基于51单片机蜂鸣器发声的-C语言程序

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51单片机蜂鸣器播放音乐代码

51单片机蜂鸣器播放音乐代码

/*生日快乐歌曲*/#include <>#define uint unsigned int#define uchar unsigned charsbit beep = P1^5;uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159, 212,212,106,126,159,169,190,119,119,126,159,142,159,0};uchar code SONG_LONG[]={9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};//延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}void PlayMusic(){uint i=0,j,k;while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LONG 为拍子长度for(j=0;j<SONG_LONG[i]*20;j++){beep=~beep;//SONG_TONE 延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);}DelayMS(10);i++;}}void main(){beep=0;while(1){PlayMusic(); //播放生日快乐DelayMS(500); //播放完后暂停一段时间}}两只蝴蝶:#include <> // 这是单片机音乐代码生成器生成的代码#define uchar unsigned charsbit beepIO=P1^5; // 输出为可以修改成其它 IO 口uchar m,n;uchar code T[49][2]={{0,0},{0xF8,0x8B},{0xF8,0xF2},{0xF9,0x5B},{0xF9,0xB7},{0xFA,0x14},{0xFA,0x66},{0xFA,0 xB9},{0xFB,0x03},{0xFB,0x4A},{0xFB,0x8F},{0xFB,0xCF},{0xFC,0x0B},{0xFC,0x43},{0xFC,0x78},{0xFC,0xAB},{0xFC,0xDB},{0xFD,0x08},{0xFD,0x33},{0xFD,0 x5B},{0xFD,0x81},{0xFD,0xA5},{0xFD,0xC7},{0xFD,0xE7},{0xFE,0x05},{0xFE,0x21},{0xFE,0x3C},{0xFE,0x55},{0xFE,0x6D},{0xFE,0x84},{0xFE,0x99},{0xFE,0 xAD},{0xFE,0xC0},{0xFE,0x02},{0xFE,0xE3},{0xFE,0xF3},{0xFF,0x02},{0xFF,0x10},{0xFF,0x1D},{0xFF,0x2A},{0xFF,0x36},{0xFF,0x42},{0xFF,0x4C},{0xFF,0 x56},{0xFF,0x60},{0xFF,0x69},{0xFF,0x71},{0xFF,0x79},{0xFF,0x81}};uchar code music[][2]={{0,4},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{14,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,24},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{21,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{14,24},{23,4},{26,4},{26,16},{26,4},{28,4},{26,4},{23,24},{21,4},{23,4},{21,8},{21,4}, {23,4},{21,4},{19,4},{16,4},{16,2},{19,2},{19,24},{0,20},{26,4},{26,4},{28,4},{31,4},{30,4},{30,4},{28,4},{23,4},{21,4},{21,4},{23,16},{ 0,4},{23,4},{23,4},{26,4},{28,8},{28,12},{16,4},{23,4},{21,4},{21,24},{23,4},{26,4},{26,4},{23,4},{26,8},{0,4},{31,8},{30,4},{28,4},{30,4},{2 3,8},{0,4},{28,4},{28,4},{30,4},{28,4},{26,4},{23,4},{21,8},{23,4},{21,4},{23,4 },{26,16},{0xFF,0xFF}};void delay(uchar p){uchar i,j;for(;p>0;p--)for(i=181;i>0;i--)for(j=181;j>0;j--);}void pause(){uchar i,j;for(i=150;i>0;i--)for(j=150;j>0;j--);}void T0_int() interrupt 1{beepIO=!beepIO;TH0=T[m][0]; TL0=T[m][1];}void main()uchar i=0;TMOD=0x01; EA=1; ET0=1;while(1){m=music[i][0];n=music[i][1];if(m==0x00){TR0=0;delay(n);i++;}else if(m==0xFF){TR0=0;delay(30);i=0;}else if(m==music[i+1][0]){TR0=1;delay(n);TR0=0;pause();i++;}else{TR0=1;delay(n);i++;}}}祝你平安:#include ""unsigned char Count;sbit _Speak =P1^5 ;unsigned char code SONG[] ={ //祝你平安0x26,0x20,0x20,0x20,0x20,0x20,0x26,0x10,0x20,0x10,0x20,0x80,0x26,0x20,0x30,0x20 ,0x30,0x20,0x39,0x10,0x30,0x10,0x30,0x80,0x26,0x20,0x20,0x20,0x20,0x20,0x1c,0x20 ,0x20,0x80,0x2b,0x20,0x26,0x20,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x80,0x26,0x20 ,0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x60,0x40,0x10,0x39,0x10,0x26,0x20 ,0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x80,0x26,0x20,0x2b,0x10,0x2b,0x10 ,0x2b,0x20,0x30,0x10,0x39,0x10,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x20 ,0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x18,0x20,0x18,0x20,0x26,0x20 ,0x20,0x20,0x20,0x40,0x26,0x20,0x2b,0x20,0x30,0x20,0x30,0x20,0x1c,0x20,0x20,0x20 ,0x20,0x80,0x1c,0x20,0x1c,0x20,0x1c,0x20,0x30,0x20,0x30,0x60,0x39,0x10,0x30,0x10 ,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x10,0x26,0x10,0x26,0x10,0x2b,0x10,0x2b,0x80 ,0x18,0x20,0x18,0x20,0x26,0x20,0x20,0x20,0x20,0x60,0x26,0x10,0x2b,0x20,0x30,0x20 ,0x30,0x20,0x1c,0x20,0x20,0x20,0x20,0x80,0x26,0x20,0x30,0x10,0x30,0x10,0x30,0x200x39,0x20,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x10,0x40,0x10,0x20,0x10 ,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x00};void Time0_Init(){TMOD = 0x01;IE = 0x82;TH0 = 0xD8;TL0 = 0xEF; //12MZ晶振,10ms}void Time0_Int() interrupt 1{TH0 = 0xD8;TL0 = 0xEF;Count++; //长度加1}/*-------------------------------------------------功能:1MS延时子程序-------------------------------------------------*/void Delay_xMs(unsigned int x){unsigned int i,j;for( i =0;i < x;i++ ){for( j =0;j<3;j++ );}}void Play_Song(unsigned char i){unsigned char Temp1,Temp2;unsigned int Addr;Count = 0; //中断计数器清0Addr = i * 217;while(1){Temp1 = SONG[Addr++];if ( Temp1 == 0xFF ) //休止符{TR0 = 0;Delay_xMs(100);}else if ( Temp1 == 0x00 ) //歌曲结束符{return;}else{Temp2 = SONG[Addr++];TR0 = 1;while(1){_Speak = ~_Speak;Delay_xMs(Temp1);if ( Temp2 == Count ){Count = 0;break;}}}}}/*-------------------------------------------------功能:主程序-------------------------------------------------*/ void main(){Time0_Init(); //定时器0中断初始化while(1){Play_Song(0); //播放}}。

51单片机振动报警器电路设计代码

51单片机振动报警器电路设计代码

51单片机振动报警器电路设计代码51单片机振动报警器电路设计代码引言:在安防领域,振动报警器被广泛应用于门窗、保险柜等物品的防盗保护。

本文将介绍如何设计一个基于51单片机的振动报警器电路,并给出相应的代码实现。

一、电路设计1. 元件准备:- 51单片机:选择适合的型号,如STC89C52或AT89S52。

- 振动传感器:常用的有震动开关模块或震动传感器模块。

- 蜂鸣器:选用合适的蜂鸣器模块。

- 电源:使用5V直流电源供电。

2. 电路连接:a) 将振动传感器的VCC引脚连接到单片机的VCC引脚,GND引脚连接到单片机的GND引脚。

b) 将振动传感器的OUT引脚连接到单片机的任意IO口(如P1.0)。

c) 将蜂鸣器模块的正极连接到单片机的另一个IO口(如P1.1),负极接地。

3. 电路原理:振动传感器通过检测外部环境中物体震动的变化来触发报警。

当物体受到震动时,传感器会输出一个高电平信号,单片机通过读取该IO口的状态来判断是否触发报警。

当触发报警时,单片机控制蜂鸣器发出声音。

二、代码实现以下是一个基于C语言的51单片机振动报警器的简单代码实现:```c#include <reg51.h>sbit vibrationSensor = P1^0; // 振动传感器连接到P1.0sbit buzzer = P1^1; // 蜂鸣器连接到P1.1void delay(unsigned int count) {unsigned int i, j;for(i = 0; i < count; i++)for(j = 0; j < 1000; j++);}void main() {vibrationSensor = 1; // 将振动传感器引脚设置为输入模式 buzzer = 0; // 将蜂鸣器引脚设置为输出模式while(1) {if(vibrationSensor == 1) { // 如果检测到振动信号buzzer = 1; // 打开蜂鸣器delay(100); // 延迟一段时间(可根据需要调整) buzzer = 0; // 关闭蜂鸣器}}}```三、代码解析1. 引入头文件:`#include <reg51.h>`,用于引用51单片机的寄存器定义。

基于51单片机的蜂鸣器实验

基于51单片机的蜂鸣器实验

第5讲
蜂鸣器的使用
蜂鸣器的发声
• 本讲任务: •如何驱动蜂鸣器发声 •简单蜂鸣器发声实验 •给上节课的流水灯加入报警效果 •蜂鸣器演奏音器:有绿色电路板的一
种是无源蜂鸣器,没有电路板而用黑胶封 闭的一种是有源蜂鸣器。
蜂鸣器
蜂鸣器是一种一体化结构的电子讯响器,采用直流电压供电,
蜂鸣器驱动电路
由于蜂鸣器的工作电流一般比较大,
以致于单片机的I/O 口是无法直接 驱动的,所以要利用放大电路来驱 动,一般使用三极管来放大电流就 可以了
了解一下实验板蜂鸣器电路
蜂鸣器软件设计方法
• 软件设计方法 • IO口电平取反方法:I/O 口的电平进行翻转一 次,直到蜂鸣器不需要鸣叫的时候,将I/O 口 的电平设置为高电平即可。
广泛应用于计算机、打印机、复印机、报警器、电子玩具、 汽车电子设备、电话机、定时器等电子产品中作发声器件。 蜂鸣器主要分为压电式蜂鸣器和电磁式蜂鸣器两种类型。蜂 鸣器在电路中用字母“H”或“HA”(旧标准用“FM”、“LB”、 “JD”等)表示。 有源蜂鸣器和无源蜂鸣器:判断有源蜂鸣器和无源蜂鸣器, 还可以用万用表电阻档Rxl档测试:用黑表笔接蜂鸣器"+"引脚, 红表笔在另一引脚上来回碰触,如果触发出咔、咔声的且电 阻只有8Ω(或16Ω)的是无源蜂 蜂鸣器,如果能发出持续声音 的,且电阻在几百欧以上的,是有源蜂鸣器。
有源蜂鸣器和无源蜂鸣器
这里的“源”不是指电源。而是指震荡源。 也就是 说有源蜂鸣器内部带震荡源,所以只要一通电就会 叫。 而无源内部不带震荡源,所以如果用直流信号无法 令其鸣叫。必须用2K~5K的方波去驱动它。 有源蜂鸣器往往比无源的贵,就是因为里面多个震 荡电路。 无源蜂鸣器的优点是:1。便宜,2。声音频率可控, 可以做出“多来米发索拉西”的效果。3。在一些 特例中,可以和LED复用一个控制口 有源蜂鸣器的 优点是:程序控制方便 。

51单片机四路抢答器(LED灯,数码管显示,蜂鸣器提示音)C语言源程序

51单片机四路抢答器(LED灯,数码管显示,蜂鸣器提示音)C语言源程序

51单片机四路抢答器(LED灯,数码管显示,蜂鸣器提示音)C语言源程序2009-10-31 10:53其实就是在原有的基础上,加入数码管显示及蜂鸣器,当然根据自己的要求,适当使用单片机I/O口接线为:P0 P2 来控制数码管显示,其中P0为数码管显字控制,P2用来选择位(第几个数码管)P1用来控制8个LED灯P3,独立按键(可以根据需要修改)P3^5(找了一个没有用到的I/O口,当然,可以用键盘扫描的方式来实现,这样的话,可以实现4*4=16路的抢答器,了解原理,做相应修改即可。

#include <reg52.h>sbit key1=P3^0; //这里采用独立按键(4路)sbit key2=P3^1;sbit key3=P3^2;sbit key4=P3^3;sbit SPK=P3^5; //蜂鸣器,最好在ISP编程时先不接入,(我用的是杜邦线,可以设置跳线控制)void delay(unsigned int cnt){while(--cnt);}void speak(unsigned int j){unsigned int i;for(i=0;i<j;i++)//喇叭发声的时间循环,改变大小可以改变发声时间长短{delay(180);//参数决定发声的频率,估算值,自行修改到不刺耳的声调SPK=!SPK;}SPK=1; //喇叭蜂鸣器停止工作,叫一声即可。

}void main(){bit Flag;while(!Flag){if(!key1){P1=0xFE;Flag=1;speak(300);P2=0;P0=0x06;} //LED1,数码管1显示1,蜂鸣器叫else if(!key2){P1=0xFD;Flag=1;speak(300);P2=1;P0=0x5b;}//LED2,数码管2显示2,蜂鸣器叫else if(!key3){P1=0xFB;Flag=1;speak(300);P2=2;P0=0x4f;}//LED3,数码管3显示3,蜂鸣器叫else if(!key4){P1=0xF7;Flag=1;speak(300);P2=3;P0=0x66;}LED4,数码管4显示4,蜂鸣器叫}while(Flag);}测试完,手动复位即可,当然可设置相应的按键来控制标志:Flag,进行继续抢答。

基于c51单片机编写简单蜂鸣器音乐程序的方法

基于c51单片机编写简单蜂鸣器音乐程序的方法
{
uint i;
for(i=0;i<jp;i++)
{
sound(s);
if(s==0xff)break;
}
}
//*******************************************************************
void main()//主函数
{
while(1)
{
c=0;//用来使数组从头开始读取
/*3*/case 0x0d:j=s/330;break;case 0x0e:j=s/659;break;case 0x0f:j=s/1318;break;
/*4*/case 0x10:j=s/349;break;case 0x11:j=s/370;break;case 0x12:j=s/698;break;case 0x13:j=s/740;break;case 0x14:j=s/1379;break;case 0x15:j=s/1480;break;
0x01,0x0d,0x16,0x1c,0xff,0x1c,0x1c,0x16,0x07,0x07,0x10,0x0d,0xff, 0x01,0x0d,0x16,0x1c,0xff,
0x1c,0x1c,0x22,0x1c,0x16,0x10,0x0d,0x10,0x0d,0x07,0x01,0x00} ;//*
uint code music[]=//这是一个“童话”谱子的数组,与m_t()子程序中的十六进制数一一对应,0xff代表每次音乐的停顿,0x00表示音乐的结束
{0x16,0x10,0x0d,0xff, 0x0d,0x10,0x0d, 0xff, 0x0d,0x10,0x0d,0x10,0x0d,0x07,0x01,0xff,

51单片机蜂鸣器播放音乐代码

51单片机蜂鸣器播放音乐代码

/*生日快乐歌曲*/#include <>#define uint unsigned int#define uchar unsigned charsbit beep = P1^5;uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159, 212,212,106,126,159,169,190,119,119,126,159,142,159,0};uchar code SONG_LONG[]={9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};//延时!void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}void PlayMusic(){uint i=0,j,k;while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LONG 为拍子长度%for(j=0;j<SONG_LONG[i]*20;j++){beep=~beep;//SONG_TONE 延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);}DelayMS(10);i++;}}~void main(){beep=0;while(1){PlayMusic(); //播放生日快乐DelayMS(500); //播放完后暂停一段时间}}两只蝴蝶:%#include <> // 这是单片机音乐代码生成器生成的代码#define uchar unsigned charsbit beepIO=P1^5; // 输出为可以修改成其它IO 口uchar m,n;uchar code T[49][2]={{0,0},{0xF8,0x8B},{0xF8,0xF2},{0xF9,0x5B},{0xF9,0xB7},{0xFA,0x14},{0xFA,0x66},{0xFA,0xB9},{0xFB,0x03 },{0xFB,0x4A},{0xFB,0x8F},{0xFB,0xCF},{0xFC,0x0B},{0xFC,0x43},{0xFC,0x78},{0xFC,0xAB},{0xFC,0xDB},{0xFD,0x08},{0xFD,0x33},{0xFD,0x5B},{0xFD,0x8 1},{0xFD,0xA5},{0xFD,0xC7},{0xFD,0xE7},{0xFE,0x05},{0xFE,0x21},{0xFE,0x3C},{0xFE,0x55},{0xFE,0x6D},{0xFE,0x84},{0xFE,0x99},{0xFE,0xAD},{0xFE,0xC0 },{0xFE,0x02},{0xFE,0xE3},{0xFE,0xF3},{0xFF,0x02},{0xFF,0x10},{0xFF,0x1D},{0xFF,0x2A},{0xFF,0x36},{0xFF,0x42},{0xFF,0x4C},{0xFF,0x56},{0xFF,0x60},{ 0xFF,0x69},{0xFF,0x71},{0xFF,0x79},{0xFF,0x81}};~uchar code music[][2]={{0,4},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{14,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,24},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{21,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{14,24},{23,4},{26,4},{26,16},{26,4},{28,4},{26,4},{23,24},{21,4},{23,4},{21,8},{21,4},{23,4},{21,4},{19,4},{16 ,4},{16,2},{19,2},{19,24},{0,20},{26,4},{26,4},{28,4},{31,4},{30,4},{30,4},{28,4},{23,4},{21,4},{21,4},{23,16},{0,4},{23,4},{23,4},{26,4} ,{28,8},{28,12},{16,4},{23,4},{21,4},{21,24},{23,4},{26,4},{26,4},{23,4},{26,8},{0,4},{31,8},{30,4},{28,4},{30,4},{23,8},{0,4},{28,4},{28,4},{ 30,4},{28,4},{26,4},{23,4},{21,8},{23,4},{21,4},{23,4},{26,16},{0xFF,0xFF}};void delay(uchar p){.uchar i,j;for(;p>0;p--)for(i=181;i>0;i--)for(j=181;j>0;j--);}void pause(){uchar i,j;for(i=150;i>0;i--)for(j=150;j>0;j--);/}void T0_int() interrupt 1{beepIO=!beepIO;TH0=T[m][0]; TL0=T[m][1];}void main(){uchar i=0;TMOD=0x01; EA=1; ET0=1;、while(1){m=music[i][0];n=music[i][1];if(m==0x00){TR0=0;delay(n);i++;}else if(m==0xFF){TR0=0;delay(30);i=0;}else if(m==music[i+1][0]){TR0=1;delay(n);TR0=0;pause();i++;}else.{TR0=1;delay(n);i++;}}}祝你平安:#include ""unsigned char Count;sbit _Speak =P1^5 ;unsigned char code SONG[] ={ //祝你平安0x26,0x20,0x20,0x20,0x20,0x20,0x26,0x10,0x20,0x10,0x20,0x80,0x26,0x20,0x30,0x20, 0x30,0x20,0x39,0x10,0x30,0x10,0x30,0x80,0x26,0x20,0x20,0x20,0x20,0x20,0x1c,0x20, %0x20,0x80,0x2b,0x20,0x26,0x20,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x80,0x26,0x20, 0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x60,0x40,0x10,0x39,0x10,0x26,0x20, 0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x80,0x26,0x20,0x2b,0x10,0x2b,0x10, 0x2b,0x20,0x30,0x10,0x39,0x10,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x20, 0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x18,0x20,0x18,0x20,0x26,0x20, 0x20,0x20,0x20,0x40,0x26,0x20,0x2b,0x20,0x30,0x20,0x30,0x20,0x1c,0x20,0x20,0x20, 0x20,0x80,0x1c,0x20,0x1c,0x20,0x1c,0x20,0x30,0x20,0x30,0x60,0x39,0x10,0x30,0x10, 0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x10,0x26,0x10,0x26,0x10,0x2b,0x10,0x2b,0x80, 0x18,0x20,0x18,0x20,0x26,0x20,0x20,0x20,0x20,0x60,0x26,0x10,0x2b,0x20,0x30,0x20, 0x30,0x20,0x1c,0x20,0x20,0x20,0x20,0x80,0x26,0x20,0x30,0x10,0x30,0x10,0x30,0x20,¥0x39,0x20,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x10,0x40,0x10,0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x00}; void Time0_Init(){TMOD = 0x01;IE = 0x82;TH0 = 0xD8;TL0 = 0xEF; //12MZ晶振,10ms}void Time0_Int() interrupt 1({TH0 = 0xD8;TL0 = 0xEF;Count++; //长度加1}/*-------------------------------------------------功能:1MS延时子程序-------------------------------------------------*/void Delay_xMs(unsigned int x){)unsigned int i,j;for( i =0;i < x;i++ ){for( j =0;j<3;j++ );}}void Play_Song(unsigned char i){unsigned char Temp1,Temp2;unsigned int Addr;!Count = 0; //中断计数器清0Addr = i * 217;while(1){Temp1 = SONG[Addr++];if ( Temp1 == 0xFF ) //休止符{TR0 = 0;Delay_xMs(100);}:else if ( Temp1 == 0x00 ) //歌曲结束符{return;}else{Temp2 = SONG[Addr++];TR0 = 1;while(1){._Speak = ~_Speak;Delay_xMs(Temp1);if ( Temp2 == Count ){Count = 0;break;}}}}}/*-------------------------------------------------功能:主程序-------------------------------------------------*/ void main(){Time0_Init(); //定时器0中断初始化while(1){Play_Song(0); //播放}}。

51单片机实现蜂鸣器警车、救护车、消防车声

51单片机实现蜂鸣器警车、救护车、消防车声

/*-----------------------------------------------
名称:喇叭
论坛:
编写:shifang
日期:2009.5
修改:无
内容:模救护车发声
------------------------------------------------*/
{
while(t--)
{
//大致延时1mS
DelayUs2x(245);
DelayUs2x(245);
}
}/*------------------------------------------------
定时器中断子程序
------------------------------------------------*/
main()
{
unsigned char i;
Init_Timer0(); //初始化定时器
while(1)
{ቤተ መጻሕፍቲ ባይዱ
frq=0;
for(i=0;i<60;i++)//播放1s左右一种频率
{
DelayMs(10);
}
frq=100;
for(i=0;i<60;i++)//播放1s左右另外一种频率
{
DelayMs(10);
//TH0=0x00;//给定初值
//TL0=0x00;
EA=1; //总中断打开
ET0=1; //定时器中断打开
TR0=1; //定时器开关打开
}
/*------------------------------------------------
主函数

51单片机C语言编程100例单片机c语言编程

51单片机C语言编程100例单片机c语言编程

51单片机C语言编程100例单片机c语言编程单片机是一种常用于嵌入式系统的微型计算机,可以根据预设的程序来执行指令。

而C语言是一种高级编程语言,具有较强的可读性和可移植性。

在单片机编程中,C语言是常用的编程语言之一。

本文将介绍51单片机C语言编程中的100个实例,帮助读者了解单片机编程的基本概念和技巧。

1. LED灯闪烁这是一个简单的实例,用于让LED灯交替闪烁。

在C语言中,可以使用宏定义和循环语句来实现:```c#include <reg52.h>#define LED P1void delay(unsigned int t) //延时函数{unsigned int i, j;for (i = t; i > 0; i--)for (j = 110; j > 0; j--);}void main(){while (1) //循环执行{LED = 0xFF; //LED灯亮delay(1000); //延时1秒LED = 0x00; //LED灯灭delay(1000); //延时1秒}}```2. 数码管显示这个实例演示了如何使用数码管进行数字显示。

在C语言中,可以通过控制IO口状态来实现:```c#include <reg52.h>#define LED P0unsigned char code digit[] ={ //数码管显示值表0xC0,0xF9,0xA4,0xB0,0x99,0x92,0x82,0xF8,0x80,0x90}; void delay(unsigned int t) //延时函数{unsigned int i, j;for (i = t; i > 0; i--)for (j = 110; j > 0; j--);}void main(){unsigned int i;while (1) //循环执行{for(i=0;i<10;i++){LED = digit[i]; //显示数字delay(1000); //延时1秒}}```3. 蜂鸣器发声这个实例展示了如何使用蜂鸣器进行声音发声。

基于51单片机蜂鸣器发声的-C语言程序

基于51单片机蜂鸣器发声的-C语言程序

本例使用延时函数实精品文档按键发音/* 名称:按键发音说明:按下不同的按键会是SOUNDE 发出不同频率的声音。

现不同频率的声音输出,以后也可使用定时器*/#include<reg51.h>#define uchar unsigned char#define uint unsigned intsbit BEEP=P3A 7;sbit K 仁 P1A4;sbit K2=P1A5;sbit K3=P1A6;sbit K4=P1A7;// 延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}// 按周期 t 发音void Play(uchar t){uchar i;for(i=0;i<100;i++){BEEP=~BEEP;DelayMS(t);}BEEP=0;}void main(){P1=0xff;BEEP=0;while(1){if(K1==0) Play(1);if(K2==0) Play(2);if(K3==0) Play(3);if(K4==0) Play(4);}}精品文档播放音乐/* 名称:播放音乐说明:程序运行时播放生日快乐歌, 未使用定时器中断,所有频率完全用延时 实现*/#include<reg51.h>#define uchar unsigned char#define uint unsigned intsbit BEEP=P3A7;// 生日快乐歌的音符频率表,不同频率由不同的延时来决定uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159,212,212,106,126,159, 169,190,119,119,126,159,142,159,0};// 生日快乐歌节拍表,节拍决定每个音符的演奏长短uchar code SONG_LONG[]= {9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};// 延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}// 播放函数void PlayMusic(){ uint i=0,j,k; while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LON为拍子长度for(j=0;j<SONG_LONG[i]*20;j++){BEEP=~BEEP;〃SONG_TON延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);} DelayMS(10);i++;}}void main(){BEEP=0;while(1){PlayMusic(); // 播放生日快乐DelayMS(500); // 播放完后暂停一段时间}精品文档。

单片机蜂鸣器C语言程序教学提纲

单片机蜂鸣器C语言程序教学提纲

单片机蜂鸣器C语言程序教学提纲一、引言(150字)单片机蜂鸣器是一种常见的发声装置,广泛应用于各种电子产品中。

本文以C语言为基础,介绍了如何控制单片机蜂鸣器发出不同的声音。

首先介绍了蜂鸣器的原理和工作方式,然后详细讲解了编写控制蜂鸣器的C 语言程序的步骤和注意事项。

通过本文的学习,读者将能够掌握如何使用C语言控制单片机蜂鸣器,并在实际应用中灵活运用。

二、蜂鸣器的原理与工作方式(300字)1.蜂鸣器的原理-蜂鸣器是一种电声转换器,通过电信号驱动其振膜产生声音。

-蜂鸣器一般由振膜、电磁线圈、铁芯和外壳等组成。

2.蜂鸣器的工作方式-蜂鸣器根据输入信号的频率和占空比的不同发出不同的声音。

-通过控制蜂鸣器发声的时间和间隔,可以产生不同的音乐效果。

三、编写单片机蜂鸣器控制程序(500字)1.硬件准备-单片机开发板-蜂鸣器-连接线-电源2.编写C程序-定义蜂鸣器引脚和常量-初始化引脚和IO口-编写蜂鸣器控制函数-在主函数中调用控制函数3.编写蜂鸣器控制函数-设置蜂鸣器引脚为输出模式-控制蜂鸣器发声-控制蜂鸣器静音4.调试程序-使用调试工具或示波器监测蜂鸣器引脚的电平变化-修改程序中的参数,调整发声频率和占空比-验证程序的正确性和蜂鸣器的工作状态四、注意事项与拓展(250字)1.注意事项-确保蜂鸣器引脚正确接入单片机引脚-检查程序中的硬件配置和引脚定义是否正确-注意蜂鸣器的工作电压和电流限制-参考单片机的数据手册2.拓展-加深对单片机和蜂鸣器的了解,学习其他控制蜂鸣器的方法-设计一个简单的音乐播放器,利用蜂鸣器发出不同的乐曲-结合其他传感器和模块,设计一个基于单片机的智能报警系统五、总结(100字)本文通过介绍蜂鸣器的工作原理和C语言编写控制程序的步骤,使读者能够掌握如何使用C语言控制单片机蜂鸣器。

同时,本文还提供了一些注意事项和拓展内容,帮助读者深入理解和拓展相关知识。

通过学习本文,读者能够在实际应用中自如地使用单片机蜂鸣器,并能够通过自身的创新设计实现更多有趣的功能。

(原创)51单片机C语言程序设计--速学教程实例(进阶篇)之蜂鸣器奏乐

(原创)51单片机C语言程序设计--速学教程实例(进阶篇)之蜂鸣器奏乐

/******************************************************************//*名称:蜂鸣器奏乐演示程序*//*作者:苏涛*//*时间:2011-01-18*//*单位:安徽建筑工业学院电子与信息工程学院*//*07级电子信息工程专业二班*//******************************************************************/#include<reg52.h>//头文件调用,写程序时都要加上#include"SoundPlay.h"/******************************************************************//*名称:延时函数*//*功能:C语言中常用的for循环延时方法*//*延时长短可以通过变量初值来改变*//******************************************************************/void Delay1ms(uint count){uint i,j;for(i=0;i<count;i++)for(j=0;j<120;j++);}/*****************************Music***************************************************/ //挥着翅膀的女孩unsigned char code Music_Girl[]={0x17,0x02,0x17,0x03,0x18,0x03,0x19,0x02,0x15,0x03,0x16,0x03,0x17,0x03,0x17,0x03,0x17,0x03,0x18,0x03,0x19,0x02,0x16,0x03,0x17,0x03,0x18,0x02,0x18,0x03,0x17,0x03,0x15,0x02,0x18,0x03,0x17,0x03,0x18,0x02,0x10,0x03,0x15,0x03,0x16,0x02,0x15,0x03,0x16,0x03,0x17,0x02,0x17,0x03,0x18,0x03,0x19,0x02,0x1A,0x03,0x1B,0x03,0x1F,0x03,0x1F,0x03,0x17,0x03,0x18,0x03,0x19,0x02,0x16,0x03,0x17,0x03,0x18,0x03,0x17,0x03,0x18,0x03,0x1F,0x03,0x1F,0x02,0x16,0x03,0x17,0x03,0x18,0x03,0x17,0x03,0x18,0x03,0x20,0x03,0x20,0x02,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x03,0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03,0x15,0x03,0x15,0x03,0x17,0x03,0x16,0x66,0x17,0x04,0x18,0x04,0x18,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x03,0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x00,0x1A,0x03,0x1A,0x03,0x1A,0x03,0x1B,0x03,0x1B,0x03,0x1A,0x03,0x19,0x03,0x19,0x02,0x17,0x03,0x15,0x17,0x15,0x03,0x16,0x03,0x17,0x03,0x18,0x03,0x17,0x04,0x18,0x0E,0x18,0x03,0x17,0x04,0x18,0x0E,0x18,0x66,0x17,0x03,0x18,0x03,0x17,0x03,0x18,0x03,0x20,0x03,0x20,0x02,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x04,0x1B,0x0E,0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03,0x15,0x03,0x15,0x03,0x17,0x03,0x16,0x66,0x17,0x04,0x18,0x04,0x18,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x20,0x03,0x21,0x03,0x20,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x66,0x1F,0x03,0x1B,0x03,0x19,0x03,0x19,0x03,0x15,0x03,0x1A,0x66,0x1A,0x03,0x19,0x03,0x19,0x03,0x1F,0x03,0x1B,0x03,0x1F,0x00,0x18,0x02,0x18,0x03,0x1A,0x03,0x19,0x0D,0x15,0x03,0x15,0x02,0x18,0x66,0x16,0x02,0x17,0x02,0x15,0x00,0x00,0x00}; //同一首歌unsigned char code Music_Same[]={0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x66,0x18,0x03,0x17,0x02,0x15,0x02,0x16,0x01,0x15,0x02,0x10,0x02,0x15,0x00,0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x02,0x17,0x03,0x18,0x03,0x19,0x02,0x15,0x02,0x18,0x66,0x17,0x03,0x19,0x02,0x16,0x03,0x17,0x03,0x16,0x00,0x17,0x01,0x19,0x02,0x1B,0x02,0x1B,0x70,0x1A,0x03,0x1A,0x01,0x19,0x02,0x19,0x03,0x1A,0x03,0x1B,0x02,0x1A,0x0D,0x19,0x03,0x17,0x00,0x18,0x66,0x18,0x03,0x19,0x02,0x1A,0x02,0x19,0x0C,0x18,0x0D,0x17,0x03,0x16,0x01,0x11,0x02,0x11,0x03,0x10,0x03,0x0F,0x0C,0x10,0x02,0x15,0x00,0x1F,0x01,0x1A,0x01,0x18,0x66,0x19,0x03,0x1A,0x01,0x1B,0x02,0x1B,0x03,0x1B,0x03,0x1B,0x0C,0x1A,0x0D,0x19,0x03,0x17,0x00,0x1F,0x01,0x1A,0x01,0x18,0x66,0x19,0x03,0x1A,0x01,0x10,0x02,0x10,0x03,0x10,0x03,0x1A,0x0C,0x18,0x0D,0x17,0x03,0x16,0x00,0x0F,0x01,0x15,0x02,0x16,0x02,0x17,0x70,0x18,0x03,0x17,0x02,0x15,0x03,0x15,0x03,0x16,0x66,0x16,0x03,0x16,0x02,0x16,0x03,0x15,0x03,0x10,0x02,0x10,0x01,0x11,0x01,0x11,0x66,0x10,0x03,0x0F,0x0C,0x1A,0x02,0x19,0x02,0x16,0x03,0x16,0x03,0x18,0x66,0x18,0x03,0x18,0x02,0x17,0x03,0x16,0x03,0x19,0x00,0x00,0x00};//两只蝴蝶unsigned char code Music_Two[]={0x17,0x03,0x16,0x03,0x17,0x01,0x16,0x03,0x17,0x03,0x16,0x03,0x15,0x01,0x10,0x03,0x15,0x03,0x16,0x02,0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03,0x10,0x0E,0x15,0x04,0x0F,0x01,0x17,0x03,0x16,0x03,0x17,0x01,0x16,0x03,0x17,0x03,0x16,0x03,0x15,0x01,0x10,0x03,0x15,0x03,0x16,0x02,0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03,0x15,0x03,0x16,0x01,0x17,0x03,0x16,0x03,0x17,0x01,0x16,0x03,0x17,0x03,0x16,0x03,0x15,0x01,0x10,0x03,0x15,0x03,0x16,0x02,0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03,0x10,0x0E,0x15,0x04,0x0F,0x01,0x17,0x03,0x19,0x03,0x19,0x01,0x19,0x03,0x1A,0x03,0x19,0x03,0x17,0x01,0x16,0x03,0x16,0x03,0x16,0x02,0x16,0x0D,0x17,0x03,0x16,0x03,0x15,0x03,0x10,0x03,0x10,0x0D,0x15,0x00,0x19,0x03,0x19,0x03,0x1A,0x03,0x1F,0x03,0x1B,0x03,0x1B,0x03,0x1A,0x03,0x17,0x0D,0x16,0x03,0x16,0x03,0x16,0x0D,0x17,0x01,0x17,0x03,0x17,0x03,0x19,0x03,0x1A,0x02,0x1A,0x02,0x10,0x03,0x17,0x0D,0x16,0x03,0x16,0x01,0x17,0x03,0x19,0x03,0x19,0x03,0x17,0x03,0x19,0x02,0x1F,0x02,0x1B,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04,0x17,0x02,0x1A,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04,0x1A,0x03,0x19,0x03,0x17,0x03,0x16,0x03,0x17,0x0D,0x16,0x03,0x17,0x03,0x19,0x01,0x19,0x03,0x19,0x03,0x1A,0x03,0x1F,0x03,0x1B,0x03,0x1B,0x03,0x1A,0x03,0x17,0x0D,0x16,0x03,0x16,0x03,0x16,0x03,0x17,0x01,0x17,0x03,0x17,0x03,0x19,0x03,0x1A,0x02,0x1A,0x02,0x10,0x03,0x17,0x0D,0x16,0x03,0x16,0x01,0x17,0x03,0x19,0x03,0x19,0x03,0x17,0x03,0x19,0x03,0x1F,0x02,0x1B,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04,0x17,0x02,0x1A,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04,0x17,0x16,0x1A,0x03,0x1A,0x03,0x1A,0x0E,0x1B,0x04,0x1A,0x03,0x19,0x03,0x17,0x03,0x16,0x03,0x0F,0x02,0x10,0x03,0x15,0x00,0x00,0x00};/*************************************************************************************/ void main(){InitialSound();while(1){Play(Music_Girl,0,3,360);Delay1ms(500);Play(Music_Same,0,3,360);Delay1ms(500);Play(Music_Two,0,3,360);Delay1ms(500);}}/******************************************************************//*头文件:SOUNDPLAY.H*//*说明:此头文件来源于网络*//******************************************************************//*说明**************************************************************曲谱存贮格式unsigned char code MusicName{音高,音长,音高,音长....,0,0};末尾:0,0表示结束(Important)音高由三位数字组成:个位是表示1~7这七个音符十位是表示音符所在的音区:1-低音,2-中音,3-高音;百位表示这个音符是否要升半音:0-不升,1-升半音。

51蜂鸣器发不同的声音程序

51蜂鸣器发不同的声音程序

51蜂鸣器发不同的声音程序/****************************************************同时用两个定时器,控制蜂鸣器发声,T0控制频率,T1控制同一频率发声的时长(2s),不同依次频率为1,10,50,100,200,400,800,1k(hz),占空比均为0.5T0的计时周期为125us;T1的计时周期为50ms 。

不同频率对应的num依次为:4000,400,80,40,20,10,5,4*****************************************************/#includesbit beep=P2^3; //unsigned int num=4000,//决定蜂鸣器的响应周期,从而决定不同的频率counter0=0,//T0控制频率counter1=0; //T1控制周期void main(void){ //TMOD=0x12; //T0用自动重装初值的8位计数方式,T1用16位计数方式TH0=0x83; //T0计数周期125usTL0=0x83;TH1=(65536-50000)/256; //T1计数周期50msTL1=(65536-50000)%256;ET0=1; //允许T0中断ET1=1; //允许T1中断EA=1; //开总中断TR0=1; //T0开始计数TR1=1; //T1开始计数beep=1;while(1);}void time0() interrupt 1 {counter0++;if(counter0==num){counter0=0;beep=~beep;}}void time1() interrupt 3 {TH1=(65536-50000)/256; TL1=(65536-50000)%256; counter1++;if(counter1==40){counter1=0;switch(num){case 4000:num=400 ;break; case 400 :num=80 ;break; case 80 :num=40 ;break; case 40 :num=20 ;break; case 20 :num=10 ;break; case 10 :num=5 ;break; case 5 :num=4 ;break; case 4 :num=4000;break; }}}。

基于51单片机蜂鸣器发声的-C语言程序

基于51单片机蜂鸣器发声的-C语言程序
for(i=0;i<100;i++)
{
BEEP=~BEEP;
DelayMS(t);
}
BEEP=0;
}
void main()
{
P1=0xff;
BEEP=0;
while(1)
{
if(K1==0) Play(1);
if(K2==0) Play(2);
if(K3==0) Play(3);
if(K4==0) Play(4);
}
}
播放音乐
/*名称:播放音乐
说明:程序运行时播放生日快乐歌,未使用定时器中断,所有频率完全用延时实现
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsign7;
//生日快乐歌的音符频率表,不同频率由不同的延时来决定
for(k=0;k<SONG_TONE[i]/3;k++);
}
DelayMS(10);
i++;
}
}
void main()
{
BEEP=0;
while(1)
{
PlayMusic(); //播放生日快乐
DelayMS(500); //播放完后暂停一段时间
}
}
按键发音
/*名称:按键发音
说明:按下不同的按键会是SOUNDER发出不同频率的声音。本例使用延时函数实现不同频率的声音输出,以后也可使用定时器
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsigned int

嵌入式蜂鸣器响的程序语句

嵌入式蜂鸣器响的程序语句

嵌入式蜂鸣器响的程序语句嵌入式蜂鸣器响的程序语句,指的是在嵌入式系统中使用编程语言控制蜂鸣器发声的语句。

嵌入式系统是集成了硬件和软件的特殊系统,常见于电子设备中,用于控制和执行特定功能。

蜂鸣器是一种能够产生特定频率声音的电子元件,常被用于提示或警报。

本文将详细介绍如何使用程序语句在嵌入式系统中控制蜂鸣器发声的步骤。

嵌入式系统中控制蜂鸣器发声的语句通常会使用特定的编程语言,如C、C++或汇编语言。

下面我们将以C语言为例,一步一步回答相关问题。

1. 什么是嵌入式系统?嵌入式系统是一种特殊的计算机系统,集成了硬件和软件,用于控制和执行特定功能。

它通常嵌入在其他设备中,而不是以独立的形式存在。

嵌入式系统被广泛应用于电子设备、汽车、家电、医疗设备等各个领域。

2. 什么是蜂鸣器?蜂鸣器是一种能够产生特定频率声音的电子元件。

它通常由振荡电路和扬声器构成,通过控制振荡频率来产生不同的音调,用于各种提示和警报功能。

3. 如何使用C语言控制蜂鸣器发声?在嵌入式系统中,通过控制蜂鸣器的输入引脚,可以触发蜂鸣器发声。

以下是使用C语言编写的程序语句来控制蜂鸣器发声的步骤:步骤1:包含所需的头文件和定义引脚首先,在程序中包含所需的头文件,例如<reg51.h>。

然后,定义用于控制蜂鸣器的引脚。

例如,我们可以定义引脚P1.0作为控制引脚。

#include <reg51.h>#define BUZZER_PIN P1^0步骤2:配置引脚为输出模式在程序的初始化部分,我们需要将控制蜂鸣器的引脚配置为输出模式。

这样,我们才能通过设置引脚的电平来控制蜂鸣器。

void init(){BUZZER_PIN = 0; 将引脚置为低电平}步骤3:控制蜂鸣器发声使用C语言的控制语句,我们可以在特定的条件下控制蜂鸣器开始或停止发声。

以下是示例代码,演示如何控制蜂鸣器以特定频率发声:发声函数void playSound(int frequency, int duration){int i, period;period = 1000000 / frequency; 计算周期for(i = 0; i < duration; i++){BUZZER_PIN = 1; 设置引脚为高电平,使蜂鸣器发声delay_us(period / 2); 持续半个周期的时间BUZZER_PIN = 0; 设置引脚为低电平,停止蜂鸣器发声delay_us(period / 2); 持续半个周期的时间}}主函数int main(){init(); 初始化引脚控制蜂鸣器发声playSound(1000, 1000); 在1kHz频率下发声1秒钟return 0;}步骤4:编译和下载程序完成以上代码后,我们可以使用适当的编译工具,例如Keil uVision等,将程序编译为嵌入式系统可以执行的二进制文件。

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说明:按下不同的按键会是SOUNDER发出不同频率的声音。

本例使用延时函数实现不同频率的声音输出,以后也可使用定时器
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsigned int
sbit BEEP=P3^7;
sbit K1=P1^4;
sbit K2=P1^5;
sbit K3=P1^6;
sbit K4=P1^7;
//延时
void DelayMS(uint x)
{
uchar t;
while(x--) for(t=0;t<120;t++);
}
//按周期t发音
void Play(uchar t)
{
uchar i;
for(i=0;i<100;i++)
{
BEEP=~BEEP;
DelayMS(t);
}
BEEP=0;
}
void main()
{
P1=0xff;
BEEP=0;
while(1)
{
if(K1==0) Play(1);
if(K2==0) Play(2);
if(K3==0) Play(3);
if(K4==0) Play(4);
}
}
说明:程序运行时播放生日快乐歌,未使用定时器中断,所有频率完全用延时实现
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsigned int
sbit BEEP=P3^7;
//生日快乐歌的音符频率表,不同频率由不同的延时来决定
uchar code SONG_TONE[]=
{212,212,190,212,159,169,212,212,190,212,142,159,212,212,106,126,159,169,190,1 19,119,126,159,142,159,0};
//生日快乐歌节拍表,节拍决定每个音符的演奏长短
uchar code SONG_LONG[]=
{9,3,12,12,12,24,9,3,12,12,12,24, 9,3,12,12,12,12,12,9,3,12,12,12,24,0};
//延时
void DelayMS(uint x)
{
uchar t;
while(x--) for(t=0;t<120;t++);
}
//播放函数
void PlayMusic()
{ uint i=0,j,k;
while(SONG_LONG[i]!=0||SONG_TONE[i]!=0)
{ //播放各个音符,SONG_LONG为拍子长度
for(j=0;j<SONG_LONG[i]*20;j++)
{
BEEP=~BEEP;
//SONG_TONE延时表决定了每个音符的频率
for(k=0;k<SONG_TONE[i]/3;k++);
}
DelayMS(10);
i++;
}
}
void main()
{
BEEP=0;
while(1)
{
PlayMusic(); //播放生日快乐
DelayMS(500); //播放完后暂停一段时间
}。

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