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. */