#include "pitches.h"
//notes in the melody:
int melody[] = {
NOTE_DS5, NOTE_E5, NOTE_FS5, 0, NOTE_B5, NOTE_E5, NOTE_DS5, NOTE_E5, NOTE_FS5, NOTE_B5, NOTE_DS6, NOTE_E6, NOTE_DS6, NOTE_AS5, NOTE_B5, 0,
NOTE_FS5, 0, NOTE_DS5, NOTE_E5, NOTE_FS5, 0, 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,
};
// note durations: 4 = quarter note, 8 = eighth note, etc
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(){
//iterate over the notes of the melody:
for (int thisNote = 0; thisNote < 1000; 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(8, 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);
noTone(8); //stop the tone playing:
}
digitalWrite(8,LOW);
}
void loop(){ /*press reset to replay. */ }