基于51单片机蜂鸣器发声的-C语言程序
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/*生日快乐歌曲*/#include <>#define uint unsigned int#define uchar unsigned charsbit beep = P1^5;uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159, 212,212,106,126,159,169,190,119,119,126,159,142,159,0};uchar code SONG_LONG[]={9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};//延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}void PlayMusic(){uint i=0,j,k;while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LONG 为拍子长度for(j=0;j<SONG_LONG[i]*20;j++){beep=~beep;//SONG_TONE 延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);}DelayMS(10);i++;}}void main(){beep=0;while(1){PlayMusic(); //播放生日快乐DelayMS(500); //播放完后暂停一段时间}}两只蝴蝶:#include <> // 这是单片机音乐代码生成器生成的代码#define uchar unsigned charsbit beepIO=P1^5; // 输出为可以修改成其它 IO 口uchar m,n;uchar code T[49][2]={{0,0},{0xF8,0x8B},{0xF8,0xF2},{0xF9,0x5B},{0xF9,0xB7},{0xFA,0x14},{0xFA,0x66},{0xFA,0 xB9},{0xFB,0x03},{0xFB,0x4A},{0xFB,0x8F},{0xFB,0xCF},{0xFC,0x0B},{0xFC,0x43},{0xFC,0x78},{0xFC,0xAB},{0xFC,0xDB},{0xFD,0x08},{0xFD,0x33},{0xFD,0 x5B},{0xFD,0x81},{0xFD,0xA5},{0xFD,0xC7},{0xFD,0xE7},{0xFE,0x05},{0xFE,0x21},{0xFE,0x3C},{0xFE,0x55},{0xFE,0x6D},{0xFE,0x84},{0xFE,0x99},{0xFE,0 xAD},{0xFE,0xC0},{0xFE,0x02},{0xFE,0xE3},{0xFE,0xF3},{0xFF,0x02},{0xFF,0x10},{0xFF,0x1D},{0xFF,0x2A},{0xFF,0x36},{0xFF,0x42},{0xFF,0x4C},{0xFF,0 x56},{0xFF,0x60},{0xFF,0x69},{0xFF,0x71},{0xFF,0x79},{0xFF,0x81}};uchar code music[][2]={{0,4},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{14,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,24},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{21,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8}, {21,4},{23,4},{21,4},{19,4},{16,4},{19,4},{14,24},{23,4},{26,4},{26,16},{26,4},{28,4},{26,4},{23,24},{21,4},{23,4},{21,8},{21,4}, {23,4},{21,4},{19,4},{16,4},{16,2},{19,2},{19,24},{0,20},{26,4},{26,4},{28,4},{31,4},{30,4},{30,4},{28,4},{23,4},{21,4},{21,4},{23,16},{ 0,4},{23,4},{23,4},{26,4},{28,8},{28,12},{16,4},{23,4},{21,4},{21,24},{23,4},{26,4},{26,4},{23,4},{26,8},{0,4},{31,8},{30,4},{28,4},{30,4},{2 3,8},{0,4},{28,4},{28,4},{30,4},{28,4},{26,4},{23,4},{21,8},{23,4},{21,4},{23,4 },{26,16},{0xFF,0xFF}};void delay(uchar p){uchar i,j;for(;p>0;p--)for(i=181;i>0;i--)for(j=181;j>0;j--);}void pause(){uchar i,j;for(i=150;i>0;i--)for(j=150;j>0;j--);}void T0_int() interrupt 1{beepIO=!beepIO;TH0=T[m][0]; TL0=T[m][1];}void main()uchar i=0;TMOD=0x01; EA=1; ET0=1;while(1){m=music[i][0];n=music[i][1];if(m==0x00){TR0=0;delay(n);i++;}else if(m==0xFF){TR0=0;delay(30);i=0;}else if(m==music[i+1][0]){TR0=1;delay(n);TR0=0;pause();i++;}else{TR0=1;delay(n);i++;}}}祝你平安:#include ""unsigned char Count;sbit _Speak =P1^5 ;unsigned char code SONG[] ={ //祝你平安0x26,0x20,0x20,0x20,0x20,0x20,0x26,0x10,0x20,0x10,0x20,0x80,0x26,0x20,0x30,0x20 ,0x30,0x20,0x39,0x10,0x30,0x10,0x30,0x80,0x26,0x20,0x20,0x20,0x20,0x20,0x1c,0x20 ,0x20,0x80,0x2b,0x20,0x26,0x20,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x80,0x26,0x20 ,0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x60,0x40,0x10,0x39,0x10,0x26,0x20 ,0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x80,0x26,0x20,0x2b,0x10,0x2b,0x10 ,0x2b,0x20,0x30,0x10,0x39,0x10,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x20 ,0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x18,0x20,0x18,0x20,0x26,0x20 ,0x20,0x20,0x20,0x40,0x26,0x20,0x2b,0x20,0x30,0x20,0x30,0x20,0x1c,0x20,0x20,0x20 ,0x20,0x80,0x1c,0x20,0x1c,0x20,0x1c,0x20,0x30,0x20,0x30,0x60,0x39,0x10,0x30,0x10 ,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x10,0x26,0x10,0x26,0x10,0x2b,0x10,0x2b,0x80 ,0x18,0x20,0x18,0x20,0x26,0x20,0x20,0x20,0x20,0x60,0x26,0x10,0x2b,0x20,0x30,0x20 ,0x30,0x20,0x1c,0x20,0x20,0x20,0x20,0x80,0x26,0x20,0x30,0x10,0x30,0x10,0x30,0x200x39,0x20,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x10,0x40,0x10,0x20,0x10 ,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x00};void Time0_Init(){TMOD = 0x01;IE = 0x82;TH0 = 0xD8;TL0 = 0xEF; //12MZ晶振,10ms}void Time0_Int() interrupt 1{TH0 = 0xD8;TL0 = 0xEF;Count++; //长度加1}/*-------------------------------------------------功能:1MS延时子程序-------------------------------------------------*/void Delay_xMs(unsigned int x){unsigned int i,j;for( i =0;i < x;i++ ){for( j =0;j<3;j++ );}}void Play_Song(unsigned char i){unsigned char Temp1,Temp2;unsigned int Addr;Count = 0; //中断计数器清0Addr = i * 217;while(1){Temp1 = SONG[Addr++];if ( Temp1 == 0xFF ) //休止符{TR0 = 0;Delay_xMs(100);}else if ( Temp1 == 0x00 ) //歌曲结束符{return;}else{Temp2 = SONG[Addr++];TR0 = 1;while(1){_Speak = ~_Speak;Delay_xMs(Temp1);if ( Temp2 == Count ){Count = 0;break;}}}}}/*-------------------------------------------------功能:主程序-------------------------------------------------*/ void main(){Time0_Init(); //定时器0中断初始化while(1){Play_Song(0); //播放}}。
51单片机振动报警器电路设计代码51单片机振动报警器电路设计代码引言:在安防领域,振动报警器被广泛应用于门窗、保险柜等物品的防盗保护。
本文将介绍如何设计一个基于51单片机的振动报警器电路,并给出相应的代码实现。
一、电路设计1. 元件准备:- 51单片机:选择适合的型号,如STC89C52或AT89S52。
- 振动传感器:常用的有震动开关模块或震动传感器模块。
- 蜂鸣器:选用合适的蜂鸣器模块。
- 电源:使用5V直流电源供电。
2. 电路连接:a) 将振动传感器的VCC引脚连接到单片机的VCC引脚,GND引脚连接到单片机的GND引脚。
b) 将振动传感器的OUT引脚连接到单片机的任意IO口(如P1.0)。
c) 将蜂鸣器模块的正极连接到单片机的另一个IO口(如P1.1),负极接地。
3. 电路原理:振动传感器通过检测外部环境中物体震动的变化来触发报警。
当物体受到震动时,传感器会输出一个高电平信号,单片机通过读取该IO口的状态来判断是否触发报警。
当触发报警时,单片机控制蜂鸣器发出声音。
二、代码实现以下是一个基于C语言的51单片机振动报警器的简单代码实现:```c#include <reg51.h>sbit vibrationSensor = P1^0; // 振动传感器连接到P1.0sbit buzzer = P1^1; // 蜂鸣器连接到P1.1void delay(unsigned int count) {unsigned int i, j;for(i = 0; i < count; i++)for(j = 0; j < 1000; j++);}void main() {vibrationSensor = 1; // 将振动传感器引脚设置为输入模式 buzzer = 0; // 将蜂鸣器引脚设置为输出模式while(1) {if(vibrationSensor == 1) { // 如果检测到振动信号buzzer = 1; // 打开蜂鸣器delay(100); // 延迟一段时间(可根据需要调整) buzzer = 0; // 关闭蜂鸣器}}}```三、代码解析1. 引入头文件:`#include <reg51.h>`,用于引用51单片机的寄存器定义。
51单片机四路抢答器(LED灯,数码管显示,蜂鸣器提示音)C语言源程序2009-10-31 10:53其实就是在原有的基础上,加入数码管显示及蜂鸣器,当然根据自己的要求,适当使用单片机I/O口接线为:P0 P2 来控制数码管显示,其中P0为数码管显字控制,P2用来选择位(第几个数码管)P1用来控制8个LED灯P3,独立按键(可以根据需要修改)P3^5(找了一个没有用到的I/O口,当然,可以用键盘扫描的方式来实现,这样的话,可以实现4*4=16路的抢答器,了解原理,做相应修改即可。
#include <reg52.h>sbit key1=P3^0; //这里采用独立按键(4路)sbit key2=P3^1;sbit key3=P3^2;sbit key4=P3^3;sbit SPK=P3^5; //蜂鸣器,最好在ISP编程时先不接入,(我用的是杜邦线,可以设置跳线控制)void delay(unsigned int cnt){while(--cnt);}void speak(unsigned int j){unsigned int i;for(i=0;i<j;i++)//喇叭发声的时间循环,改变大小可以改变发声时间长短{delay(180);//参数决定发声的频率,估算值,自行修改到不刺耳的声调SPK=!SPK;}SPK=1; //喇叭蜂鸣器停止工作,叫一声即可。
}void main(){bit Flag;while(!Flag){if(!key1){P1=0xFE;Flag=1;speak(300);P2=0;P0=0x06;} //LED1,数码管1显示1,蜂鸣器叫else if(!key2){P1=0xFD;Flag=1;speak(300);P2=1;P0=0x5b;}//LED2,数码管2显示2,蜂鸣器叫else if(!key3){P1=0xFB;Flag=1;speak(300);P2=2;P0=0x4f;}//LED3,数码管3显示3,蜂鸣器叫else if(!key4){P1=0xF7;Flag=1;speak(300);P2=3;P0=0x66;}LED4,数码管4显示4,蜂鸣器叫}while(Flag);}测试完,手动复位即可,当然可设置相应的按键来控制标志:Flag,进行继续抢答。
/*生日快乐歌曲*/#include <>#define uint unsigned int#define uchar unsigned charsbit beep = P1^5;uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159, 212,212,106,126,159,169,190,119,119,126,159,142,159,0};uchar code SONG_LONG[]={9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};//延时!void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}void PlayMusic(){uint i=0,j,k;while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LONG 为拍子长度%for(j=0;j<SONG_LONG[i]*20;j++){beep=~beep;//SONG_TONE 延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);}DelayMS(10);i++;}}~void main(){beep=0;while(1){PlayMusic(); //播放生日快乐DelayMS(500); //播放完后暂停一段时间}}两只蝴蝶:%#include <> // 这是单片机音乐代码生成器生成的代码#define uchar unsigned charsbit beepIO=P1^5; // 输出为可以修改成其它IO 口uchar m,n;uchar code T[49][2]={{0,0},{0xF8,0x8B},{0xF8,0xF2},{0xF9,0x5B},{0xF9,0xB7},{0xFA,0x14},{0xFA,0x66},{0xFA,0xB9},{0xFB,0x03 },{0xFB,0x4A},{0xFB,0x8F},{0xFB,0xCF},{0xFC,0x0B},{0xFC,0x43},{0xFC,0x78},{0xFC,0xAB},{0xFC,0xDB},{0xFD,0x08},{0xFD,0x33},{0xFD,0x5B},{0xFD,0x8 1},{0xFD,0xA5},{0xFD,0xC7},{0xFD,0xE7},{0xFE,0x05},{0xFE,0x21},{0xFE,0x3C},{0xFE,0x55},{0xFE,0x6D},{0xFE,0x84},{0xFE,0x99},{0xFE,0xAD},{0xFE,0xC0 },{0xFE,0x02},{0xFE,0xE3},{0xFE,0xF3},{0xFF,0x02},{0xFF,0x10},{0xFF,0x1D},{0xFF,0x2A},{0xFF,0x36},{0xFF,0x42},{0xFF,0x4C},{0xFF,0x56},{0xFF,0x60},{ 0xFF,0x69},{0xFF,0x71},{0xFF,0x79},{0xFF,0x81}};~uchar code music[][2]={{0,4},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{14,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,24},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{21,24},{23,4},{21,4},{23,16},{23,4},{21,4},{23,4},{21,4},{19,16},{16,4},{19,4},{21,8},{21,4},{23,4},{21,4},{19 ,4},{16,4},{19,4},{14,24},{23,4},{26,4},{26,16},{26,4},{28,4},{26,4},{23,24},{21,4},{23,4},{21,8},{21,4},{23,4},{21,4},{19,4},{16 ,4},{16,2},{19,2},{19,24},{0,20},{26,4},{26,4},{28,4},{31,4},{30,4},{30,4},{28,4},{23,4},{21,4},{21,4},{23,16},{0,4},{23,4},{23,4},{26,4} ,{28,8},{28,12},{16,4},{23,4},{21,4},{21,24},{23,4},{26,4},{26,4},{23,4},{26,8},{0,4},{31,8},{30,4},{28,4},{30,4},{23,8},{0,4},{28,4},{28,4},{ 30,4},{28,4},{26,4},{23,4},{21,8},{23,4},{21,4},{23,4},{26,16},{0xFF,0xFF}};void delay(uchar p){.uchar i,j;for(;p>0;p--)for(i=181;i>0;i--)for(j=181;j>0;j--);}void pause(){uchar i,j;for(i=150;i>0;i--)for(j=150;j>0;j--);/}void T0_int() interrupt 1{beepIO=!beepIO;TH0=T[m][0]; TL0=T[m][1];}void main(){uchar i=0;TMOD=0x01; EA=1; ET0=1;、while(1){m=music[i][0];n=music[i][1];if(m==0x00){TR0=0;delay(n);i++;}else if(m==0xFF){TR0=0;delay(30);i=0;}else if(m==music[i+1][0]){TR0=1;delay(n);TR0=0;pause();i++;}else.{TR0=1;delay(n);i++;}}}祝你平安:#include ""unsigned char Count;sbit _Speak =P1^5 ;unsigned char code SONG[] ={ //祝你平安0x26,0x20,0x20,0x20,0x20,0x20,0x26,0x10,0x20,0x10,0x20,0x80,0x26,0x20,0x30,0x20, 0x30,0x20,0x39,0x10,0x30,0x10,0x30,0x80,0x26,0x20,0x20,0x20,0x20,0x20,0x1c,0x20, %0x20,0x80,0x2b,0x20,0x26,0x20,0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x80,0x26,0x20, 0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x60,0x40,0x10,0x39,0x10,0x26,0x20, 0x30,0x20,0x30,0x20,0x39,0x10,0x26,0x10,0x26,0x80,0x26,0x20,0x2b,0x10,0x2b,0x10, 0x2b,0x20,0x30,0x10,0x39,0x10,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x20, 0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x18,0x20,0x18,0x20,0x26,0x20, 0x20,0x20,0x20,0x40,0x26,0x20,0x2b,0x20,0x30,0x20,0x30,0x20,0x1c,0x20,0x20,0x20, 0x20,0x80,0x1c,0x20,0x1c,0x20,0x1c,0x20,0x30,0x20,0x30,0x60,0x39,0x10,0x30,0x10, 0x20,0x20,0x2b,0x10,0x26,0x10,0x2b,0x10,0x26,0x10,0x26,0x10,0x2b,0x10,0x2b,0x80, 0x18,0x20,0x18,0x20,0x26,0x20,0x20,0x20,0x20,0x60,0x26,0x10,0x2b,0x20,0x30,0x20, 0x30,0x20,0x1c,0x20,0x20,0x20,0x20,0x80,0x26,0x20,0x30,0x10,0x30,0x10,0x30,0x20,¥0x39,0x20,0x26,0x10,0x2b,0x10,0x2b,0x20,0x2b,0x40,0x40,0x10,0x40,0x10,0x20,0x10,0x20,0x10,0x2b,0x10,0x26,0x30,0x30,0x80,0x00}; void Time0_Init(){TMOD = 0x01;IE = 0x82;TH0 = 0xD8;TL0 = 0xEF; //12MZ晶振,10ms}void Time0_Int() interrupt 1({TH0 = 0xD8;TL0 = 0xEF;Count++; //长度加1}/*-------------------------------------------------功能:1MS延时子程序-------------------------------------------------*/void Delay_xMs(unsigned int x){)unsigned int i,j;for( i =0;i < x;i++ ){for( j =0;j<3;j++ );}}void Play_Song(unsigned char i){unsigned char Temp1,Temp2;unsigned int Addr;!Count = 0; //中断计数器清0Addr = i * 217;while(1){Temp1 = SONG[Addr++];if ( Temp1 == 0xFF ) //休止符{TR0 = 0;Delay_xMs(100);}:else if ( Temp1 == 0x00 ) //歌曲结束符{return;}else{Temp2 = SONG[Addr++];TR0 = 1;while(1){._Speak = ~_Speak;Delay_xMs(Temp1);if ( Temp2 == Count ){Count = 0;break;}}}}}/*-------------------------------------------------功能:主程序-------------------------------------------------*/ void main(){Time0_Init(); //定时器0中断初始化while(1){Play_Song(0); //播放}}。
51单片机C语言编程100例单片机c语言编程单片机是一种常用于嵌入式系统的微型计算机,可以根据预设的程序来执行指令。
而C语言是一种高级编程语言,具有较强的可读性和可移植性。
在单片机编程中,C语言是常用的编程语言之一。
本文将介绍51单片机C语言编程中的100个实例,帮助读者了解单片机编程的基本概念和技巧。
1. LED灯闪烁这是一个简单的实例,用于让LED灯交替闪烁。
在C语言中,可以使用宏定义和循环语句来实现:```c#include <reg52.h>#define LED P1void delay(unsigned int t) //延时函数{unsigned int i, j;for (i = t; i > 0; i--)for (j = 110; j > 0; j--);}void main(){while (1) //循环执行{LED = 0xFF; //LED灯亮delay(1000); //延时1秒LED = 0x00; //LED灯灭delay(1000); //延时1秒}}```2. 数码管显示这个实例演示了如何使用数码管进行数字显示。
在C语言中,可以通过控制IO口状态来实现:```c#include <reg52.h>#define LED P0unsigned char code digit[] ={ //数码管显示值表0xC0,0xF9,0xA4,0xB0,0x99,0x92,0x82,0xF8,0x80,0x90}; void delay(unsigned int t) //延时函数{unsigned int i, j;for (i = t; i > 0; i--)for (j = 110; j > 0; j--);}void main(){unsigned int i;while (1) //循环执行{for(i=0;i<10;i++){LED = digit[i]; //显示数字delay(1000); //延时1秒}}```3. 蜂鸣器发声这个实例展示了如何使用蜂鸣器进行声音发声。
本例使用延时函数实精品文档按键发音/* 名称:按键发音说明:按下不同的按键会是SOUNDE 发出不同频率的声音。
现不同频率的声音输出,以后也可使用定时器*/#include<reg51.h>#define uchar unsigned char#define uint unsigned intsbit BEEP=P3A 7;sbit K 仁 P1A4;sbit K2=P1A5;sbit K3=P1A6;sbit K4=P1A7;// 延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}// 按周期 t 发音void Play(uchar t){uchar i;for(i=0;i<100;i++){BEEP=~BEEP;DelayMS(t);}BEEP=0;}void main(){P1=0xff;BEEP=0;while(1){if(K1==0) Play(1);if(K2==0) Play(2);if(K3==0) Play(3);if(K4==0) Play(4);}}精品文档播放音乐/* 名称:播放音乐说明:程序运行时播放生日快乐歌, 未使用定时器中断,所有频率完全用延时 实现*/#include<reg51.h>#define uchar unsigned char#define uint unsigned intsbit BEEP=P3A7;// 生日快乐歌的音符频率表,不同频率由不同的延时来决定uchar code SONG_TONE[]={212,212,190,212,159,169,212,212,190,212,142,159,212,212,106,126,159, 169,190,119,119,126,159,142,159,0};// 生日快乐歌节拍表,节拍决定每个音符的演奏长短uchar code SONG_LONG[]= {9,3,12,12,12,24,9,3,12,12,12,24,9,3,12,12,12,12,12,9,3,12,12,12,24,0};// 延时void DelayMS(uint x){uchar t;while(x--) for(t=0;t<120;t++);}// 播放函数void PlayMusic(){ uint i=0,j,k; while(SONG_LONG[i]!=0||SONG_TONE[i]!=0){ //播放各个音符,SONG_LON为拍子长度for(j=0;j<SONG_LONG[i]*20;j++){BEEP=~BEEP;〃SONG_TON延时表决定了每个音符的频率for(k=0;k<SONG_TONE[i]/3;k++);} DelayMS(10);i++;}}void main(){BEEP=0;while(1){PlayMusic(); // 播放生日快乐DelayMS(500); // 播放完后暂停一段时间}精品文档。
单片机蜂鸣器C语言程序教学提纲一、引言(150字)单片机蜂鸣器是一种常见的发声装置,广泛应用于各种电子产品中。
本文以C语言为基础,介绍了如何控制单片机蜂鸣器发出不同的声音。
首先介绍了蜂鸣器的原理和工作方式,然后详细讲解了编写控制蜂鸣器的C 语言程序的步骤和注意事项。
通过本文的学习,读者将能够掌握如何使用C语言控制单片机蜂鸣器,并在实际应用中灵活运用。
二、蜂鸣器的原理与工作方式(300字)1.蜂鸣器的原理-蜂鸣器是一种电声转换器,通过电信号驱动其振膜产生声音。
-蜂鸣器一般由振膜、电磁线圈、铁芯和外壳等组成。
2.蜂鸣器的工作方式-蜂鸣器根据输入信号的频率和占空比的不同发出不同的声音。
-通过控制蜂鸣器发声的时间和间隔,可以产生不同的音乐效果。
三、编写单片机蜂鸣器控制程序(500字)1.硬件准备-单片机开发板-蜂鸣器-连接线-电源2.编写C程序-定义蜂鸣器引脚和常量-初始化引脚和IO口-编写蜂鸣器控制函数-在主函数中调用控制函数3.编写蜂鸣器控制函数-设置蜂鸣器引脚为输出模式-控制蜂鸣器发声-控制蜂鸣器静音4.调试程序-使用调试工具或示波器监测蜂鸣器引脚的电平变化-修改程序中的参数,调整发声频率和占空比-验证程序的正确性和蜂鸣器的工作状态四、注意事项与拓展(250字)1.注意事项-确保蜂鸣器引脚正确接入单片机引脚-检查程序中的硬件配置和引脚定义是否正确-注意蜂鸣器的工作电压和电流限制-参考单片机的数据手册2.拓展-加深对单片机和蜂鸣器的了解,学习其他控制蜂鸣器的方法-设计一个简单的音乐播放器,利用蜂鸣器发出不同的乐曲-结合其他传感器和模块,设计一个基于单片机的智能报警系统五、总结(100字)本文通过介绍蜂鸣器的工作原理和C语言编写控制程序的步骤,使读者能够掌握如何使用C语言控制单片机蜂鸣器。
同时,本文还提供了一些注意事项和拓展内容,帮助读者深入理解和拓展相关知识。
通过学习本文,读者能够在实际应用中自如地使用单片机蜂鸣器,并能够通过自身的创新设计实现更多有趣的功能。
说明:按下不同的按键会是SOUNDER发出不同频率的声音。
本例使用延时函数实现不同频率的声音输出,以后也可使用定时器
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsigned int
sbit BEEP=P3^7;
sbit K1=P1^4;
sbit K2=P1^5;
sbit K3=P1^6;
sbit K4=P1^7;
//延时
void DelayMS(uint x)
{
uchar t;
while(x--) for(t=0;t<120;t++);
}
//按周期t发音
void Play(uchar t)
{
uchar i;
for(i=0;i<100;i++)
{
BEEP=~BEEP;
DelayMS(t);
}
BEEP=0;
}
void main()
{
P1=0xff;
BEEP=0;
while(1)
{
if(K1==0) Play(1);
if(K2==0) Play(2);
if(K3==0) Play(3);
if(K4==0) Play(4);
}
}
说明:程序运行时播放生日快乐歌,未使用定时器中断,所有频率完全用延时实现
*/
#include<reg51.h>
#define uchar unsigned char
#define uint unsigned int
sbit BEEP=P3^7;
//生日快乐歌的音符频率表,不同频率由不同的延时来决定
uchar code SONG_TONE[]=
{212,212,190,212,159,169,212,212,190,212,142,159,212,212,106,126,159,169,190,1 19,119,126,159,142,159,0};
//生日快乐歌节拍表,节拍决定每个音符的演奏长短
uchar code SONG_LONG[]=
{9,3,12,12,12,24,9,3,12,12,12,24, 9,3,12,12,12,12,12,9,3,12,12,12,24,0};
//延时
void DelayMS(uint x)
{
uchar t;
while(x--) for(t=0;t<120;t++);
}
//播放函数
void PlayMusic()
{ uint i=0,j,k;
while(SONG_LONG[i]!=0||SONG_TONE[i]!=0)
{ //播放各个音符,SONG_LONG为拍子长度
for(j=0;j<SONG_LONG[i]*20;j++)
{
BEEP=~BEEP;
//SONG_TONE延时表决定了每个音符的频率
for(k=0;k<SONG_TONE[i]/3;k++);
}
DelayMS(10);
i++;
}
}
void main()
{
BEEP=0;
while(1)
{
PlayMusic(); //播放生日快乐
DelayMS(500); //播放完后暂停一段时间
}。