Переходим с STM32 на российский микроконтроллер К1986ВЕ92QI. Практическое применение: Генерируем и воспроизводим...

Переходим с STM32 на российский микроконтроллер К1986ВЕ92QI. Практическое применение: Генерируем и воспроизводим звук. Часть четвертая: создаем цифровую часть одноголосной и музыкальной открытки

565

Введение.
Сделаем одноголосную и многоголосую базу для музыкальной открытки. В данной статье мы закончим тему генерации звука средствами нашего микроконтроллера.

Делаем одноголосую музыкальную открытку: играем простую мелодию.
{
TIMER1->CNTRL = 0; //Останавливаем таймеры. TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE; //Разрешаем пинать DMA. TIMER2->ARR = TN*25;
DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR); //Перенастраиваем структуру DMA. Для начала уясним. TIMER2->CNTRL = CNTRL_CNT_EN;
}Также вспомним, что при инициализации таймера мы уже выдавали нашу синусоиду с определенной частотой. По другому говоря, меняя характеристики таймера — мы меняем высоту нотки. TIMER2->CNTRL = 0;
TIMER1->CNT = 0; //Сбрасываем значение таймера. В качестве закрепления умения работы с таймерами, предлагаю написать програмку, которая будет играться нам маленькую мелодию. Настроим его так, чтоб при данной скорости ударов в минутку (мне, как музыканту, так привычнее) мы могли отмерять нотки до шестнадцатых. DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT);
TIMER1->CNTRL = CNTRL_CNT_EN; //Разрешаем работу таймеров. TIMER2->IE = TIMERx_IE_CNT_ARR_EVENT_IE; //Прерывание по достижении границы. Разница в высоте звучания создается из-за различной скорости выдачи данной синусоиды на усилитель. Создадим его на три октавы#define HCLK_MY_TIMDEL 8000000/100
uint32_t music_books[37] =
{
HCLK_MY_TIMDEL/130.82, //C_3
HCLK_MY_TIMDEL/138.59,
HCLK_MY_TIMDEL/147.83,
HCLK_MY_TIMDEL/155.56,
HCLK_MY_TIMDEL/164.81,
HCLK_MY_TIMDEL/174.62,
HCLK_MY_TIMDEL/185,
HCLK_MY_TIMDEL/196,
HCLK_MY_TIMDEL/207,
HCLK_MY_TIMDEL/220,
HCLK_MY_TIMDEL/233.08,
HCLK_MY_TIMDEL/246.96,

HCLK_MY_TIMDEL/261.63, //C_4
HCLK_MY_TIMDEL/277.18,
HCLK_MY_TIMDEL/293.33,
HCLK_MY_TIMDEL/311.13,
HCLK_MY_TIMDEL/329.63,
HCLK_MY_TIMDEL/349.23,
HCLK_MY_TIMDEL/369.99,
HCLK_MY_TIMDEL/392,
HCLK_MY_TIMDEL/415.30,
HCLK_MY_TIMDEL/440,
HCLK_MY_TIMDEL/466.16,
HCLK_MY_TIMDEL/493.88,

HCLK_MY_TIMDEL/523.25, //C_5
HCLK_MY_TIMDEL/554.36,
HCLK_MY_TIMDEL/587.32,
HCLK_MY_TIMDEL/622.26,
HCLK_MY_TIMDEL/659.26,
HCLK_MY_TIMDEL/698.46,
HCLK_MY_TIMDEL/739.98,
HCLK_MY_TIMDEL/784,
HCLK_MY_TIMDEL/830.60,
HCLK_MY_TIMDEL/880,
HCLK_MY_TIMDEL/932.32,
HCLK_MY_TIMDEL/987.75,
0 //Пауза
};Отмерять продолжительности нот будем системным таймером. Следует убрать «звучание» нотки из функции инициализации.Получим последующее.void Init_TIMER1_to_DMA_and_DAC2 (void)
{
RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK; //Включаем тактирование таймера 1 и 2. NVIC->ISER[0] = 1<<15; //Разрешили прерывание от таймера 2. RST_CLK->TIM_CLOCK = 0; //Отключаем тактирование таймеров. TIMER2->CNT = 0;
TIMER1->ARR = TN; //Заполняем новейшие значения. RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN; //Подаем тактовый сигнал на таймеры. Что-то типа музыкальной открытки. Синусоида для всех нот схожа. }Далее нам необходимо написать функцию, которая будет отключать звук.void Ton_off (void)
{
TIMER1->CNTRL = 0; //Останавливаем таймеры. DMA же передает одну и ту же синусоиду.Напишем функцию, которая будет поменять высоту тона.void SM_Ton (uint32_t TN) //Меняем тон таймера. Так проще всего. TIMER2->CNTRL = 0;
}Далее необходимо сделать массив частот нот. TIMER2->STATUS=0; //Сбрасываем флаги прерываний.
//————————————————-
void Init_SysTick (void)
{
SysTick->LOAD = 80000000*60*4/TactSpeed/16; //80000000*60*4/TactSpeed — продолжительность целого такта. Пауза, размером в шестнадцатую#define TactSpeed 60 //Ударов в минутку. //————————————————-
//Настройка системного таймера. {
Delay_dec = Delay_Data;
while (Delay_dec) {};
}

void SysTick_Handler (void)
{
if (Delay_dec!=0) Delay_dec—;
} SysTick->CTRL |= CLKSOURCE|TCKINT|ENABLE;
}

volatile uint32_t Delay_dec = 0;
void Delay (uint32_t Delay_Data) //Функция задержки на базе SysTick таймера. //Но мы считаем шестнадцатыми.
Вот метод подготовки мелодии: Он же самый обычный. Последующим шагом нам необходимо определиться, откуда брать данные. Перепробовав несколько вариантов, я избрал самый близкий по душе.

С одним каналом (либо позже чтоб можно было выбрать один). Я в качестве теста скачал Elfen Lied — Lilium. Скачиваем какую-нибудь мелодию в формате MIDI.
Для этого скачиваем програмку Ringtone Editor v2.2. Дальше необходимо перевести наш MIDI в массив, состоящий из номера нотки/паузы и ее продолжительности. Из нее получаем текстовый файл в формате siemeans.Маленькая справка по програмке.
Нажимаем ок. Включаем програмку, открываем наш MIDI файл. Раз он имеет много каналов — избираем 1 подходящий.

В собственном формате. Опосля этого мы лицезреем сделанный текст-нотки дорожки. Он состоит из заглавий нот и их длительностей.

Раз что-то не нравится — можем подредактировать нотки (полезно, когда мелодия разбита на 2 партии не ровно). Помним, что наша композиция обязана содержать нотки с продолжительностью наиболее чем шестнадцатые (исключая шестнадцатую с точкой. А также нотки обязана быть в пределах 3-х обрисованных октав. Можем прослушать нашу композицию. Для ее сотворения необходимо к продолжительности шестнадцатой прибавить 30 вторую, а для этого необходимо поменять опции таймера).

Для того чтоб отредактировать нотку, необходимо надавить на нее левой клавишей мыши (она выделится прямоугольником) и, зажав Ctrl, жать стрелку ввысь либо вниз на клавиатуре.

У меня опосля редактирования (правок и обрезки мелодии) вышел таковой файл.
У меня вышел таковой файл. Опосля этого сохраняем наш файл в текстовом формате.

Как я уже говорил, программа генерирует данные в собственном формате. Для того чтоб облегчить жизнь и не переводить все под наш пример вручную (каждую нотку), я написал програмку, которая преобразует приобретенные данные в подходящий нам массив: нотка/продолжительность.
Вот ее кодProgram Pr;
var input: file of char; //Отсюда читаем.
DataST: string; //Буффер для разбора нотки.
BufChar: char; //Буффер для посимвольного чтения.
Loop: integer; //Количество нот.
BufNOT: byte; //Значение для одной нотки/времени нотки.
MESNOT: array [0..5000, 0..1] of byte; //Массив до 5000 нот.
I: integer; //Счетчик-оформитель.
Begin
assign(input, ‘INPUT.txt’); reset(input); //Подключаем файл для чтения.
Loop:=0;
while not Eof(input) do //Читаем до окончания файла.
Begin
DataST:=»;
while 1=1 do //Читаем до пробела.
Begin
read(input, BufChar); //Читаем знак.
if (BufChar <> ‘ ‘) then DataST:=DataST+BufChar //Раз не пустой знак — дописать.
else break; //По другому — выйти.
End;

case DataST[1] of //Разбираем нотку.
‘C’: if (DataST[2] = ‘i’) then Begin //Раз нотка До, то смотрим на #.
if (DataST[4] = ‘1’) then BufNOT:=1 //До# — малой октавы.
else if (DataST[4] = ‘2’) then BufNOT:=13 //До# — первой октавы.
else if (DataST[4] = ‘3’) then BufNOT:=25 //До# — 2-ой октавы.
End else Begin
if (DataST[2] = ‘1’) then BufNOT:=0 //До — малой октавы.
else if (DataST[2] = ‘2’) then BufNOT:=12 //До — первой октавы.
else if (DataST[2] = ‘3’) then BufNOT:=24 End; //До — 2-ой октавы.

‘D’: if (DataST[2] = ‘i’) then Begin //Раз нотка Ре.
if (DataST[4] = ‘1’) then BufNOT:=3
else if (DataST[4] = ‘2’) then BufNOT:=15
else if (DataST[4] = ‘3’) then BufNOT:=27
End else Begin
if (DataST[2] = ‘1’) then BufNOT:=2
else if (DataST[2] = ‘2’) then BufNOT:=14
else if (DataST[2] = ‘3’) then BufNOT:=26 End;

‘E’: if (DataST[2] = ‘1’) then BufNOT:=4 //Раз нотка Ми (Диеза «не имеет»).
else if (DataST[2] = ‘2’) then BufNOT:=16
else if (DataST[2] = ‘2’) then BufNOT:=28;

‘F’: if (DataST[2] = ‘i’) then Begin //Раз нотка Фа.
if (DataST[4] = ‘1’) then BufNOT:=6
else if (DataST[4] = ‘2’) then BufNOT:=18
else if (DataST[4] = ‘3’) then BufNOT:=30 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=5
else if (DataST[2] = ‘2’) then BufNOT:=17
else if (DataST[2] = ‘3’) then BufNOT:=29 End;

‘G’: if (DataST[2] = ‘i’) then Begin //Раз нотка Соль.
if (DataST[4] = ‘1’) then BufNOT:=8
else if (DataST[4] = ‘2’) then BufNOT:=20
else if (DataST[4] = ‘3’) then BufNOT:=32 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=7
else if (DataST[2] = ‘2’) then BufNOT:=19
else if (DataST[2] = ‘3’) then BufNOT:=31 End;

‘A’: if (DataST[2] = ‘i’) then Begin //Раз нотка Ля.
if (DataST[4] = ‘1’) then BufNOT:=10
else if (DataST[4] = ‘2’) then BufNOT:=22
else if (DataST[4] = ‘3’) then BufNOT:=34 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=9
else if (DataST[2] = ‘2’) then BufNOT:=21
else if (DataST[2] = ‘3’) then BufNOT:=33 End;

‘B’: if (DataST[2] = ‘1’) then BufNOT:=11 //Си.
else if (DataST[2] = ‘2’) then BufNOT:=23
else if (DataST[2] = ‘2’) then BufNOT:=35;
‘P’: BufNOT:=36; //В случае «паузы».
End;

MESNOT[Loop][0]:=BufNOT; //Сохраняем номер нотки.

if (DataST[length(DataST)-1] <> ‘.’) then //Вычисляем продолжительность нотки «без точки» (в шестнадцатых).
case DataST[length(DataST)-1] of
‘1’: BufNOT:=16;
‘2’: BufNOT:=8;
‘4’: BufNOT:=4;
‘8’: BufNOT:=2;
end
else
case DataST[length(DataST)-2] of //Продолжительность нотки с точкой (в шестнадцатых).
‘1’: BufNOT:=20;
‘2’: BufNOT:=12;
‘4’: BufNOT:=6;
‘8’: BufNOT:=3;
end;

MESNOT[Loop][1]:=BufNOT; //Сохраняем продолжительность.

Loop:=Loop+1;
End;

writeln (‘//Массив нот.’); //Оформляем массив.
write(‘uint8_t MusicNote [‘, Loop+1, ‘][2] = {‘);
for I:=0 to Loop-1 do Begin write(MESNOT[I][0], ‘,’, MESNOT[I][1]);
if (I<>(Loop-1)) then write(‘, ‘);
End;
write(‘};’);

End.
Скачать можно тут. Входной INPUT.txt должен лежать в папке с програмкой. Программа на Pascal ABC.
uint8_t MusicNote [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};Сейчас у нас есть массив нот. Осталось лишь сыграть его.int main (void)
{
HSE_Clock_ON(); //Разрешаем внедрение HSE генератора. Init_TIMER1_to_DMA_and_DAC2(); //Настраиваем таймер 1. DAC_Init(); //Настраиваем ЦАП. У меня вышел таковой массив.//Массив нот. Init_SysTick();
while (1)
{
for (uint32_t PL = 0; PL < sizeof(Play_museic)/2; PL++)
{
SM_Ton(music_books[Play_museic[PL][0]]);
Delay(Play_museic[PL][1]);
}
}
}Итогом стала вот таковая мелодия. Скачать проект можно тут. DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
От себя: Не могу не увидеть всей красы данной мелодии)

Делаем многоголосую музыкальную открытку.
В нем 2 канала. Создадим на примере нашего произведения. Усложним задачку. Их и будем играться. Но ведь охото большего. Заставим контроллер проигрывать многоголосые мелодии. Мы сделали одноголосую музыкальную открытку.

Как мы помним, в данной статье разбирались способы генерации звуковых волн. Что ж. Я пошел последующим методом: Вопросец: как смешать две и наиболее волны? Там же был показан и принцип наложения. Как накладывать знаем, но как это организовать?
У меня он смотрится так.uint16_t BufferData [1024*2]; //Этот буффер будем выдавать циклично. Сделаем массив из 2048 частей (можно взять больше либо меньше, не принципиально принципиально).
TIMER1->ARR = 2500; //Считаем до… TIMER2->PSG = 128-1; //Ставим делительность на 128. //У нас 800000000 Гц/32000 Гц = 2500. RST_CLK->TIM_CLOCK = 0; //Отключаем тактирование таймеров. TIMER2->STATUS=0; //Сбрасываем флаги прерываний. Скорость выдачи пусть будет 32000 Гц.Вот так смотрится функция опции таймеров.//Выдаем циклично буфер размером в 2048 чисел. } TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE; //Разрешаем пинать DMA. NVIC->ISER[0] = 1<<15; //Разрешили прерывание от таймера 2. Настроим таймеры из предшествующего урока так, чтоб DMA выдавал этот массив нескончаемо с фиксированной частотой (так мы освободим себя от «игры» с таймерами). TIMER2->IE = TIMERx_IE_CNT_ARR_EVENT_IE; //Прерывание по достижении границы. void Init_TIMER1_to_DMA_and_DAC2_for_BUFFER (void)
{
RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK; //Включаем тактирование таймера 1 и 2. TIMER1->CNTRL = CNTRL_CNT_EN; //Разрешаем работу таймеров. TIMER2->ARR = 2500*512/128; //Опосля передачи половины массива. У меня таймер опирается на частоту 80 Мгц (На самом деле хватит еще наименьшей скорости, но на всякий вариант использую ее, вдруг задачка окажется не по зубам. Частота 32000 Гц. Переработать в конце на наименьшую частоту труда не составит). TIMER2->CNTRL = CNTRL_CNT_EN;

RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN; //Подаем тактовый сигнал на таймеры.
DAC_ST_ADC[10-1+32].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA); //Указатель на крайний (не изменяется) адресок приемника (регистр данных DAC). DAC_ST_ADC[10-1].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA); //Указатель на крайний (не изменяется) адресок приемника (регистр данных DAC). DAC_ST_ADC[10-1+32].NULL = (uint32_t)0; //Пустая ячейка. //Настраиваем канал. //Настраиваем контроллер DMA. DAC_ST_ADC[10-1].NULL = (uint32_t)0; //Пустая ячейка. DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR); //Структура опции первичной структуры. struct DAC_ST DAC_ST_ADC[32+32]; //Создаем массив структур для всех каналов. uint32_t NULL; //Пустая ячейка. DMA->CTRL_BASE_PTR = (uint32_t)&DAC_ST_ADC; //Указываем адресок массива структур. RST_CLK->PER_CLOCK|=PCLK_EN_DMA; //Включаем тактирование DMA. //————————————————-
void DMA_to_DAC_and_TIM1 (void)
{
//Настраиваем первичную структуру. //Источник/приемник = 16 бит, отправляем/принимаем = 16 бит, защиты нет, 50 передач, пинг-понг. DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT); //Структура опции другой структуры. }

__align(1024) DAC_ST; //Выравниваем массив структур по 1024 б. DAC_ST_ADC[10-1].Destination_end_pointer = (uint32_t)BufferData + (sizeof(BufferData))/2 — 1; //Указатель на крайний элемент середины массива (C_4 — массив значений синусоидального сигнала в 100 значений). } DMA->CHNL_ENABLE_SET = 1<<10; //Разрешаем работу 10 канала. //Настройка другой структуры. В функции опции DMA оставляем прежним все, не считая имени массива. DMA->CFG = CFG_master_enable; //Разрешаем работу DMA. DAC_ST_ADC[10-1+32].Destination_end_pointer = (uint32_t)BufferData + sizeof(BufferData) — 1; //Указатель на крайний элемент массива (C_4 — массив значений синусоидального сигнала в 100 значений). uint32_t DMA_DAC_InitST_PR = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;
uint32_t DMA_DAC_InitST_ALT = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;

//————————————————-
//Настраиваем DMA для связки с DAC. Сейчас мы используем сделанный нами выше.struct DAC_ST
{
uint32_t Destination_end_pointer; //Указатель конца данных приемника. uint32_t Source_end_pointer; //Указатель конца данных источника
uint32_t channel_cfg; //Конфигурация канала.
В прошлой статье мы употребляли массив размером в 100 значений. #define cycle_ctrl (3<<0) //Пинг-понг. На данный момент же будем применять все 1024 доступных (с расчетом на то, что пореже придется обращаться к прерыванию).Модифицированная структура.//————————————————-
//Настройка структуры. #define n_minus_1 ((1024-1)<<4) //1024 передачи (-1) DMA. Приемник и передатчик должны иметь однообразные размерности. Дальше необходимо в настройках структуры канала (и первичная и другая имеют схожую настройку, как и в предшествующей статье) указать другое количество передач. #define src_size (1<<24) //Отправляем по 16 бит. //————————————————-
#define dst_src (3<<30) //Источник — 16 бит (полуслово). #define dst_size (1<<28) //Принимаем по 16 бит. #define src_inc (1<<26) //Источник сдвигается на 16 бит опосля каждой передачи.
Опосля в МК мы можем копировать эти значения в буфер и всячески изменять их. Begin
PR:=DAC_CLK/SinTON[ISIN]/2; //Получаем период волны. MesVoln: array [0..100000] of integer; //Массив значений для волны. MesKOL: array [0..35] of word; //Количество в блоке. Begin
MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
Loop:=Loop+1;
End;
End;

writeln(‘//Количество частей в синусоиде номер 0..35.’);
write(‘const uint16_t MesKOL [36] = {‘);
for I:=0 to 35 do
Begin
write(MesKOL[I]);
if (I <> 35) then write (‘, ‘);
End;
writeln(‘};’);

writeln(‘//Смещение первого элемента массива 0..35.’);
write(‘const uint16_t MesSM [36] = {‘);
for I:=0 to 35 do
Begin
write(MesSM[I]);
if (I <> 35) then write (‘, ‘);
End;
writeln(‘};’);

writeln(‘//Выдаем основной массив.’);
write(‘const uint8_t SinMES [‘, Loop+1, ‘] = {‘);
for I:=0 to Loop-1 do
Begin
write(MesVoln[I]);
if (I <> Loop-1) then write (‘, ‘);
End;
writeln(‘};’);
End.Скачать програмку можно тут. Код программы. const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
//Смещение первого элемента массива 0..35. ISIN: byte; //Счетчик номера волны. for ISIN:=0 to 35 do //Генерируем массивы для всех 36 нот. Может быть можно отыскать решение и генерировать снутри МК, но мне это не удалось. I: word; //Счетчик. Пример работы программы.Частота смены DAC: 32000
Введите громкость (1..50): 10
//Количество частей в синусоиде номер 0..35. MesKOL[ISIN]:=Round(PR*2)+1; //Количество частей в блоке. Написана на Pascal ABC.Program Sin_wav_Gener;
Var DAC_CLK: word; //Частота смены данных DAC. Но как показала практика, даже 80 МГц недостаточно для данной задачки (чтоб сразу выдавать и заполнять новенькими значениями уже переданные ячейки). Я написал програмку, которая по данной частоте смены значений DAC генерирует набор значений для каждой нотки в спектре 3-х октав. const uint8_t SinMES [3849] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9};Так как любая волна при этом будет иметь свой период (чем выше тон — тем меньше период), то с возрастанием частоты — количество значений на волну будет все время уменьшаться. Последующим шагом необходимо определиться, как мы будем заполнять наш массив. PR: real; //Период волны. write(‘Введите громкость (1..50): ‘); readln(GR);//Громкость волны. Для того, чтоб не запутаться, программа генерирует массив «смещений» (адресок первого элемента волны) и массив длин каждой волны. GR: byte; //Громкость волны. const SinTON: array [0..35] of real =
(130.82, 138.59, 147.83, 155.56, 164.81, 174.62, 185, 196, 207,
220, 233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
369.99, 392, 415.30, 440, 466.16, 493.88, 523.25, 554.36, 587.32,
622.26, 659.26, 698.46, 739.98, 784, 830.60, 880, 932.32, 987.75);

Begin
Loop := 0; //Общее количество занимаемой памяти. Начальной идеей было генерировать значения волны в каждый период времени конкретно в МК. Loop: word; //Количество частей в волне. write(‘Частота смены DAC: ‘); readln(DAC_CLK); //Получаем частоту смены DAC. MesSM[ISIN]:=Loop; //Смещение. const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
//Выдаем основной массив. MesSM: array [0..35] of word; //Смещение. for I:=0 to Round(PR*2) do //Считаем волну. Я решил поступить так.
#define ST_Play_ALT (DAC_ST_ADC[10-1+32].channel_cfg & (1023<<4)) //Для проверки количества оставшихся передач в другой структуре. Мы знаем, что прерывание происходит стабильно раз в 512 передач. DMA->CHNL_ENABLE_SET = 1<<10; //Разрешаем передачу далее. uint16_t LoopBUFData = 0; //Количество готовых к перезаписи ячеек. Дальше нам необходимо поменять функцию прерывания по второму таймеру (прерывание смены структур). Таковым образом, во время каждого прерывания мы можем разрешать перезапись уже переданных 512 блоков. }
LoopBUFData=512; //Разрешаем перезапись 512 ячеек. TIMER2->STATUS=0; //Сбрасываем флак, чтоб не зайти в это прерывание опять. void Timer2_IRQHandler (void) //Меняем структуры. Тут нам необходимо добавить счетчик уже переданных ячеек. {
DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR); //Поновой заполняем структуру первой. };
if ((ST_Play_ALT == 0) && (ST_Play_P <= ((1024-2)<<4)))
{
DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT); //Другой. } {
if ((ST_Play_P == 0) && (ST_Play_ALT <= ((1024-2)<<4))) //Раз прошли первую половину и уже начата передача 2-ой — переключиться на 2-ю. Вот код модифицированного прерывания.#define ST_Play_P (DAC_ST_ADC[10-1].channel_cfg & (1023<<4)) //Для проверки количества оставшихся передач в первичной структуре.
const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
//Смещение первого элемента массива 0..35. uint16_t LoopSin = 0; //Указатель на передаваемую ячейку значения периода волны. const uint8_t SinMES [3849] = {15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 27, 26, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 19, 19, 20, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 18, 17, 16, 16, 15, 15, 14, 13, 13, 12, 12, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 12, 12, 13, 13, 14, 15, 15, 15, 16, 16, 17, 18, 18, 19, 19, 20, 21, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 18, 19, 20, 20, 21, 22, 22, 23, 23, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 9, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 19, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 22, 22, 21, 21, 20, 19, 18, 18, 17, 16, 16, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 10, 10, 11, 12, 12, 13, 14, 15, 15, 15, 16, 17, 17, 18, 19, 20, 20, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 27, 26, 26, 25, 24, 24, 23, 22, 22, 21, 20, 20, 19, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 25, 24, 23, 23, 22, 21, 20, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 12, 11, 10, 9, 8, 8, 7, 6, 6, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 20, 21, 22, 22, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 24, 24, 23, 22, 21, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 20, 21, 22, 23, 24, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 25, 25, 24, 23, 22, 22, 21, 20, 19, 18, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 22, 23, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 24, 25, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 27, 26, 25, 24, 23, 23, 22, 21, 20, 19, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, 24, 25, 25, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 26, 25, 24, 23, 23, 21, 20, 19, 18, 17, 16, 15, 14, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 19, 20, 21, 22, 23, 24, 25, 26, 27, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 26, 25, 24, 23, 22, 20, 19, 18, 17, 16, 14, 13, 12, 11, 10, 9, 7, 6, 5, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 21, 22, 24, 25, 26, 26, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 12, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 22, 23, 24, 25, 26, 27, 28, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 29, 28, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 11, 10, 9, 8, 6, 5, 4, 3, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 21, 22, 23, 24, 26, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 25, 24, 22, 21, 20, 18, 17, 16, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 12, 14, 15, 15, 17, 18, 20, 21, 22, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 24, 23, 22, 20, 19, 17, 16, 14, 13, 11, 10, 8, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 9, 10, 12, 13, 15, 15, 17, 18, 20, 21, 23, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 23, 21, 20, 18, 16, 15, 13, 12, 10, 8, 7, 6, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 15, 17, 18, 20, 22, 23, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 22, 20, 19, 17, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 17, 19, 20, 22, 24, 25, 26, 27, 28, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 23, 22, 20, 18, 16, 14, 13, 11, 9, 7, 6, 5, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 11, 12, 14, 15, 17, 19, 21, 22, 24, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 16, 14, 12, 10, 8, 6, 5, 4, 2, 1, 1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 7, 8, 10, 12, 14, 16, 15, 17, 19, 21, 23, 24, 26, 27, 28, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 11, 13, 15, 15, 17, 19, 21, 23, 25, 26, 28, 29, 29, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 16, 14, 12, 10, 8, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 10, 12, 14, 15, 17, 20, 22, 24, 25, 27, 28, 29, 30, 30, 30, 29, 29, 28, 26, 24, 23, 20, 18, 16, 14, 11, 9, 7, 5, 4, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 13, 15, 15, 17, 20, 22, 24, 26, 27, 29, 29, 30, 30, 30, 29, 28, 26, 25, 23, 20, 18, 16, 13, 11, 9, 6, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 16, 15, 18, 20, 22, 25, 26, 28, 29, 30, 30, 30, 29, 28, 27, 25, 23, 21, 18, 15, 13, 10, 8, 6, 4, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 15, 18, 20, 23, 25, 27, 28, 29, 30, 30, 29, 29, 27, 25, 23, 21, 18, 15, 13, 10, 8, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 9, 11, 14, 15, 18, 21, 23, 26, 27, 29, 30, 30, 30, 29, 28, 26, 24, 21, 18, 16, 13, 10, 7, 5, 3, 1, 0, 0, 0, 1, 2, 4, 6, 8, 11, 14};

extern uint16_t Sound_exhaust; //Флаг разрешения записи. BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0; //Раз счетчик буфера вышел за пределы — записывать с начала. Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
//Выдаем основной массив. DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. При этом смотреть, чтоб не стереть уже записанные ячейки, но не переданные ячейки.Смотрится она так.uint16_t BufferIndex = 0; //Указатель на 1-ый пустой элемент массива. uint16_t WavTon_BF; //Буффер имени предшествующей волны. Скачать проект можно тут. int main (void)
{
HSE_Clock_ON(); //Разрешаем внедрение HSE генератора. if (LoopSin<MesKOL[WavTon]) //Раз прошел не весь период волны — продолжить демонстрировать его. Init_TIMER1_to_DMA_and_DAC2_for_BUFFER(); //Настраиваем таймер на выдачу нашей синусоиды. for (uint16_t LoopZL = 0; LoopZL<LoopSIN; LoopZL++) //Заполняем необходимое количество ячеек в буфере. HSE_PLL(10); //8Мгц -> 80Мгц. LoopBUFData—; //Указываем, что мы передали один элемент. HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора. while (1)
{
for (uint16_t LoopNotN = 0; LoopNotN<36; LoopNotN++)
Bufheck(0xFFF, LoopNotN);
}
}Получился таковой звук. Раз мы повторно передаем одну и ту же волну — указатель на ячейку волны не изменяется, раз передаем другую волну — с уля. {
while (LoopBUFData == 0) {}; //Ждем, пока предшествующая часть массива передастся. LoopSin++; //Приготовиться к показу следущего элемента. void Bufheck (uint16_t LoopSIN, uint16_t WavTon) //Заливка в буффер LoopSIN значений WavTon (Принимаем смещение) волны DAC-а. {
if (WavTon_BF!=WavTon) {WavTon_BF=WavTon; LoopSin=0;}; //Раз передаем новейшую волну — то с начала. {
BufferData[BufferIndex]=SinMES[LoopSin+MesSM[WavTon]]; //Заполняем буффер. }
else LoopSin=0;
}
}Настроим главную функцию.#include "main.h"

uint8_t Play_museic [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};

//Количество частей в синусоиде номер 0..35. Дальше, ради теста, попробуем написать функцию, которая будет записывать N-ное количество значений волны в буфер. DAC_Init(); //Настраиваем ЦАП.
//Скорость воспроизведения 120 ударов в минутку. void NoteBUF (uint8_t NambeN1, uint8_t NambeN2)
{

//Частота выдачи 32000 Гц. 32000 передач в секунде. Громкость понижаем в 2 раза. if (LoopSin==MesKOL[NambeN1]) LoopSin=0; //Раз прошел весь период 1-й волны — начать с начала. В минутке 60 секунд. //=> у нас 600/60 ударов в секунду. Ну вот. if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin1=0;};

for (uint16_t Del16 = 0; Del16<2000; Del16++) //Передаем 64-ю. //=>1 такт = 4 секунды. 32000 в секунду * 4 / 64 толики
// = 2000 передач за одну шестнадцатую.Функция смотрится так.uint16_t BufferIndex = 0; //Указатель на 1-ый пустой элемент массива. Это функция станет основой нашей основной программы. Как воспользоваться буфером — разобрались. uint8_t WavTon_BF1, WavTon_BF2; //Для "прекрасной" синусоиды. В такте 4 удара. }
}Пояснения к коду. //=>1 такт = 4 секунды. BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0; //Раз счетчик буфера вышел за пределы — записывать с начала. //Скорость воспроизведения 120 ударов в минутку. //У нас 1 такт — 4/4 (четыре четверти). LoopBUFData—; //Указываем, что мы передали один элемент. В минутке 60 секунд. 32000 в секунду * 4 / 64 толики
// = 2000 передач за одну шестнадцатую. {
while (LoopBUFData == 0) {}; //Ждем, пока предшествующая часть массива передастся. //Мы играем 64-тыми. В такте 4 удара. //Мы играем 64-тыми. //У нас 1 такт — 4/4 (четыре четверти). if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;}; //Раз передаем новейшую волну — то с начала периода. uint16_t LoopSin, LoopSin1; //Указатель на передаваемую ячейку значения периода волны. Сейчас необходимо написать функцию, которая могла бы играться сразу две волны (либо волну и паузу) 1/64 такта (будем вести продолжительности в 64-х). 32000 передач в секунде. //=> у нас 600/60 ударов в секунду. if (LoopSin1==MesKOL[NambeN2]) LoopSin1=0; //Тоже самое со 2-ой. BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]]; //Заполняем буффер. Чтоб в случае, раз несколько шестнадцатых попорядку идет одна и так же нотка — ее синусоида не "рвалась", а продолжала. LoopSin++; LoopSin1++; //Приготовиться к показу последующего элемента. Но перед сиим проведем маленький расчет.//Частота выдачи 32000 Гц.
if (WavTon_BF2==NambeN2) {WavTon_BF2=NambeN2; LoopSin=0;}; if (WavTon_BF1==NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;}; //Раз передаем новейшую волну — то с начала периода. Поначалу мы смотрим, прошел ли период волны синусоиды (каждой раздельно). Раз период прошел (счетчик досчитал до конца синусоиды), то начать с начала.
Дальше мы производим передачу 2000 значений. Так как мы вычислили, что конкретно столько смен значений DMA требуется, чтоб вышло звучание с продолжительностью в одну шестнадцатую.for (uint16_t Del16 = 0; Del16<2000; Del16++) //Передаем шестнадцатую.
Дальше проверяем наличие вольных ячеек. Раз таких нет, то ждем.while (LoopBUFData == 0) {}; //Ждем, пока предшествующая часть массива передастся.
Оно делается последующим образом. Дальше самое увлекательное. BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]]; //Заполняем буффер. Наложение волн.
Показываем, что мы передали по одному значению из каждой волны. if (LoopSin1>MesKOL[NambeN2]) LoopSin1=0; //Тоже самое со 2-ой. Смотрим, раз период прошел, то начать с начала.LoopSin++; LoopSin1++; //Приготовиться к показу следущего элемента. if (LoopSin>MesKOL[NambeN1]) LoopSin=0; //Раз прошел весь период 1-й волны — начать с начала.
LoopBUFData—; //Указываем, что мы передали один элемент. Ну а далее уже обычная проверка буфера и перенос указателя в случае его заполненности в начало. BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0; //Раз счетчик буфера вышел за пределы — записывать с начала.

Init_TIMER1_to_DMA_and_DAC2_for_BUFFER(); //Настраиваем таймер на выдачу нашей синусоиды. HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора. Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. HSE_PLL(10); //8Мгц -> 80Мгц. DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. while (1)
{
for (uint8_t NN0 = 0; NN0<36; NN0++)
{
for (uint8_t NN1 = 0; NN1<36; NN1++)
{
for (uint8_t POV = 0; POV<8; POV++) NoteBUF(NN0, NN1);
}
}
}
}Скачать файл проекта можно здесь DAC_Init(); //Настраиваем ЦАП. Разместим ее в главной функции.Вот ее код.int main (void)
{
HSE_Clock_ON(); //Разрешаем внедрение HSE генератора. Снова же, в качестве теста напишем програмку, которая на фоне играющей одной нотки играет все другие.
else if (DataST[2] = ‘4’) then BufNOT:=36
End;
‘D’: if (DataST[2] = ‘i’) then Begin //Раз нотка Ре. if (DataST[4] = ‘1’) then BufNOT:=3
else if (DataST[4] = ‘2’) then BufNOT:=15
else if (DataST[4] = ‘3’) then BufNOT:=27
else if (DataST[4] = ‘4’) then BufNOT:=39
End else Begin
if (DataST[2] = ‘1’) then BufNOT:=2
else if (DataST[2] = ‘2’) then BufNOT:=14
else if (DataST[2] = ‘3’) then BufNOT:=26
else if (DataST[2] = ‘4’) then BufNOT:=38 End;

‘E’: if (DataST[2] = ‘1’) then BufNOT:=4 //Раз нотка Ми (Диеза "не имеет"). Begin
PR:=DAC_CLK/SinTON[ISIN]/2; //Получаем период волны. if (DataST[4] = ‘1’) then BufNOT:=10
else if (DataST[4] = ‘2’) then BufNOT:=22
else if (DataST[4] = ‘3’) then BufNOT:=34
else if (DataST[4] = ‘4’) then BufNOT:=46 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=9
else if (DataST[2] = ‘2’) then BufNOT:=21
else if (DataST[2] = ‘3’) then BufNOT:=33
else if (DataST[2] = ‘4’) then BufNOT:=45 End;

‘B’: if (DataST[2] = ‘1’) then BufNOT:=11 //Си. Я поглядел, в каком спектре вообщем могут быть нотки в Ringtone Editor. Для ее сотворения пришлось бы все переделывать под 1/128. const SinTON: array [0..47] of real =
(130.82, 138.59, 147.83, 155.56, 164.81, 174.62, 185, 196, 207,
220, 233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
369.99, 392, 415.30, 440, 466.16, 493.88, 523.25, 554.36, 587.32,
622.26, 659.26, 698.46, 739.98, 784, 830.60, 880, 932.32, 987.75,
1046.5, 1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480, 1568, 1661.2,
1760, 1864.6, 1975.5);

Begin
Loop := 0; //Общее количество занимаемой памяти. Таковым образом, нам необходимо добавить возможность «понимать» и играться еще одной октавы. Begin
MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
Loop:=Loop+1;
End;
End;

writeln(‘//Количество частей в синусоиде.’);
write(‘const uint16_t MesKOL [49] = {‘);
for I:=0 to 47 do write(MesKOL[I], ‘, ‘);
writeln(‘1};’); //Крайний элемент — пустота. else if (DataST[4] = ‘4’) then BufNOT:=37 //До# — третей октавы. else if (DataST[length(DataST)-2] = ‘1’) and (DataST[length(DataST)-1] = ‘6’) then BufNOT:=4; //Раз 16-я. if (DataST[length(DataST)-2] = ‘/’) then //Раз продолжительность из 1-го знака (1/1, 1/2, 1/4, 1/8). write(‘Частота смены DAC: ‘); readln(DAC_CLK); //Получаем частоту смены DAC. End.Скачать преобразователь можно здесь. Loop: integer; //Количество нот. if (DataST[4] = ‘1’) then BufNOT:=6
else if (DataST[4] = ‘2’) then BufNOT:=18
else if (DataST[4] = ‘3’) then BufNOT:=30
else if (DataST[4] = ‘4’) then BufNOT:=42 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=5
else if (DataST[2] = ‘2’) then BufNOT:=17
else if (DataST[2] = ‘3’) then BufNOT:=29
else if (DataST[2] = ‘4’) then BufNOT:=41 End;

‘G’: if (DataST[2] = ‘i’) then Begin //Раз нотка Соль. else break; //По другому — выйти. End;

MESNOT[Loop][0]:=BufNOT; //Сохраняем номер нотки. Begin
read(input, BufChar); //Читаем знак. Loop:=Loop+1;
End;

writeln (‘//Массив нот.’); //Оформляем массив. Для паузы. нет. BufNOT: byte; //Значение для одной нотки/времени нотки. writeln(‘//Выдаем основной массив.’);
write(‘const uint8_t SinMES [‘, Loop+1, ‘] = {‘);
for I:=0 to Loop-1 do write(MesVoln[I], ‘, ‘);
writeln(0, ‘};’); //Крайний элемент — "0". Но перед сиим незначительно модифицируем доп программы (генератор значений синусоид и преобразователь нот в массив). DataST: string; //Буффер для разбора нотки. End;

case DataST[1] of //Разбираем нотку. else if (DataST[length(DataST)-3] = ‘3’) and (DataST[length(DataST)-2] = ‘2’) then BufNOT:=2+1 //Раз 32-я. MesSM: array [0..47] of word; //Смещение. End else Begin
if (DataST[2] = ‘1’) then BufNOT:=0 //До — малой октавы. MESNOT: array [0..1000, 0..1] of byte; //Массив до 10000 нот. else if (DataST[2] = ‘2’) then BufNOT:=16
else if (DataST[2] = ‘3’) then BufNOT:=28
else if (DataST[2] = ‘4’) then BufNOT:=40;

‘F’: if (DataST[2] = ‘i’) then Begin //Раз нотка Фа. I: integer; //Счетчик-оформитель. Begin
assign(input, ‘INPUT.txt’); reset(input); //Подключаем файл для чтения. else if (DataST[4] = ‘3’) then BufNOT:=25 //До# — 2-ой октавы. Как оказалось, 3-х октав не довольно. case DataST[length(DataST)-1] of
‘1’: BufNOT:=64;
‘2’: BufNOT:=32;
‘4’: BufNOT:=16;
‘8’: BufNOT:=8; end
else if (DataST[length(DataST)-2] = ‘6’) and (DataST[length(DataST)-1] = ‘4’) then BufNOT:=1 //Раз 64-я. if (DataST[4] = ‘1’) then BufNOT:=8
else if (DataST[4] = ‘2’) then BufNOT:=20
else if (DataST[4] = ‘3’) then BufNOT:=32
else if (DataST[4] = ‘4’) then BufNOT:=44 End
else Begin
if (DataST[2] = ‘1’) then BufNOT:=7
else if (DataST[2] = ‘2’) then BufNOT:=19
else if (DataST[2] = ‘3’) then BufNOT:=31
else if (DataST[2] = ‘4’) then BufNOT:=43 End;

‘A’: if (DataST[2] = ‘i’) then Begin //Раз нотка Ля. else if (DataST[2] = ‘3’) then BufNOT:=24 //До — 2-ой октавы. Оказалось, что программа может генерировать от до малой октавы до си третей октавы. else if (DataST[2] = ‘2’) then BufNOT:=23
else if (DataST[2] = ‘3’) then BufNOT:=35
else if (DataST[2] = ‘4’) then BufNOT:=47;
‘P’: BufNOT:=48; //В случае "паузы". write(‘uint8_t MusicNote [‘, Loop, ‘][2] = {‘);
for I:=0 to Loop-1 do Begin write(MESNOT[I][0], ‘,’, MESNOT[I][1]);
if (I<>(Loop-1)) then write(‘, ‘);
End;
write(‘};’);

End.А так смотрится код генератора массива синусоид звука + пауза.Program Sin_wav_Gener;
Var DAC_CLK: word; //Частота смены данных DAC. if (DataST[length(DataST)-1] = ‘.’) then //Раз продолжительность с точкой. End;

MESNOT[Loop][1]:=BufNOT; //Сохраняем продолжительность. Begin
if (DataST[length(DataST)-3] = ‘/’) then //Раз продолжительность из 1-го знака (1/1, 1/2, 1/4, 1/8). Вот так смотрится код программы-преобразователя данных из INPUT.TXT в массив значений.Program Pr;
var input: file of char; //Отсюда читаем. End
else Begin //Раз продолжительность без точки. + я запамятовал о паузе. Loop: word; //Количество частей в волне. Она занимает 1 блок. Loop:=0;
while not Eof(input) do //Читаем до окончания файла. for ISIN:=0 to 47 do //Генерируем массивы для всех 36 нот. = 1/64+1/128. BufChar: char; //Буффер для посимвольного чтения. MesKOL: array [0..47] of word; //Количество в блоке. ISIN: byte; //Счетчик номера волны. MesVoln: array [0..100000] of integer; //Массив значений для волны. Пустота. Как вы могли увидеть 1/64. Так как 1/64. else if (DataST[2] = ‘2’) then BufNOT:=12 //До — первой октавы. write(‘Введите громкость (1..50): ‘); readln(GR);//Громкость волны. Сейчас мы можем осознавать и воспроизводить 4 настоящие октавы. ‘C’: if (DataST[2] = ‘i’) then Begin //Раз нотка До, то смотрим на #. else if (DataST[length(DataST)-3] = ‘1’) and (DataST[length(DataST)-2] = ‘6’) then BufNOT:=4+2; //Раз 16-я. Доступные продолжительности: 1/1, 1/2, 1/4, 1/8, 1/16, 1/32, 1/64, 1/1., 1/2./ 1/4., 1/8., 1/16., 1/32. else if (DataST[4] = ‘2’) then BufNOT:=13 //До# — первой октавы. else if (DataST[length(DataST)-2] = ‘3’) and (DataST[length(DataST)-1] = ‘2’) then BufNOT:=2 //Раз 32-я. writeln(‘//Смещение первого элемента массива.’);
write(‘const uint16_t MesSM [49] = {‘);
for I:=0 to 47 do write(MesSM[I], ‘, ‘);
writeln(MesSM[47]+MesKOL[47], ‘};’); //Положение "пустоты". case DataST[length(DataST)-2] of
‘1’: BufNOT:=64+32;
‘2’: BufNOT:=32+16;
‘4’: BufNOT:=16+8;
‘8’: BufNOT:=8+4; end //64 с четкой запрещена! Begin
DataST:=»;
while 1=1 do //Читаем до пробела. PR: real; //Период волны. if (DataST[4] = ‘1’) then BufNOT:=1 //До# — малой октавы. I: word; //Счетчик. if (BufChar <> ‘ ‘) then DataST:=DataST+BufChar //Раз не пустой знак — дописать. GR: byte; //Громкость волны. MesKOL[ISIN]:=Round(PR*2)+1; //Количество частей в блоке. Дальше пора пользоваться нашей функцией и сыграть 2-ух канальную мелодию. for I:=0 to Round(PR*2) do //Считаем волну. MesSM[ISIN]:=Loop; //Смещение. Генератор синусоид — тут.
uint8_t Loop_N1=0, Loop_N2=0; //Номер по счету нотки (1-я, 2-ая…). HSE_PLL(10); //8Мгц -> 80Мгц. Chenel2_P = 48; //Играем "пустоту". }
}

NoteBUF(Chenel1_P, Chenel2_P); //Играться избранные нотки 1/16. uint16_t DL1=0, DL2=0; //Продолжительность игры нот каждого канала в шестнадцатых. {
if (Loop_N1<sizeof(MusicNote)/2) //Раз не достигнут крайний элемент — выбрать последующую нотку. DL1=0; DL2=0;
while (Flag1 | Flag2) //Играем, пока обе партии не закончились. while (1)
{
Flag1=1; Flag2=1; //Разрешаем играться. if (Flag2 != 0) DL2—;
}
}
}Пояснения к коду. {
Chenel1_P = MusicNote[Loop_N1][0]; //Задать последующую нотку. DAC_Init(); //Настраиваем ЦАП. Init_TIMER1_to_DMA_and_DAC2_for_BUFFER(); //Настраиваем таймер на выдачу нашей синусоиды. Сейчас можно приступить к воспроизведению музыки.У меня вышла последующая функция.//Массив нот. if (Flag1 != 0) DL1—; //Прошла 64-я каждого канала. }
else
{
Flag1=0; //По другому ждем до конца 2-й партии. const uint8_t SinMES [4133] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9, 10, 12, 14, 16, 17, 19, 19, 20, 20, 20, 19, 18, 16, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 18, 17, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 8, 10, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 17, 16, 14, 11, 9, 7, 5, 3, 2, 1, 0, 0, 1, 2, 3, 5, 7, 9, 10, 12, 15, 17, 18, 19, 20, 20, 19, 18, 16, 14, 12, 10, 7, 5, 3, 2, 0, 0, 0, 1, 2, 4, 6, 8, 11, 10, 13, 15, 17, 19, 20, 20, 20, 19, 17, 15, 13, 10, 8, 5, 3, 2, 0, 0, 0, 1, 3, 4, 7, 9, 10, 13, 15, 17, 19, 20, 20, 19, 18, 16, 14, 11, 9, 6, 4, 2, 1, 0, 0, 1, 3, 5, 8, 10, 10, 13, 15, 18, 19, 20, 20, 19, 17, 15, 12, 9, 7, 4, 2, 1, 0, 0, 1, 3, 5, 8, 11, 10, 13, 16, 18, 19, 20, 20, 18, 16, 14, 11, 8, 5, 2, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 18, 20, 20, 19, 18, 15, 12, 9, 6, 3, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 19, 20, 20, 19, 17, 14, 10, 7, 4, 2, 0, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 20, 18, 15, 12, 8, 5, 2, 1, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 19, 17, 14, 10, 7, 3, 1, 0, 1, 2, 6, 9, 0};

int main (void)
{
HSE_Clock_ON(); //Разрешаем внедрение HSE генератора. Loop_N1++; //Приготовиться к игре последующей. Loop_N1=0; Loop_N2=0; //С начала. }
}

if (DL2 == 0) //Тоже самое для второго канала. {
if (Loop_N2<sizeof(MusicNote1)/2)
{
Chenel2_P = MusicNote1[Loop_N2][0];
DL2=MusicNote1[Loop_N2][1];
Loop_N2++;
}
else
{
Flag2=0; //По другому ждем до конца 2-й партии. HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора. uint8_t Flag1, Flag2; //Флаги окончания игры. DL1=MusicNote[Loop_N1][1]; //Задать продолжительность. {
if (DL1 == 0) //Раз время игры нотки из 1-го массива исчерпана. uint8_t MusicNote [112][2] = {18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 16,8, 18,24, 20,8, 21,8, 23,8, 21,32, 17,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 11,8, 17,8, 10,8, 22,8, 23,8, 25,8, 26,8, 21,8, 16,8, 26,8, 20,8, 28,8, 18,8, 25,8, 18,8, 21,8, 12,8, 18,8, 15,8, 21,16, 23,8, 17,16, 48,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 18,32, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 15,8, 17,8, 9,24, 9,8, 11,16, 8,16, 9,64};
uint8_t MusicNote1 [120][2] = {48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,8, 30,8, 35,8, 30,8, 24,8, 27,8, 30,8, 33,8, 25,8, 30,8, 32,8, 35,24, 48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 30,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,16, 24,16, 25,16, 13,16, 18,8, 18,8, 20,8, 22,8, 23,16, 16,16, 21,16, 14,16, 15,3, 18,3, 21,3, 18,3, 21,3, 24,3, 21,3, 24,3, 27,3, 24,3, 27,3, 30,3, 25,8, 30,8, 32,8, 35,24, 48,32, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 30,16, 24,16, 25,16, 13,16, 18,8, 25,8, 30,8, 25,8, 26,8, 30,8, 23,8, 30,8, 25,8, 30,8, 25,8, 18,8, 6,32};

const uint16_t MesKOL [49] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 1};
//Смещение первого элемента массива. DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. uint8_t Chenel1_P, Chenel2_P; //Номер нотки, которую предстоит играться (либо номер паузы). Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. Chenel1_P = 48; //Играем "пустоту". const uint16_t MesSM [49] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815, 3848, 3880, 3910, 3938, 3965, 3990, 4014, 4037, 4058, 4078, 4097, 4115, 4132};
//Выдаем основной массив.
С помощью Ringtone Editor v2.2 и нашего преобразователя (версия 1’1) получаем 2 массива нот (для каждого канала). Я отдал им имена MusicNote и MusicNote1. Они БУДУТ отличатся по количеству нот, но ничего ужасного в этом нет.
Массивы MesKOL, MesSM и SinMES мы получаем из нашего новейшего генератора значений волн (версии 1’1).
DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора. HSE_PLL(10); //8Мгц -> 80Мгц. Init_TIMER1_to_DMA_and_DAC2_for_BUFFER(); //Настраиваем таймер на выдачу нашей синусоиды. Строчки инициализации нам знакомы уже издавна. DAC_Init(); //Настраиваем ЦАП. Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. HSE_Clock_ON(); //Разрешаем внедрение HSE генератора.
Мы будем считывать значение задержки из каждого массива нот для каждого канала. А сейчас о новейших переменных.uint16_t DL1=0, DL2=0; //Продолжительность игры нот каждого канала в шестнадцатых.
К примеру в данный момент в первом массиве играет 30-я нотка, а во втором уже 164-я. По умолчанию начинаем с начала. uint8_t Loop_N1=0, Loop_N2=0; //Номер по счету нотки (1-я, 2-ая…).Здесь будет храниться номер нотки в каждом массиве.
Раз это значение не поменяется (не будет выбрана последующая нотка), то будет продолжать играться эта. uint8_t Chenel1_P, Chenel2_P; //Номер нотки, которую предстоит играться (либо номер паузы).Сюда записывается номер нотки (либо паузы), которую мы будем передавать в написанную нами ранее функцию.
Ну и незначительно о флагах. Это необходимо для того, чтоб в случае, раз одна дорожка заканчивается ранее иной — вся мелодия не начиналась с начала.uint8_t Flag1, Flag2; //Флаги окончания игры. Опосля ждем, когда оба флага будут равны нулю, чтоб начать играться поновой. Каждый канал имеет собственный флаг. В случае, раз нотки «закончились» — мы выставляем флаг в «0». Когда в массиве еще не воспроизведены все нотки — флаг равен 1.
Исходная настройка.Flag1=1; Flag2=1; //Разрешаем играться. Loop_N1=0; Loop_N2=0; //С начала. DL1=0; DL2=0;
Дальше проверяем, раз хотя бы один из флагов еще не сброшен — продолжать играться.while (Flag1 | Flag2) //Играем, пока обе партии не закончились.
Дальше мы смотрим, раз в счетчике продолжительности нотки пусто, то мы должны поглядеть, раз еще нотки. Loop_N1++; //Приготовиться к игре последующей. DL1=MusicNote[Loop_N1][1]; //Задать продолжительность. Чтоб не мешать играющему каналу.if (DL1 == 0) //Раз время игры нотки из 1-го массива исчерпана. }
else
{
Flag1=0; //По другому ждем до конца 2-й партии. }
} Раз нотки исчерпаны — поставить соответственный флаг и загрузить в «передачу» паузу. Раз есть — загрузить номер и продолжительность последующей. Chenel1_P = 48; //Играем "пустоту". {
Chenel1_P = MusicNote[Loop_N1][0]; //Задать последующую нотку. {
if (Loop_N1<sizeof(MusicNote)/2) //Раз не достигнут крайний элемент — выбрать последующую нотку.
Chenel2_P = 48; //Играем "пустоту". {
if (Loop_N2<sizeof(MusicNote1)/2)
{
Chenel2_P = MusicNote1[Loop_N2][0];
DL2=MusicNote1[Loop_N2][1];
Loop_N2++;
}
else
{
Flag2=0; //По другому ждем до конца 2-й партии. Тоже самое делаем и со вторым каналом.if (DL2 == 0) //Тоже самое для второго канала. }
}
Передаем нотки для воспроизведения.NoteBUF(Chenel1_P, Chenel2_P); //Играться избранные нотки 1/16.
Ну и осталось только показать, что 1/64-я сыграна (раз партия еще не закончилась).if (Flag1 != 0) DL1—; //Прошла 64-я каждого канала. if (Flag2 != 0) DL2—;
Как вы могли увидеть, до 50-й секунды все звучит отлично, но вот опосля звук начинает отставать на 1/32 и больше с течением времени. Получившийся звук можно слушать тут. Скачать проект можно тут. И до конца трека слушать становиться нереально.

Доводим до разума многоголосую музыкальную открытку. Воспроизводим 4 канала.
Есть лишь «взять ноту», «пустые команды» и «отпустить». Опосля безуспешных попыток скооперировать 2 массива — я отказался от идеи использования Ringtone Editor v2.2. Для согласования нот употребляются отдельные команды. Поначалу желал начать воспроизводить конкретно сам MIDI файл, но опосля беглого чтения его структуры — передумал. Он не содержит звука, а содержит команды «взять нотку до» и т.д. По сущности, MIDI это формат настоящего времени (вначале он служил для связи музыкальных инструментов). Самое увлекательное то, что продолжительности он тоже не содержит, поэтому что вначале непонятно, сколько будет продолжается нотка (когда музыкант играет, к примеру, на синтезаторе). Не вдаваясь в структуру формата можно огласить, что ни о каком одновременном воспроизведении 2-ух нот речи быть не может. На данный момент мне бы чрезвычайно не хотелось разбираться с форматом, потому я поступил последующим образом. Зато сообразил, почему треки не совпадали.
Как удалось узнать экспериментальным методом — одна строчка 1/128 такта При этом имеет не 2 канала, а 4 (раз пройтись и поглядеть на все паттерны, то можно это узреть). Скачиваем бесплатную версию программы OpenMPT.В ней открываем наш MIDI файл.Как мы лицезреем, наш MIDI файл разбит на 16 паттернов (кусков). Каждый паттерн состоит из 128 строк.
Я скопировал 4 канала с каждого паттерна в текстовый файл INPUT.txt. Дальше я поступил не самым прекрасным, но зато относительно обычным методом.
write(‘Частота смены DAC: ‘); readln(DAC_CLK); //Получаем частоту смены DAC. Дальше я решил расширить спектр воспроизводимых нот нашего микроконтроллера. Begin
MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
Loop:=Loop+1;
End;
End;

writeln(‘//Количество частей в синусоиде.’);
write(‘const uint16_t MesKOL [133] = {‘);
for I:=0 to 131 do write(MesKOL[I], ‘, ‘);
writeln(‘1};’); //Крайний элемент — пустота. Для паузы. Begin
PR:=DAC_CLK/SinTON[ISIN]/2; //Получаем период волны. for ISIN:=0 to 131 do //Генерируем массивы для всех 36 нот. PR: real; //Период волны. End.Скачать можно тут. for I:=0 to Round(PR*2) do //Считаем волну. Loop: word; //Количество частей в волне. MesVoln: array [0..100000] of integer; //Массив значений для волны. writeln(‘//Выдаем основной массив.’);
write(‘const uint8_t SinMES [‘, Loop+1, ‘] = {‘);
for I:=0 to Loop-1 do write(MesVoln[I], ‘, ‘);
writeln(0, ‘};’); //Крайний элемент — "0". writeln(‘//Смещение первого элемента массива.’);
write(‘const uint16_t MesSM [133] = {‘);
for I:=0 to 131 do write(MesSM[I], ‘, ‘);
writeln(MesSM[131]+MesKOL[131], ‘};’); //Положение "пустоты". Она занимает 1 блок. Для этого незначительно изменил програмку-генератор волн.Вышло последующее.Program Sin_wav_Gener;
Var DAC_CLK: word; //Частота смены данных DAC. MesSM[ISIN]:=Loop; //Смещение. Пустота. I: word; //Счетчик. ISIN: byte; //Счетчик номера волны. MesKOL: array [0..131] of word; //Количество в блоке. const SinTON: array [0..131] of real =
(16.35, 17.32, 18.35, 19.40, 20.60, 21.83, 23.12, 24.50, 25.96,
27.50, 29.14, 30.87, 32.70, 34.65, 36.95, 38.88, 41.21, 43.65,
46.25, 49, 51.90, 55, 58.26, 61.74, 65.41, 69.30, 73.91,
77.78, 82.41, 87.31, 92.50, 98, 103.80, 110, 116.54, 123.48,
130.82, 138.59, 147.83, 155.56, 164.81, 174.62, 185, 196, 207,
220, 233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
369.99, 392, 415.30, 440, 466.16, 493.88, 523.25, 554.36, 587.32,
622.26, 659.26, 698.46, 739.98, 784, 830.60, 880, 932.32, 987.75,
1046.5, 1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480, 1568, 1661.2,
1760, 1864.6, 1975.5, 2093, 2217.4, 2349.2, 2489, 2637, 2793.8,
2960, 3136, 3322.4, 3520, 3729.2, 3951, 4186, 4434.8, 4698.4,
4978, 5274, 5587.6, 5920, 6272, 6644.8, 7040, 7458.4, 7902,
8372, 8869.6, 9396.8, 9956, 10548, 11175.2,11840, 12544, 13289.6,
14080, 14916.8,15804, 16744, 17739.2,18793.6,19912, 21096, 22350.4,
23680, 25088, 26579.2,28160, 29833.6,31608);

Begin
Loop := 0; //Общее количество занимаемой памяти. MesSM: array [0..131] of word; //Смещение. GR: byte; //Громкость волны. write(‘Введите громкость (1..50): ‘); readln(GR);//Громкость волны. MesKOL[ISIN]:=Round(PR*2)+1; //Количество частей в блоке.
MESNOT[3][LoopNOTE_Chenel[3]-1][1]:=LoopDELAY_Chenel[3]; //Присваиваем крайней нотке ее задержку. if (BIGSTRING[1] = ‘|’) then //Раз это конкретно наша строчка, то. function PR_String_to_NambeNote (DataST: string): integer;
var Buffer: integer;
MNOG: integer;
errorS: integer;
Begin
case DataST[2] of //По буковке и наличию # присваиваем номер нотке в пределах одной октавы. if (Chene_ST[2]<>’.’) then //Раз перед нами нотка, то. End
else LoopDELAY_Chenel[LoopChenel]:=LoopDELAY_Chenel[LoopChenel]+1; //Раз на данный момент пауза — просто ждем. MESNOT[2][LoopNOTE_Chenel[2]-1][1]:=LoopDELAY_Chenel[2]; //Присваиваем крайней нотке ее задержку. End;
PR_String_to_NambeNote:=Buffer; //Выдаем номер/паузу
End;

Begin
assign(input, ‘INPUT.txt’); reset(input); //Подключаем файл для чтения. I: integer;
FLAG_ONE_NOTE: array [0..3] of byte; //Флаг указывает, что хотя бы одна нотки да в канале была. Begin
for LoopChenel:=0 to 3 do //Проходим все 4 канала. while not eof(input) do //Читаем все строчки. Buffer:=Buffer+12*MNOG; //Получаем номер нотки на необходимо октаве. MESNOT[LoopChenel][0][1]:=LoopDELAY_Chenel[LoopChenel]; //Указываем продолжительность паузы. MESNOT[1][LoopNOTE_Chenel[1]-1][1]:=LoopDELAY_Chenel[1]; //Присваиваем крайней нотке ее задержку. LoopDELAY_Chenel[LoopChenel]:=1; //По умолчанию длинна нотки 1/128. LoopDELAY_Chenel: array [0..3] of integer; //Ожидание в каждом канале. End;
End;
End;

MESNOT[0][LoopNOTE_Chenel[0]-1][1]:=LoopDELAY_Chenel[0]; //Присваиваем крайней нотке ее задержку. //Функция воспринимает строчку — выдает номер нотки. MESNOT: array [0..3, 0..1000, 0..1] of integer; //Массив до 10000 нот в каждом канале. if (LoopNOTE_Chenel[LoopChenel]<>0) then
MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]-1][1]:=LoopDELAY_Chenel[LoopChenel]; //Указываем продолжительность предшествующей (раз она была). Begin
Chene_ST:=copy(BIGSTRING, 1+12*LoopChenel, 4); //Копируем из общей строчки подходящий канал. По другому "пауза" до 1-й нотки. End;
FLAG_ONE_NOTE[LoopChenel]:=1;
End;
MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]][0]:=PR_String_to_NambeNote(Chene_ST); //Получаем номер нотки. BufNOT: byte; //Номер нотки. BIGSTRING: string; //Тут строчка на 4 канала. for LoopChenel:=0 to 3 do
Begin
write(‘uint16_t MusicNote’, LoopChenel, ‘[‘, LoopNOTE_Chenel[LoopChenel], ‘][2] = {‘);
for I:=0 to LoopNOTE_Chenel[LoopChenel]-1 do
Begin
write (MESNOT[LoopChenel][I][0], ‘,’, MESNOT[LoopChenel][I][1]);
if (I<>LoopNOTE_Chenel[LoopChenel]-1) then write(‘, ‘);
End;
writeln(‘};’);
End;
End.Скачать можно тут. Begin
if (FLAG_ONE_NOTE[LoopChenel]=0) then //Раз до данной нотки не было ни одной, то сделать до нее паузу. LoopChenel: integer; //Счетчик каналов. LoopNOTE_Chenel: array [0..3] of integer; //Номер нотки в каждом канале. Опосля я написал програмку, которая преобразует наш текстовый файл в 4 массива нот.Вот ее код (Так же на Pacal ABC).Program Pr;
var input: text; //Отсюда читаем. Chene_ST: string; //Строчка для 1-го канала. LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1; //Передвигаем указатель на последующую нотку. Begin
if (LoopDELAY_Chenel[LoopChenel]<>0) then
Begin
MESNOT[LoopChenel][0][0]:=132; //Передвигаем указатель в "0". LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1; //Передвигаем указатель на последующую нотку. Begin
readln(input, BIGSTRING); //Читаем строчку для 4-х каналов. ‘C’: if (DataSTПолностьюthen Buffer:=0 else Buffer:=1;
‘D’: if (DataSTПолностьюthen Buffer:=2 else Buffer:=3;
‘E’: Buffer:=4;
‘F’: if (DataSTПолностьюthen Buffer:=5 else Buffer:=6;
‘G’: if (DataSTПолностьюthen Buffer:=7 else Buffer:=8;
‘A’: if (DataSTПолностьюthen Buffer:=9 else Buffer:=10;
‘B’: BufferПолностьюBuffer:=132; End;
if (Buffer<>132) then
Begin
val(DataST[4], MNOG, errorS); //Получаем номер строчки.
}
}

if (DL2 == 0) //Тоже самое для второго канала. Chenel1_P = 132; //Играем "пустоту". LoopSin0++; LoopSin1++; LoopSin2++; LoopSin3++; //Приготовиться к показу последующего элемента. const uint16_t MesSM [133] = {0, 1958, 3807, 5552, 7202, 8756, 10223, 11608, 12915, 14149, 15314, 16413, 17451, 18431, 19356, 20223, 21047, 21825, 22559, 23252, 23906, 24524, 25107, 25657, 26176, 26666, 27129, 27563, 27975, 28364, 28732, 29079, 29407, 29716, 30008, 30284, 30544, 30790, 31022, 31239, 31446, 31641, 31825, 31999, 32163, 32319, 32465, 32603, 32734, 32857, 32973, 33083, 33187, 33285, 33378, 33465, 33548, 33626, 33700, 33770, 33836, 33898, 33957, 34012, 34064, 34114, 34161, 34205, 34247, 34287, 34324, 34359, 34392, 34424, 34454, 34482, 34509, 34534, 34558, 34581, 34602, 34622, 34641, 34659, 34676, 34692, 34707, 34722, 34736, 34749, 34761, 34773, 34784, 34795, 34805, 34815, 34824, 34833, 34841, 34849, 34856, 34863, 34870, 34876, 34882, 34888, 34894, 34899, 34904, 34909, 34914, 34918, 34922, 34926, 34930, 34934, 34938, 34941, 34944, 34947, 34950, 34953, 34956, 34959, 34962, 34965, 34967, 34969, 34971, 34973, 34975, 34977, 34979};
//Выдаем основной массив. if (WavTon_BF0!=NambeN0) {WavTon_BF0=NambeN0; LoopSin0=0;}; //Раз передаем новейшую волну — то с начала периода. Loop_N0=0; Loop_N1=0; Loop_N2=0; Loop_N3=0; //С начала. }
}Скачать проект можно тут. //Скорость воспроизведения 120 ударов в минутку. DMA_to_DAC_and_TIM1(); //Настраиваем DMA для работы с DAC2 через таймер 1. {
if (DL0 == 0) //Раз время игры нотки из 1-го массива исчерпана. Buzzer_out_DAC_init(); //Настраиваем порт для ЦАП. HSE_PLL(10); //8Мгц -> 80Мгц. uint16_t DL0=0, DL1=0, DL2=0, DL3=0; //Продолжительность игры нот каждого канала в шестнадцатых. Chenel3_P = 132; //Играем "пустоту". //Мы играем 128-тыми. В такте 4 удара. {
Chenel0_P = MusicNote0[Loop_N0][0]; //Задать последующую нотку. }
}

if (DL1 == 0) //Тоже самое для второго канала. BufferData[BufferIndex]=SinMES[LoopSin0+MesSM[NambeN0]]+SinMES[LoopSin1+MesSM[NambeN1]]+SinMES[LoopSin2+MesSM[NambeN2]]+SinMES[LoopSin3+MesSM[NambeN3]]; //Заполняем буффер. {
if (Loop_N3<sizeof(MusicNote3)/4)
{
Chenel3_P = MusicNote3[Loop_N3][0];
DL3=MusicNote3[Loop_N3][1];
Loop_N3++;
}
else
{
Flag3=0; //По другому ждем до конца 2-й партии. В минутке 60 секунд. const uint8_t SinMES [34980] = {10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 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, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 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int main (void)
{
HSE_Clock_ON(); //Разрешаем внедрение HSE генератора. 32000 передач в секунде. void NoteBUF (uint8_t NambeN0, uint8_t NambeN1, uint8_t NambeN2, uint8_t NambeN3)
{

//Частота выдачи 32000 Гц. Chenel2_P = 132; //Играем "пустоту". uint8_t Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P; //Номер нотки, которую предстоит играться (либо номер паузы). HSE_Clock_OffPLL(); //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора. Init_TIMER1_to_DMA_and_DAC2_for_BUFFER(); //Настраиваем таймер на выдачу нашей синусоиды. DAC_Init(); //Настраиваем ЦАП. if (LoopSin1==MesKOL[NambeN1]) LoopSin1=0; //Тоже самое со 2-ой. uint8_t WavTon_BF0, WavTon_BF1, WavTon_BF2, WavTon_BF3; //Для "прекрасной" синусоиды. {
while (LoopBUFData == 0) {}; //Ждем, пока предшествующая часть массива передастся. while (1)
{
Flag0=1; Flag1=1; Flag2=1; Flag3=1; //Разрешаем играться. if (Flag1 != 0) DL1—;
if (Flag2 != 0) DL2—;
if (Flag3 != 0) DL3—;
}
}
}Код низкоуровневой функции воспроизведения.uint16_t BufferIndex = 0; //Указатель на 1-ый пустой элемент массива. 32000 в секунду * 4 / 128 толики
// = 1000 передачь за одну шестнадцатую. //У нас 1 такт — 4/4 (четыре четверти). if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin1=0;};
if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin2=0;};
if (WavTon_BF3!=NambeN3) {WavTon_BF3=NambeN3; LoopSin3=0;};

for (uint16_t Del16 = 0; Del16<1000; Del16++) //Передаем 64-ю. Chenel0_P = 132; //Играем "пустоту". Мы получили таковой звук. DL0=MusicNote0[Loop_N0][1]; //Задать продолжительность. {
if (Loop_N2<sizeof(MusicNote2)/4)
{
Chenel2_P = MusicNote2[Loop_N2][0];
DL2=MusicNote2[Loop_N2][1];
Loop_N2++;
}
else
{
Flag2=0; //По другому ждем до конца 2-й партии. LoopBUFData—; //Указываем, что мы передали один элемент. {
if (Loop_N0<sizeof(MusicNote0)/4) //Раз не достигнут крайний элемент — выбрать последующую нотку. }
}

if (DL3 == 0) //Тоже самое для второго канала. //=> у нас 600/60 ударов в секунду. DL0=0, DL1=0, DL2=0, DL3=0;

while (Flag0|Flag1|Flag2|Flag3) //Играем, пока 4 партии не закончились. {
if (Loop_N1<sizeof(MusicNote1)/4)
{
Chenel1_P = MusicNote1[Loop_N1][0];
DL1=MusicNote1[Loop_N1][1];
Loop_N1++;
}
else
{
Flag1=0; //По другому ждем до конца 2-й партии. Дальше необходимо было поменять нашу програмку микроконтроллера, чтоб воспроизводить 4 канала.Получившийся код основной функции смотрится так.#include "main.h"

uint16_t MusicNote0[119][2] = {66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 66,50, 132,14, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,50, 132,1, 132,13, 68,13, 69,12, 71,13, 66,50, 132,1, 68,26, 66,13, 73,13, 68,38, 69,13, 69,25, 66,13, 73,13, 68,38, 69,13, 71,13, 69,13, 66,50, 132,14, 68,13, 64,12, 62,13, 64,50, 132,1, 58,13, 66,13, 62,13, 61,13, 62,12, 71,13, 69,13, 68,13, 66,13, 65,12, 63,13, 65,13, 66,13, 70,13, 71,12, 73,13, 71,13, 69,13, 68,13, 71,12, 73,13, 76,13, 69,13, 73,13, 72,12, 69,13, 68,13, 66,13, 69,13, 69,25, 71,13, 68,26, 132,25, 66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 64,50, 132,1, 132,13, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,13, 71,12, 69,13, 68,13, 66,13, 65,13, 59,25, 66,50, 132,1, 59,26, 56,26, 57,50, 132,52, 132,51};
uint16_t MusicNote1[60][2] = {132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,2, 132,64, 64,12, 66,39, 132,38, 69,50, 132,1, 65,26, 132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,1, 132,103, 61,25, 59,26, 58,13, 132,38, 74,13, 132,13, 64,13, 74,12, 68,26, 66,26, 66,25, 60,26, 63,50, 132,1, 65,26, 132,51, 61,50, 132,52, 61,50, 132,27, 66,50, 132,14, 132,38, 59,50, 132,2, 132,102, 61,26, 63,12, 65,13, 57,39, 57,12, 132,205};
uint16_t MusicNote2[121][2] = {132,26, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,50, 132,1, 48,50, 132,1, 49,50, 132,27, 132,26, 41,12, 49,13, 53,26, 42,13, 49,12, 54,26, 41,13, 49,13, 53,25, 42,26, 38,13, 45,12, 50,13, 52,13, 50,50, 132,1, 37,13, 44,13, 49,13, 50,12, 42,50, 132,2, 54,50, 132,1, 49,25, 37,26, 42,13, 42,13, 44,12, 46,13, 47,26, 40,25, 45,26, 38,26, 39,4, 42,4, 45,4, 42,5, 45,4, 48,4, 45,4, 132,1, 48,4, 51,4, 48,4, 51,5, 54,4, 49,50, 132,27, 132,51, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,25, 48,26, 49,26, 37,25, 42,13, 49,13, 54,13, 49,12, 50,13, 54,13, 47,13, 54,13, 49,12, 54,13, 49,13, 42,13, 30,50, 132,1, 132,51};
uint16_t MusicNote3[39][2] = {132,256, 50,50, 132,1, 132,52, 52,50, 132,1, 132,13, 54,12, 59,13, 54,13, 132,13, 51,13, 54,12, 57,13, 132,13, 54,13, 56,13, 59,38, 132,256, 54,50, 132,1, 132,51, 52,50, 132,2, 47,25, 48,26, 132,269, 54,12, 56,13, 59,39, 132,281, 50,50, 132,1, 132,52, 52,50, 132,1, 54,50, 132,1, 132,307};

//Количество частей в синусоиде. uint16_t LoopSin0, LoopSin1, LoopSin2, LoopSin3; //Указатель на передаваемую ячейку значения периода волны. Loop_N0++; //Приготовиться к игре последующей. if (LoopSin0==MesKOL[NambeN0]) LoopSin0=0; //Раз прошел весь период 1-й волны — начать с начала. const uint16_t MesKOL [133] = {1958, 1849, 1745, 1650, 1554, 1467, 1385, 1307, 1234, 1165, 1099, 1038, 980, 925, 867, 824, 778, 734, 693, 654, 618, 583, 550, 519, 490, 463, 434, 412, 389, 368, 347, 328, 309, 292, 276, 260, 246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 1};
//Смещение первого элемента массива. if (LoopSin2==MesKOL[NambeN2]) LoopSin2=0;
if (LoopSin3==MesKOL[NambeN3]) LoopSin3=0;
BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0; //Раз счетчик буфера вышел за пределы — записывать с начала. //=>1 такт = 4 секунды. Чтоб в случае, раз несколько шестнадцатых попорядку идет одна и та же нотка — ее синусоида не "рвалась", а продолжала. }
}

NoteBUF(Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P); //Играться избранные нотки 1/128. uint16_t Loop_N0=0, Loop_N1=0, Loop_N2=0, Loop_N3=0; //Номер по счету нотки (1-я, 2-ая…). }
else
{
Flag0=0; //По другому ждем до конца 2-й партии. if (Flag0 != 0) DL0—; //Прошла 128-я каждого канала. uint8_t Flag0, Flag1, Flag2, Flag3; //Флаги окончания игры.
Она играет, к примеру, 2-ой. Дальше можно было бы с опорой на эту статью доделать генератор массива звуковых волн, чтоб получить помесь синусоидального+пилообразного сигнала (к примеру). Это бы улучшило качество и прирастило сочность звука. Дописать заморочек не составит. Звук вышел не нехорошим (Не считая нотки до#. И мне разрезает слух…).
Перечень прошлых статей.
Либо 1-ое знакомство с русским микроконтроллером. 1. Перебегаем с STM32F103 на К1986ВЕ92QI.
2. Настройка проекта в keil и мигание светодиодом. Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI.
Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI. 3. Системный таймер (SysTick).
Настройка тактовой частоты. 4. Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI.
Освоение ЦАП (DAC). 5. Часть 1-ая: генерируем прямоугольный и синусоидальный сигнал. Практическое применение: Генерируем и воспроизводим звук. Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI.
Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI. Часть 2-ая: генерируем синусоидальный сигнал. 6. Практическое применение: Генерируем и воспроизводим звук. Освоение DMA.
Часть 3-я: генерируем синусоидальный сигнал. Практическое применение: Генерируем и воспроизводим звук. Обычный взор на DMA + 1-ое знакомство с таймерами. Перебегаем с STM32 на русский микроконтроллер К1986ВЕ92QI. 7.
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