Added Music examples to Apps folder

This commit is contained in:
Jakob Bak 2013-02-10 10:34:10 +01:00
parent 4fddbf3190
commit 7b2f0c750d
8 changed files with 361 additions and 0 deletions

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 1
#define BIT_DEPTH 12
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects wit "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
}
void loop() {
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 1
#define BIT_DEPTH 8
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
int delayTime = 1000;
int cnt = 0;
long timeNow;
long lastTime = 0;
byte waveFormArray[] = { SINE,
SQUARE,
PULSE,
TRIANGLE,
SAW,
FUZZ,
DIGI1,
DIGI2,
DIGI3,
DIGI4,
NOISE,
DIGI6,
TAN1,
TAN2,
TAN3,
TAN4
};
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
Music.setFrequency(220);
Music.setWaveform(SINE);
}
void loop() {
timeNow = millis();
if((timeNow-lastTime) > delayTime) {
cnt = cnt + 1;
if(cnt>15) cnt = 0;
Music.setWaveform(waveFormArray[cnt]);
lastTime = timeNow;
}
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 3
#define BIT_DEPTH 8
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
int delayTime = 400;
int cnt = 0;
float baseFrequency = 110;
long timeNow;
long lastTime = 0;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
Music.setFrequency(220);
Music.setDetune(0.001); // ranges from 0.00 - 0.02 are usually good
Music.setWaveform(SAW);
}
void loop() {
timeNow = millis();
if((timeNow-lastTime) > delayTime) {
cnt = cnt + 1;
if(cnt>3) cnt = 0;
Music.setFrequency1(baseFrequency*1*cnt);
Music.setFrequency2(baseFrequency*1.3333*cnt);
Music.setFrequency3(baseFrequency*1.5*cnt);
lastTime = timeNow;
}
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 3
#define BIT_DEPTH 8
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
int delayTime = 100;
int cnt = 0;
float baseFrequency = 110;
long timeNow;
long lastTime = 0;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
Music.setFrequency(220);
Music.setDetune(0.005); // ranges from 0.00 - 0.02 are usually good
Music.setWaveform(PULSE);
Music.setFrequency1(baseFrequency*1);
Music.setFrequency2(baseFrequency*1.3333);
Music.setFrequency3(baseFrequency*1.5);
}
void loop() {
timeNow = millis();
if((timeNow-lastTime) > delayTime) {
cnt = cnt + 1;
if(cnt>16) cnt = 0;
float counter = float(cnt);
Music.setGain1(1.0/cnt);
Music.setGain2(1.0/cnt);
Music.setGain3(1.0/cnt);
lastTime = timeNow;
}
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 3
#define BIT_DEPTH 8
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
Music.setFrequency(110);
Music.setDetune(0.005); // ranges from 0.00 - 0.02 are usually good
Music.setWaveform(DIGI2);
Music.setSemitone1(0);
Music.setSemitone2(7);
Music.setSemitone3(-12);
}
void loop() {
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 3
#define BIT_DEPTH 8
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
boolean noteIsOn = false;
int n = 0;
int dir = 1;
int rootNote = 36;
int note[] = {0,2,3,5,7,9,10,12,14};
long time = 0;
long lastTime = 0;
long timeDelay = 80;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// Choosing the square wave oscillator.
Music.setWaveform(DIGI3);
// Detuning the three oscillators slightly to create movement in the sound.
Music.setDetune(0.008);
// enabling the envelope lets us define an gain envelope for the synth
// without having to specify it in our loop() or physics code.
Music.enableEnvelope();
Music.setAttack(8);
Music.setDecay(90);
Music.setSustain(48);
Music.setRelease(64);
}
void loop() {
// This short routine loops note over and over again
time = millis();
if(time - lastTime > timeDelay) {
if(!noteIsOn) {
Music.noteOn(rootNote+note[n]);
noteIsOn = true;
n = n + dir;
if(n > 7)
{
dir = -1;
}
else if(n < 1)
{
dir = 1;
}
} else {
Music.noteOff();
noteIsOn = false;
}
lastTime = time;
}
}

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// The Music and Midi objects are automatically instantiated when the header file is included.
// Make calls to the Music and Midi objects with "Music.function(args)" and "Midi.function(args)"
// You still need to call Music.init() and Midi.init() in the setup() function below.
#include <Music.h>
// variables for this sketch
float gain = 1.0;
float c = 220; // center frequency
float f1 = 1;
float f2 = 1;
float f3 = 1;
float m1 = 1.0011;
float m2 = 1.0012;
float m3 = 1.0013;
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
// Choosing the sine wave oscillator (optional since this is already the default).
Music.setWaveform(0);
// Setting the initial frequency for all three oscillators.
Music.setFrequency(c);
// Detuning the three oscillators slightly to create movement in the sound.
Music.setDetune(0.002);
}
void loop() {
// This short routine creates a
Music.setFrequency1(c*f1);
Music.setFrequency2(c*f2);
Music.setFrequency3(c*f3);
f1 *= m1;
f2 *= m2;
f3 *= m3;
if(f1 > 4.0) m1 = 0.9745;
if(f2 > 4.0) m2 = 0.9852;
if(f3 > 4.0) m3 = 0.9975;
if(f1 < 0.25) m1 = 1.0754;
if(f2 < 0.25) m2 = 1.0573;
if(f3 < 0.25) m3 = 1.0386;
if(millis() > 10000) {
Music.setGain(gain);
gain *= 0.999;
}
}

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// You can set the number of oscillators (1 to 3) and the bit depth of the
// oscillators (8 or 12 bit). These settings must be defined before the
// inclusion of the MMM library files. They default to 1 osciallator
// and 8bit respectively.
#define NUM_OSCILLATORS 3
#define BIT_DEPTH 8
#define MIDI
// The Music object is automatically instantiated when the header file is
// included. Make calls to the Music objects with "Music.function(args)".
// You still need to call Music.init() in the setup() function below.
#include <Music.h>
void setup() {
// We initialise the sound engine by calling Music.init() which outputs a tone
Music.init();
Midi.init();
Music.enableEnvelope();
}
void loop() {
// In order to send MIDI to the sketch, use the Music_Controls.pde Processing sketch
Midi.checkMidi();
}