How to play zelda sound on a piezzo (Nerdkit)
First of all you need the notes of the music you want to play with your piezzo.
I found my notes at http://www.ninsheetmusic.org - They have a really big bunch of computer game notes.
After that you should be able to read the notes to transfer them into Names and their Unit.
The unit of the frequency is Hertz (Hz).
You will get all frequencies from this website http://www.phy.mtu.edu/~suits/notefreqs.html -
You can download the whole program(.c and .hex files) from the download-section.
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void play_open_treasure_sound()
{
play_tone(G4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(Csh5/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(Gb4/2, DUR/2.5);
play_tone(Ab4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(Csh5/2, DUR/2.5);
play_tone(Dsh5/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(Ab4/2, DUR/2.6);
play_tone(C5/2, DUR/2.6);
play_tone(D5/2, DUR/2.6);
play_tone(E5/2, DUR/2.6);
play_tone(A4/2, DUR/2.7);
play_tone(C5/2, DUR/2.7);
play_tone(D5/2, DUR/2.7);
play_tone(E5/2, DUR/2.7);
play_tone(B4/2, DUR/2.8);
play_tone(Csh5/2, DUR/2.8);
play_tone(Dsh5/2, DUR/2.8);
play_tone(Fsh5/2, DUR/2.8);
play_tone(C5/2, DUR/2.8);
play_tone(D5/2, DUR/2.8);
play_tone(E5/2, DUR/2.8);
play_tone(Fsh5/2, DUR/2.8);
play_tone(Cb5/2, DUR/2.9);
play_tone(Db5/2, DUR/2.9);
play_tone(F5/2, DUR/2.9);
play_tone(G5/2, DUR/2.9);
play_tone(D5/2, DUR/3);
play_tone(E5/2, DUR/3);
play_tone(Fsh5/2, DUR/3);
play_tone(Gsh5/2, DUR/3);
// kurze Pause
_delay_ms(400);
play_tone(A4/2, DUR);
play_tone(Ab4/2, DUR);
play_tone(B4/2, DUR);
play_tone(C5/2, DUR*2);
}
void play_dungeon_sound()
{
play_tone(G4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(B4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(Fsh4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(Ab4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(Fb4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(E4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(E4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(D4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(D4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(D4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(D4/2, DUR/2.5);
play_tone(G4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(D5/2, DUR/2.5);
play_tone(C4/2, DUR/2.5);
play_tone(Fsh4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(F4/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(A4/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(C5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(Fsh5/2, DUR/2.5);
play_tone(E5/2, DUR/2.5);
play_tone(F5/2, DUR/2.5);
play_tone(A5/2, DUR/2);
play_tone(F5/2, DUR/2);
play_tone(A5/2, DUR/2);
play_tone(C6/2, DUR/2);
}
void play_windmill_hut()
{
play_tone(D5, DUR*0.5);
play_tone(F5, DUR*0.5);
play_tone(D6, DUR*1.5);
play_tone(D5, DUR*0.5);
play_tone(F5, DUR*0.5);
play_tone(D6, DUR*1.5);
play_tone(E6, DUR*1.125);
play_tone(F6, DUR*0.45);
play_tone(E6, DUR*0.45);
play_tone(F6, DUR*0.45);
play_tone(E6, DUR*0.5);
play_tone(C6, DUR*0.45);
play_tone(A5, DUR*1.5);
play_tone(A5, DUR*0.75);
play_tone(D5, DUR*0.75);
play_tone(F5, DUR*0.45);
play_tone(G5, DUR*0.45);
play_tone(A5, DUR*2.25);
play_tone(A5, DUR*0.75);
play_tone(D5, DUR*0.75);
play_tone(F5, DUR*0.45);
play_tone(G5, DUR*0.45);
play_tone(E5, DUR*2.25);
play_tone(D5, DUR*0.5);
play_tone(F5, DUR*0.5);
play_tone(D6, DUR*1.5);
play_tone(D5, DUR*0.5);
play_tone(F5, DUR*0.5);
play_tone(D6, DUR*1.5);
play_tone(E6, DUR*1.125);
play_tone(F6, DUR*0.45);
play_tone(E6, DUR*0.45);
play_tone(F6, DUR*0.45);
play_tone(E6, DUR*0.5);
play_tone(C6, DUR*0.45);
play_tone(A5, DUR*1.5);
play_tone(A5, DUR*0.75);
play_tone(D5, DUR*0.75);
play_tone(F5, DUR*0.45);
play_tone(G5, DUR*0.45);
play_tone(A5, DUR*1.5);
play_tone(A5, DUR*0.75);
play_tone(D5, DUR*2.25);
play_tone(D5, DUR*2.25);
}