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Membuat nada Mario dengan Buzzer

Rabu, Februari 14th 2018.

Pasti tidak asing dengan kada MARIO, ya game yang terkenal pada jamannya, namun sampai sekarang pun masih pada mengenal game lawas itu. Hal yang populer dati game Mario adalah nada yang khas dari game menyenangkan tersebut.

Belum pernah dengar?? Nih saya kasih denger :v

Langsung aja yuk apa yang harus disiapkan

1x Arduino
1x Breadboard
1x Buzzer
1x Transistor 9013
1x Resistor 1k
Kabel Jumper secukupnya

Rangkailah seperti gambar dibawah ini

Saatnya kita memprogram.. Sebelum ke ringtone Mario, kita latihan nada-nada dulu ya

int speaker= 3; // membuat variabel Speaker

void setup(){ // void setup sengaja dikosongkan
}

void loop() {
SOL(); delay(500); MI(); delay(1000); SOL(); delay(1000); // lihat kebunku
DOO(); delay(1000); DIAM(); delay(500);
SOL(); delay(500); DOO(); delay(500); SOL(); delay(500); // penuh dengan bunga
FA() ; delay(500); MI(); delay(500); RE(); delay(1000);
DIAM(); delay(500);
FA(); delay(500); RE(); delay(1000); FA(); delay(1000); // ada yang merah
LA(); delay(1000); SOL(); delay(500); DO(); delay(500); // dan ada yang putih
MI(); delay(500); RE(); delay(500); DO(); delay(1000);
DIAM(); delay(500);
SOL(); delay(500); MI(); delay(1000); SOL(); delay(1000); // setiap hari
DIAM(); delay(500);
SOL(); delay(500); DOO(); delay(500); SOL(); delay(500); // kusiram semua
FA(); delay(500); MI(); delay(500); RE(); delay(1000);
DIAM(); delay(500);
FA(); delay(500); RE(); delay(1000); FA(); delay(1000); // mawar melati
LA(); delay(1000); SOL(); delay(500); DO(); delay(500); // semuanya indah
MI(); delay(500); RE(); delay(500); DO(); delay(1000);
DIAM(); delay(1000);
}

void DO() { tone(speaker, 264); } // fungsi variabel untuk nada DO
void RE() { tone(speaker, 297); } // fungsi variabel untuk nada RE
void MI() { tone(speaker, 330); } // fungsi variabel untuk nada MI
void FA() { tone(speaker, 352); } // fungsi variabel untuk nada FA
void SOL() { tone(speaker, 396); } // fungsi variabel untuk nada SOL
void LA() { tone(speaker, 440); } // fungsi variabel untuk nada LA
void SI() { tone(speaker, 495); } // fungsi variabel untuk nada SI
void DOO() { tone(speaker, 528); } // fungsi variabel untuk nada DOO
void DIAM() { noTone(speaker); } // fungsi variabel untuk nada DIAM

Sketch ringtone mario,

Jangan kaget ya… nadanya sulit. mimin juga gak dong nada-nada seperti dibawah ini.. hahahaha

 

/*———-define untuk mario———-*/
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978

#define melodyPin 3
//Mario main theme melody
int melody[] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7,
0, NOTE_C7, NOTE_E7, 0,
NOTE_G7, 0, 0, 0,
NOTE_G6, 0, 0, 0,

NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,

NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0,

NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,

NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0
};
//Mario main them tempo
int tempo[] = {
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,

12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,

9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,

12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,

9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
};
//Underworld melody
int underworld_melody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0, NOTE_DS4, NOTE_CS4, NOTE_D4,
NOTE_CS4, NOTE_DS4,
NOTE_DS4, NOTE_GS3,
NOTE_G3, NOTE_CS4,
NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
NOTE_GS4, NOTE_DS4, NOTE_B3,
NOTE_AS3, NOTE_A3, NOTE_GS3,
0, 0, 0
};
//Underwolrd tempo
int underworld_tempo[] = {
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
6, 18, 18, 18,
6, 6,
6, 6,
6, 6,
18, 18, 18, 18, 18, 18,
10, 10, 10,
10, 10, 10,
3, 3, 3
};
int song = 0;

void setup() {
// put your setup code here, to run once:
pinMode(12,OUTPUT);
}

void loop() {
// put your main code here, to run repeatedly:
sing(1);
sing(2);
}

void sing(int s) {
// iterate over the notes of the melody:
song = s;
if (song == 2) {
//Serial.println(” ‘Underworld Theme'”);
int size = sizeof(underworld_melody) / sizeof(int);
int thisNote = 0;
while(thisNote<size)
//for (int thisNote = 0; thisNote < size; thisNote++)
{

// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / underworld_tempo[thisNote];

buzz(melodyPin, underworld_melody[thisNote], noteDuration);

// to distinguish the notes, set a kurangimum time between them.
// the note’s duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);

// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
thisNote++;
}

} else {

//Serial.println(” ‘Mario Theme'”);
int size = sizeof(melody) / sizeof(int);
int thisNote = 0;
while(thisNote<size)
//for (int thisNote = 0; thisNote < size; thisNote++) {
{
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / tempo[thisNote];

buzz(melodyPin, melody[thisNote], noteDuration);

// to distinguish the notes, set a kurangimum time between them.
// the note’s duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);

// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
thisNote++;
}
}
}

void buzz(int targetPin, long frequency, long length) {
digitalWrite(12, HIGH);
long delayValue = 1000000 / frequency / 2; // calculate the delay value between transitions
//// 1 second’s worth of microseconds, divided by the frequency, then split in half since
//// there are two phases to each cycle
long numCycles = frequency * length / 1000; // calculate the number of cycles for proper tikurangg
//// multiply frequency, which is really cycles per second, by the number of seconds to
//// get the total number of cycles to produce
for (long i = 0; i < numCycles; i++) { // for the calculated length of time…
digitalWrite(targetPin, HIGH); // write the buzzer pin high to push out the diaphram
delayMicroseconds(delayValue); // wait for the calculated delay value
digitalWrite(targetPin, LOW); // write the buzzer pin low to pull back the diaphram
delayMicroseconds(delayValue); // wait again or the calculated delay value
}
digitalWrite(12, LOW);
}

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