So I was reading on the Sparkfun website about the ability to produce and possibly sell your gidgets and gadgets on their site. I really love the Particle Photon and enjoy sites like Sparkfun as they encourage creativity.
Enter the idea to exploit the tone() feature in the Particle firmware. Once I saw that, I knew I needed to develop my skills in EagleCad and learn a thing or two about designing my first PCB.
Although Sparkfun may not actually accept this piece as a submission I wanted to share with the community my project.
Step 1. Design PCB
I used EagleCad to design my circuit and PCB. The concept is that people who get their hands on this shield can easily use it with their existing Photon shields purchased from Sparkfun.
So if you have a battery shield and perhaps a protoboard and now you want to easily incorporate music into your project you can.
So I did tons of research and tinkering to more or less duplicate the specs of the existing shields Sparkfun sells. While I was at it I followed their submission guidelines as closely as I could. Anybody who's ever purchased any of Sparkfun's Photons shield knows that D0 & D1 are reserved for I2C. So I placed little solder jumpers to allow the user to select which pin they will assign the buzzer to.
At this point I discovered a service called OSHPark. They are the coolest PCB service. Once I was done designing the PCB in EagleCad, I uploaded the brd file to the OSHPark and waited just under three weeks to get the actual PCB in hand. Not bad for under $11.00!
From their I ordered a few 12 pin female headers and some 12mm Piezo buzzers and soldered it up.
Step 2. Music time
So at first I copied and pasted the sample code found in the documentation about using tone(). Sure enough it made a cool and short little tune once it turned on!
// EXAMPLE USAGE
// Plays a melody - Connect small speaker to analog pin A0
int speakerPin = A0;
// notes in the melody:
int melody[] = {
1908, 2551, 2551, 2273,
2551, 0, 2024, 1908
}; //C4,G3,G3,A3,G3,0,B3,C4
// note durations: 4 = quarter note, 8 = eighth note, etc.
int noteDurations[] = {
4, 8, 8, 4,
4, 4, 4, 4
};
void setup(){
// iterate over the notes of the melody:
for(int thisNote = 0; thisNote < 8; thisNote++){
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000/noteDurations[thisNote];
tone(speakerPin, melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
noTone(speakerPin);
}
}
Then I wanted to further flex the capability of this little project. So I googled MarioBros musical notes, as it turns out somebody already coded it to work on a Teensy and on an Arduino! So I borrowed the code and modified it work on a Photon.
Sorry I can't find the site I used for the code borrowed...
Here's the adaptation:
#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978
int melodyPin = D2;
int marioMelody[] = {
2637, 2637, 0, 2637,
0, 2097, 2637, 0,
NOTE_G7, 0, 0, 0,
NOTE_G6, 0, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0
};
int tempo[] = {
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12
};
int underworldmelody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0, NOTE_DS4, NOTE_CS4, NOTE_D4,
NOTE_CS4, NOTE_DS4,
NOTE_DS4, NOTE_GS3,
NOTE_G3, NOTE_CS4,
NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
NOTE_GS4, NOTE_DS4, NOTE_B3,
NOTE_AS3, NOTE_A3, NOTE_GS3,
0, 0, 0
};
//Underwolrd tempo
int underworldtempo[] = {
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
6, 18, 18, 18,
6, 6,
6, 6,
6, 6,
18, 18, 18, 18, 18, 18,
10, 10, 10,
10, 10, 10,
3, 3, 3
};
void setup(){
delay(1000);
}
void loop(){
for(int thisNote = 0; thisNote < 78; thisNote++){
int noteDuration = 1500/tempo[thisNote];
tone(melodyPin, marioMelody[thisNote], noteDuration);
int pause = noteDuration * 1.33;
delay(pause);
noTone(melodyPin);
}
delay(2000);
for(int thisNote = 0; thisNote < 56; thisNote++){
int noteDuration = 1300/underworldtempo[thisNote];
tone(melodyPin, underworldmelody[thisNote], noteDuration);
int pause = noteDuration * 1.33;
delay(pause);
noTone(melodyPin);
}
}
So sure enough it plays both tunes and it's really fun to listen to them. From here I plan to make it more smart. For instance, say you wanted to trigger a sound because another Photon across the house published an event.
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