单片机音频谱曲软件_51单片机蜂鸣器音乐简谱转换工具

相信您在作蜂鸣器发声实验时肯定为复杂的频率与音调之间的转换而伤脑筋,这里向大家介绍一款工具可以大大简化转换操作,只需要输入简谱就能自动生成音乐播放程序代码。

以下此程序的主界面:

单片机音频谱曲软件_51单片机蜂鸣器音乐简谱转换工具

程序范例可以点主界面上的“关于”按钮后就能找到,但是代码也不全,需要加入对音乐程序的调用代码,其它范例里也写的很清楚了,只需要调用Play函数就行了,其调用格式如下:

Play(乐曲名,调 ,升降八度,演奏速度);

经过实践,此函数的的后三个参数分别设为0,2和350时演奏出的音乐比较符合“原味”,下面给出本站的入门型51实验板结合此工具作的音乐程序:

//51单片机播放音乐库文件

/**************************************************************************

SOUND PLAY FOR 51MCU

COPYRIGHT (c) 2005 BY JJJ.

— ALL RIGHTS RESERVED —

File Name: SoundPlay.h

Author: Jiang Jian Jun

Created: 2005/5/16

Modified: NO

Revision: 1.0

*******************************************************************************/

/*说明**************************************************************************

曲谱存贮格式 unsigned char code MusicName{音高,音长,音高,音长…., 0,0}; 末尾:0,0 表示结束(Important)

音高由三位数字组成:

个位是表示 1~7 这七个音符

十位是表示音符所在的音区:1-低音,2-中音,3-高音;

百位表示这个音符是否要升半音: 0-不升,1-升半音。

音长最多由三位数字组成:

个位表示音符的时值,其对应关系是:

|数值(n): |0 |1 |2 |3 | 4 | 5 | 6

|几分音符: |1 |2 |4 |8 |16 |32 |64 音符=2^n

十位表示音符的演奏效果(0-2): 0-普通,1-连音,2-顿音

百位是符点位: 0-无符点,1-有符点

调用演奏子程序的格式

Play(乐曲名,调 ,升降八度,演奏速度);

|乐曲名 : 要播放的乐曲指针,结尾以(0,0)结束;

|调 (0-11) : 是指乐曲升多少个半音演奏;

|升降八度(1-3) : 1:降八度, 2:不升不降, 3:升八度;

|演奏速度(1-12000): 值越大速度越快;

***************************************************************************/

#ifndef __SOUNDPLAY_H_REVISION_FIRST__

#define __SOUNDPLAY_H_REVISION_FIRST__

#include //**************************************************************************

#define SYSTEM_OSC 11059200//12000000 //定义晶振频率12000000HZ

#define SOUND_SPACE 4/5 //定义普通音符演奏的长度分率,//每4分音符间隔

sbit BeepIO = P3^5; //定义输出管脚

unsigned int code FreTab[12] = { 262,277,294,311,330,349,369,392,415,440,466,494 }; //原始频率表

unsigned char code SignTab[7] = { 0,2,4,5,7,9,11 }; //1~7在频率表中的位置

unsigned char code LengthTab[7]= { 1,2,4,8,16,32,64 };

unsigned char Sound_Temp_TH0,Sound_Temp_TL0; //音符定时器初值暂存

unsigned char Sound_Temp_TH1,Sound_Temp_TL1; //音长定时器初值暂存

//**************************************************************************

void InitialSound(void)

{

BeepIO = 1;

Sound_Temp_TH1 = (65535-(1/1200)*SYSTEM_OSC)/256; // 计算TL1应装入的初值 (10ms的初装值)

Sound_Temp_TL1 = (65535-(1/1200)*SYSTEM_OSC)%256; // 计算TH1应装入的初值

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TMOD |= 0x11;

ET0 = 1;

ET1 = 0;

TR0 = 0;

TR1 = 0;

EA = 1;

}

void BeepTimer0(void) interrupt 1 //音符发生中断

{

BeepIO = !BeepIO;

TH0 = Sound_Temp_TH0;

TL0 = Sound_Temp_TL0;

}

//**************************************************************************

void Play(unsigned char *Sound,unsigned char Signature,unsigned Octachord,unsigned int Speed)

{

unsigned int NewFreTab[12]; //新的频率表

unsigned char i,j;

unsigned int Point,LDiv,LDiv0,LDiv1,LDiv2,LDiv4,CurrentFre,Temp_T,SoundLength;

unsigned char Tone,Length,SL,SH,SM,SLen,XG,FD;

for(i=0;i

{

j = i + Signature;

if(j > 11)

{

j = j-12;

NewFreTab[i] = FreTab[j]*2;

}

else

NewFreTab[i] = FreTab[j];

if(Octachord == 1)

NewFreTab[i]>>=2;

else if(Octachord == 3)

NewFreTab[i]

}

SoundLength = 0;

while(Sound[SoundLength] != 0x00) //计算歌曲长度

{

SoundLength+=2;

}

Point = 0;

Tone = Sound[Point];

Length = Sound[Point+1]; // 读出第一个音符和它时时值

LDiv0 = 12000/Speed; // 算出1分音符的长度(几个10ms)

LDiv4 = LDiv0/4; // 算出4分音符的长度

LDiv4 = LDiv4-LDiv4*SOUND_SPACE; // 普通音最长间隔标准

TR0 = 0;

TR1 = 1;

while(Point

{

SL=Tone%10; //计算出音符

SM=Tone/10%10; //计算出高低音

SH=Tone/100; //计算出是否升半

CurrentFre = NewFreTab[SignTab[SL-1]+SH]; //查出对应音符的频率

if(SL!=0)

{

if (SM==1) CurrentFre >>= 2; //低音

if (SM==3) CurrentFre

Temp_T = 65536-(50000/CurrentFre)*10/(12000000/SYSTEM_OSC);//计算计数器初值

Sound_Temp_TH0 = Temp_T/256;

Sound_Temp_TL0 = Temp_T%256;

TH0 = Sound_Temp_TH0;

TL0 = Sound_Temp_TL0 + 12; //加12是对中断延时的补偿

}

SLen=LengthTab[Length%10]; //算出是几分音符

XG=Length/10%10; //算出音符类型(0普通1连音2顿音)

FD=Length/100;

LDiv=LDiv0/SLen; //算出连音音符演奏的长度(多少个10ms)

if (FD==1)

LDiv=LDiv+LDiv/2;

if(XG!=1)

if(XG==0) //算出普通音符的演奏长度

if (SLen

LDiv1=LDiv-LDiv4;

else

LDiv1=LDiv*SOUND_SPACE;

else

LDiv1=LDiv/2; //算出顿音的演奏长度

else

LDiv1=LDiv;

if(SL==0) LDiv1=0;

LDiv2=LDiv-LDiv1; //算出不发音的长度

if (SL!=0)

{

TR0=1;

for(i=LDiv1;i>0;i–) //发规定长度的音

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

if(LDiv2!=0)

{

TR0=0; BeepIO=1;

for(i=LDiv2;i>0;i–) //音符间的间隔

{

while(TF1==0);

TH1 = Sound_Temp_TH1;

TL1 = Sound_Temp_TL1;

TF1=0;

}

}

Point+=2;

Tone=Sound[Point];

Length=Sound[Point+1];

}

BeepIO = 1;

}

//**************************************************************************

#endif

//挥着翅膀的女孩

unsigned char code Music_Girl[]={ 0x17,0x02, 0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x03,

0x16,0x03, 0x17,0x03, 0x17,0x03, 0x17,0x03, 0x18,0x03,

0x19,0x02, 0x16,0x03, 0x17,0x03, 0x18,0x02, 0x18,0x03,

0x17,0x03, 0x15,0x02, 0x18,0x03, 0x17,0x03, 0x18,0x02,

0x10,0x03, 0x15,0x03, 0x16,0x02, 0x15,0x03, 0x16,0x03,

0x17,0x02, 0x17,0x03, 0x18,0x03, 0x19,0x02, 0x1A,0x03,

0x1B,0x03, 0x1F,0x03, 0x1F,0x03, 0x17,0x03, 0x18,0x03,

0x19,0x02, 0x16,0x03, 0x17,0x03, 0x18,0x03, 0x17,0x03,

0x18,0x03, 0x1F,0x03, 0x1F,0x02, 0x16,0x03, 0x17,0x03,

0x18,0x03, 0x17,0x03, 0x18,0x03, 0x20,0x03, 0x20,0x02,

0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x20,0x03, 0x21,0x03,

0x20,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x1F,0x03,

0x1B,0x03, 0x19,0x03, 0x19,0x03, 0x15,0x03, 0x1A,0x66,

0x1A,0x03, 0x19,0x03, 0x15,0x03, 0x15,0x03, 0x17,0x03,

0x16,0x66, 0x17,0x04, 0x18,0x04, 0x18,0x03, 0x19,0x03,

0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x20,0x03, 0x21,0x03,

0x20,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66, 0x1F,0x03,

0x1B,0x03, 0x19,0x03, 0x19,0x03, 0x15,0x03, 0x1A,0x66,

0x1A,0x03, 0x19,0x03, 0x19,0x03, 0x1F,0x03, 0x1B,0x03,

0x1F,0x00, 0x1A,0x03, 0x1A,0x03, 0x1A,0x03, 0x1B,0x03,

0x1B,0x03, 0x1A,0x03, 0x19,0x03, 0x19,0x02, 0x17,0x03,

0x15,0x17, 0x15,0x03, 0x16,0x03, 0x17,0x03, 0x18,0x03,

0x17,0x04, 0x18,0x0E, 0x18,0x03, 0x17,0x04, 0x18,0x0E,

0x18,0x66, 0x17,0x03, 0x18,0x03, 0x17,0x03, 0x18,0x03,

0x20,0x03, 0x20,0x02, 0x1F,0x03, 0x1B,0x03, 0x1F,0x66,

0x20,0x03, 0x21,0x03, 0x20,0x03, 0x1F,0x03, 0x1B,0x03,

0x1F,0x66, 0x1F,0x04, 0x1B,0x0E, 0x1B,0x03, 0x19,0x03,

0x19,0x03, 0x15,0x03, 0x1A,0x66, 0x1A,0x03, 0x19,0x03,

0x15,0x03, 0x15,0x03, 0x17,0x03, 0x16,0x66, 0x17,0x04,

0x18,0x04, 0x18,0x03, 0x19,0x03, 0x1F,0x03, 0x1B,0x03,

0x1F,0x66, 0x20,0x03, 0x21,0x03, 0x20,0x03, 0x1F,0x03,

0x1B,0x03, 0x1F,0x66, 0x1F,0x03, 0x1B,0x03, 0x19,0x03,

0x19,0x03, 0x15,0x03, 0x1A,0x66, 0x1A,0x03, 0x19,0x03,

0x19,0x03, 0x1F,0x03, 0x1B,0x03, 0x1F,0x00, 0x18,0x02,

0x18,0x03, 0x1A,0x03, 0x19,0x0D, 0x15,0x03, 0x15,0x02,

0x18,0x66, 0x16,0x02, 0x17,0x02, 0x15,0x00, 0x00,0x00};

//同一首歌

unsigned char code Music_Same[]={ 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x66, 0x18,0x03,

0x17,0x02, 0x15,0x02, 0x16,0x01, 0x15,0x02, 0x10,0x02,

0x15,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x02,

0x17,0x03, 0x18,0x03, 0x19,0x02, 0x15,0x02, 0x18,0x66,

0x17,0x03, 0x19,0x02, 0x16,0x03, 0x17,0x03, 0x16,0x00,

0x17,0x01, 0x19,0x02, 0x1B,0x02, 0x1B,0x70, 0x1A,0x03,

0x1A,0x01, 0x19,0x02, 0x19,0x03, 0x1A,0x03, 0x1B,0x02,

0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x18,0x66, 0x18,0x03,

0x19,0x02, 0x1A,0x02, 0x19,0x0C, 0x18,0x0D, 0x17,0x03,

0x16,0x01, 0x11,0x02, 0x11,0x03, 0x10,0x03, 0x0F,0x0C,

0x10,0x02, 0x15,0x00, 0x1F,0x01, 0x1A,0x01, 0x18,0x66,

0x19,0x03, 0x1A,0x01, 0x1B,0x02, 0x1B,0x03, 0x1B,0x03,

0x1B,0x0C, 0x1A,0x0D, 0x19,0x03, 0x17,0x00, 0x1F,0x01,

0x1A,0x01, 0x18,0x66, 0x19,0x03, 0x1A,0x01, 0x10,0x02,

0x10,0x03, 0x10,0x03, 0x1A,0x0C, 0x18,0x0D, 0x17,0x03,

0x16,0x00, 0x0F,0x01, 0x15,0x02, 0x16,0x02, 0x17,0x70,

0x18,0x03, 0x17,0x02, 0x15,0x03, 0x15,0x03, 0x16,0x66,

0x16,0x03, 0x16,0x02, 0x16,0x03, 0x15,0x03, 0x10,0x02,

0x10,0x01, 0x11,0x01, 0x11,0x66, 0x10,0x03, 0x0F,0x0C,

0x1A,0x02, 0x19,0x02, 0x16,0x03, 0x16,0x03, 0x18,0x66,

0x18,0x03, 0x18,0x02, 0x17,0x03, 0x16,0x03, 0x19,0x00,

0x00,0x00 };

//两只蝴蝶

unsigned char code Music_Two[] ={ 0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x16,0x03,

0x17,0x01, 0x16,0x03, 0x17,0x03, 0x16,0x03, 0x15,0x01,

0x10,0x03, 0x15,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x15,0x03, 0x16,0x01,

0x17,0x03, 0x16,0x03, 0x17,0x01, 0x16,0x03, 0x17,0x03,

0x16,0x03, 0x15,0x01, 0x10,0x03, 0x15,0x03, 0x16,0x02,

0x16,0x0D, 0x17,0x03, 0x16,0x03, 0x15,0x03, 0x10,0x03,

0x10,0x0E, 0x15,0x04, 0x0F,0x01, 0x17,0x03, 0x19,0x03,

0x19,0x01, 0x19,0x03, 0x1A,0x03, 0x19,0x03, 0x17,0x01,

0x16,0x03, 0x16,0x03, 0x16,0x02, 0x16,0x0D, 0x17,0x03,

0x16,0x03, 0x15,0x03, 0x10,0x03, 0x10,0x0D, 0x15,0x00,

0x19,0x03, 0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03,

0x1B,0x03, 0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03,

0x16,0x0D, 0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03,

0x1A,0x02, 0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03,

0x16,0x01, 0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03,

0x19,0x02, 0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E,

0x1B,0x04, 0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03,

0x17,0x0D, 0x16,0x03, 0x17,0x03, 0x19,0x01, 0x19,0x03,

0x19,0x03, 0x1A,0x03, 0x1F,0x03, 0x1B,0x03, 0x1B,0x03,

0x1A,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x03, 0x16,0x03,

0x17,0x01, 0x17,0x03, 0x17,0x03, 0x19,0x03, 0x1A,0x02,

0x1A,0x02, 0x10,0x03, 0x17,0x0D, 0x16,0x03, 0x16,0x01,

0x17,0x03, 0x19,0x03, 0x19,0x03, 0x17,0x03, 0x19,0x03,

0x1F,0x02, 0x1B,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x17,0x02, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x17,0x16, 0x1A,0x03, 0x1A,0x03, 0x1A,0x0E, 0x1B,0x04,

0x1A,0x03, 0x19,0x03, 0x17,0x03, 0x16,0x03, 0x0F,0x02,

0x10,0x03, 0x15,0x00, 0x00,0x00 };

void main()

{

InitialSound();

while(1)

{

Play(Music_Girl,0,2,350);

Play(Music_Same,0,2,350);

Play(Music_Two,0,2,350);

}

}

点击下载Music Encode

//

再例如:关于“世上只有妈妈好”的单片机音乐演奏程序

单片机演奏一个音符,是通过引脚,周期性的输出一个特定频率的方波。

这就需要单片机,在半个周期内输出低电平、另外半个周期输出高电平,周而复始。

半个周期的时间是多长呢周知,周期为频率的倒数,可以通过音符的频率计算出半周期。

演奏时,要根据音符频率的不同,把对应的、半个周期的定时时间初始值,送入定时器,再由定时器按时输出高低电平。

下面是个 上广泛流传的单片机音乐演奏程序,它可以循环的播放“世上只有妈妈好”这首乐曲。很多人都关心如何修改这个乐曲的内容,但是不知如何入手。

做而论道对这个程序,给出说明,希望对大家有所帮助,以后大家自己就能够编写进去新的乐曲。

在这个程序中,有两个数据表,其中存放了事先算好的、各种音符频率所对应的、半周期的定时时间初始值。

有了这些数据,单片机就可以演奏从低音、中音、高音和超高音,四个八度共28个音符。

演奏乐曲时,就根据音符的不同数值,从半周期数据表中找到定时时间初始值,送入定时器即可控制发音的音调。

比如把表中的0xF2和0x42送到定时器,定时器按照这个初始值来产生中断,输出的方波,人们听起来,这就是低音1。

乐曲的数据,也要写个数据表,程序中以 code unsigned char sszymmh[] 命名。

这个表中每三个数字,说明了一个音符,它们分别代表:

第一个数字是音符的数值1234567之一,代表多来咪发…;

第二个数字是0123之一,代表低音、中音、高音、超高音;

第三个数字是时间长度,以半拍为单位。

乐曲数据表的结尾是三个0。

程序如下:

#include sbit speaker = P1^7;

unsigned char timer0h, timer0l, time;

//————————————–

//单片机晶振采用11.0592MHz

// 频率-半周期数据表 高八位 本软件共保存了四个八度的28个频率数据

code unsigned char FREQH[] = {

0xF2, 0xF3, 0xF5, 0xF5, 0xF6, 0xF7, 0xF8, //低音1234567

0xF9, 0xF9, 0xFA, 0xFA, 0xFB, 0xFB, 0xFC, 0xFC,//1,2,3,4,5,6,7,i

0xFC, 0xFD, 0xFD, 0xFD, 0xFD, 0xFE, //高音 234567

0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFF}; //超高音 1234567

// 频率-半周期数据表 低八位

code unsigned char FREQL[] = {

0x42, 0xC1, 0x17, 0xB6, 0xD0, 0xD1, 0xB6, //低音1234567

0x21, 0xE1, 0x8C, 0xD8, 0x68, 0xE9, 0x5B, 0x8F, //1,2,3,4,5,6,7,i

0xEE, 0x44, 0x6B, 0xB4, 0xF4, 0x2D, //高音 234567

0x47, 0x77, 0xA2, 0xB6, 0xDA, 0xFA, 0x16}; //超高音 1234567

//————————————–

//世上只有妈妈好数据表 要想演奏不同的乐曲, 只需要修改这个数据表

code unsigned char sszymmh[] = {

6, 2, 3, 5, 2, 1, 3, 2, 2, 5, 2, 2, 1, 3, 2, 6, 2, 1, 5, 2, 1,

//一个音符有三个数字。前为第几个音、中为第几个八度、后为时长(以半拍为单位)。

//6, 2, 3 分别代表:6, 中音, 3个半拍;

//5, 2, 1 分别代表:5, 中音, 1个半拍;

//3, 2, 2 分别代表:3, 中音, 2个半拍;

//5, 2, 2 分别代表:5, 中音, 2个半拍;

//1, 3, 2 分别代表:1, 高音, 2个半拍;

//

6, 2, 4, 3, 2, 2, 5, 2, 1, 6, 2, 1, 5, 2, 2, 3, 2, 2, 1, 2, 1,

6, 1, 1, 5, 2, 1, 3, 2, 1, 2, 2, 4, 2, 2, 3, 3, 2, 1, 5, 2, 2,

5, 2, 1, 6, 2, 1, 3, 2, 2, 2, 2, 2, 1, 2, 4, 5, 2, 3, 3, 2, 1,

2, 2, 1, 1, 2, 1, 6, 1, 1, 1, 2, 1, 5, 1, 6, 0, 0, 0};

//————————————–

void t0int() interrupt 1 //T0中断程序,控制发音的音调

{

TR0 = 0; //先关闭T0

speaker = !speaker; //输出方波, 发音

TH0 = timer0h; //下次的中断时间, 这个时间, 控制音调高低

TL0 = timer0l;

TR0 = 1; //启动T0

}

//————————————–

void delay(unsigned char t) //延时程序,控制发音的时间长度

{

unsigned char t1;

unsigned long t2;

for(t1 = 0; t1

for(t2 = 0; t2

TR0 = 0; //关闭T0, 停止发音

}

//————————————–

void song() //演奏一个音符

{

TH0 = timer0h; //控制音调

TL0 = timer0l;

TR0 = 1; //启动T0, 由T0输出方波去发音

delay(time); //控制时间长度

}

//————————————–

void main(void)

{

unsigned char k, i;

TMOD = 1; //置T0定时工作方式1

ET0 = 1; //开T0中断

EA = 1; //开CPU中断

while(1) {

i = 0;

time = 1;

while(time) {

k = sszymmh[i] + 7 * sszymmh[i + 1] – 1;

//第i个是音符, 第i+1个是第几个八度

timer0h = FREQH[k]; //从数据表中读出频率数值

timer0l = FREQL[k]; //实际上, 是定时的时间长度

time = sszymmh[i + 2]; //读出时间长度数值

i += 3;

song(); //发出一个音符

} } }

//======================================

应 友要求,下面再详细写一下乐谱和数据的转换关系。

以李叔同大师的《送别》的前二小节来说明转换的方法。

这部分的歌词是:“长 亭 外, 古 道 边,”;

这部分的乐谱是:| 5 35 1 - | 6 16 5 - |。

(注意:乐谱中的1是高音,上边是带点的;还有些音符,应该有下划线,在这里都无法标出。感兴趣的 友应该去查看正规的乐谱。)

那么,据此就可以写出《送别》前二小节的数据表:

//————————————–

code unsigned char sszymmh[] = {

5, 2, 2, 3, 2, 1, 5, 2, 1, 1, 3, 4,

//嗦,中音,2个半拍; 咪,中音,1个半拍; 嗦,中音,1个半拍; 哆,高音,4个半拍

6, 2, 2, 1, 3, 1, 6, 2, 1, 5, 2, 4,

//啦,中音,2个半拍; 哆,高音,1个半拍; 啦,中音,1个半拍; 嗦,中音,4个半拍

0, 0, 0};

//结束标记

//————————————–

记住:三个数字一组,代表一个音符。

第一个数字是1234567之一,代表音符哆来咪发…;

第二个数字是0123之一,代表低音、中音、高音、超高音;

第三个数字是半拍的个数,代表时间长度。

当三个数字都是0,就代表乐曲数据表的结尾。

用这个数据表,替换掉程序中《世上只有妈妈好》的数据表,本程序就可以播放《送别》的前两小节。

相关资源:Yalefree雅乐简谱打谱软件_打谱软件-WindowsServer工具类资源…

声明:本站部分文章及图片源自用户投稿,如本站任何资料有侵权请您尽早请联系jinwei@zod.com.cn进行处理,非常感谢!

上一篇 2020年11月16日
下一篇 2020年11月16日

相关推荐