. Past behavior is no guarantee of future
 *  performance. Your mileage may vary. Light fuse and get away.
 */

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