// Ноты #define REST 0 #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 // Пины подключенных модулей #define LED_R_PIN 10 #define LED_G_PIN 9 #define LED_B_PIN 4 #define LED_Y_PIN 6 #define BUZZER_PIN 7 #define BUTTON_PIN 8 // Массив с нотами мелодии int melody[] = { NOTE_DS5, NOTE_E5, NOTE_FS5, REST, NOTE_B5, NOTE_E5, NOTE_DS5, NOTE_E5, NOTE_FS5, NOTE_B5, NOTE_DS6, NOTE_E6, NOTE_DS6, NOTE_AS5, NOTE_B5, REST, NOTE_FS5, REST, NOTE_DS5, NOTE_E5, NOTE_FS5, REST, NOTE_B5, NOTE_CS6, NOTE_AS5, NOTE_B5, NOTE_CS6, NOTE_E6, NOTE_DS6, NOTE_E6, NOTE_CS6, NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3, NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3, NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4, NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_FS4, NOTE_GS4, NOTE_D4, NOTE_DS4, NOTE_FS2, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_DS4, NOTE_FS4, NOTE_GS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_D4, NOTE_DS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_D4, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_FS4, NOTE_CS4, NOTE_D4, NOTE_CS4, NOTE_B3, NOTE_CS4, NOTE_B3, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3, NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_E4, NOTE_DS4, NOTE_CS4, NOTE_B3, NOTE_E3, NOTE_DS3, NOTE_E3, NOTE_FS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_B3, NOTE_CS4, NOTE_DS4, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_FS3, NOTE_B3, NOTE_B3, NOTE_AS3, NOTE_B3, NOTE_FS3, NOTE_GS3, NOTE_B3, NOTE_E4, NOTE_DS4, NOTE_E4, NOTE_FS4, NOTE_B3, NOTE_CS4, }; // Массив длительности нот в мелодии: // 4 = четвертная нота, 8 = восьмая нота, и так далее... int noteDurations[] = { 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 8, 8, }; void setup() { // Пины со светодиодами в режим выхода pinMode(LED_R_PIN, OUTPUT); pinMode(LED_Y_PIN, OUTPUT); pinMode(LED_G_PIN, OUTPUT); pinMode(LED_B_PIN, OUTPUT); } void loop() { // Если была нажата кнопка, запускаем мелодию if (checkClick()) startMelody(); // Гасим светодиоды digitalWrite(LED_R_PIN, LOW); digitalWrite(LED_G_PIN, LOW); digitalWrite(LED_Y_PIN, LOW); digitalWrite(LED_B_PIN, LOW); } void startMelody() { // Вычисляем количество нот int noteCount = sizeof(melody) / sizeof(int); // Переменная для хранения состояния светодиодов bool toggleLeds = true; // Играем мелодию for (int thisNote = 0; thisNote < noteCount; thisNote++) { // Если была нажата клавиша - останавливаем мелодию if (checkClick()) return; // Каждую новую ноту меняем состояние светодиодов digitalWrite(LED_R_PIN, toggleLeds); digitalWrite(LED_Y_PIN, toggleLeds); digitalWrite(LED_G_PIN, !toggleLeds); digitalWrite(LED_B_PIN, !toggleLeds); toggleLeds = !toggleLeds; // Останавливаем воспроизведение предыдущей ноты noTone(BUZZER_PIN); // Вычислим длительность ноты. Разделим секунду на длительность ноты из массива // Четвертная нота = 1000 / 4, восьмая нота 1000 / 8 // Скорость можно увеличить, увеличив числитель. Больше подошло 1200 int noteDuration = 1200 / noteDurations[thisNote]; // Можно увеличить высоту мелодии, умножая ноты на 2, 4, 8 int octaveMul = 2; // Воспроизведём ноту tone(BUZZER_PIN, octaveMul * melody[thisNote], noteDuration); // Чтобы отделить ноты друг от друга, добавим небольшую паузу между ними // 30% от длины ноты звучат неплохо int pauseBetweenNotes = noteDuration * 1.30; delay(pauseBetweenNotes); } } // Функция для проверки клика кнопки bool checkClick() { // Переменная для хранения предыдущего состояния кнопки static bool buttonWasUp = true; bool result = false; // Читаем текущее состояние кнопки bool buttonIsUp = digitalRead(BUTTON_PIN); // Если кнопка была не нажата, а теперь нажата // значит был клик if (buttonWasUp && !buttonIsUp) { delay(50); result = true; } buttonWasUp = buttonIsUp; return result; }