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4 мая 2015 в 18:56

Разработка → Переходим с STM32 на российский микроконтроллер К1986ВЕ92QI. Практическое применение: Генерируем и воспроизводим звук. Часть четвертая: создаем цифровую часть одноголосной и многоголосой музыкальной открытки tutorial

Введение.


В данной статье мы закончим тему генерации звука средствами нашего микроконтроллера. Создадим одноголосную и многоголосую основу для музыкальной открытки.

Делаем одноголосую музыкальную открытку: играем простую мелодию.


В качестве закрепления умения работы с таймерами, предлагаю написать программу, которая будет играть нам небольшую мелодию. Что-то типа музыкальной открытки. Для начала уясним. Синусоида для всех нот одинакова. Разница в высоте звучания создается из-за различной скорости выдачи этой синусоиды на усилитель. Иначе говоря, меняя параметры таймера — мы меняем высоту ноты. DMA же передает одну и ту же синусоиду.
Напишем функцию, которая будет менять высоту тона.
void SM_Ton (uint32_t TN)                         //Меняем тон таймера. 
{
	TIMER1->CNTRL = 0;                              //Останавливаем таймеры.
	TIMER2->CNTRL = 0;
	TIMER1->CNT   = 0;                              //Сбрасываем значение таймера.
	TIMER2->CNT   = 0;
	TIMER1->ARR = TN;                               //Заполняем новые значения. 
	TIMER2->ARR = TN*25;
	DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);      //Перенастраиваем структуру DMA.
	DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT); 
	TIMER1->CNTRL = CNTRL_CNT_EN;                   //Разрешаем работу таймеров.
	TIMER2->CNTRL = CNTRL_CNT_EN;      
}
Также вспомним, что при инициализации таймера мы уже выдавали нашу синусоиду с определенной частотой. Следует убрать «звучание» ноты из функции инициализации.
Получим следующее.
void Init_TIMER1_to_DMA_and_DAC2 (void)
{
  RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK;                   //Включаем тактирование таймера 1 и 2.
  RST_CLK->TIM_CLOCK = 0;                                                                //Отключаем тактирование таймеров.
  TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE;                                             //Разрешаем пинать DMA.
  TIMER2->IE  = TIMERx_IE_CNT_ARR_EVENT_IE;                                              //Прерывание по достижении границы. 
  TIMER2->STATUS=0;                                                                      //Сбрасываем флаги прерываний. 
  NVIC->ISER[0] = 1<<15;                                                                 //Разрешили прерывание от таймера 2.
  RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN;                      //Подаем тактовый сигнал на таймеры.
}
Далее нам нужно написать функцию, которая будет отключать звук.
void Ton_off (void)
{
	TIMER1->CNTRL = 0;                              //Останавливаем таймеры.
	TIMER2->CNTRL = 0;
}
Далее нужно создать массив частот нот. Сделаем его на три октавы
#define HCLK_MY_TIMDEL 8000000/100
uint32_t music_books[37] = 
{
	HCLK_MY_TIMDEL/130.82,                         //C_3
	HCLK_MY_TIMDEL/138.59,
	HCLK_MY_TIMDEL/147.83,
	HCLK_MY_TIMDEL/155.56,
	HCLK_MY_TIMDEL/164.81,
	HCLK_MY_TIMDEL/174.62,
	HCLK_MY_TIMDEL/185,
	HCLK_MY_TIMDEL/196,
	HCLK_MY_TIMDEL/207,
	HCLK_MY_TIMDEL/220,
	HCLK_MY_TIMDEL/233.08,
	HCLK_MY_TIMDEL/246.96,
	
	HCLK_MY_TIMDEL/261.63,                          //C_4
	HCLK_MY_TIMDEL/277.18, 
	HCLK_MY_TIMDEL/293.33, 
	HCLK_MY_TIMDEL/311.13, 
	HCLK_MY_TIMDEL/329.63, 
	HCLK_MY_TIMDEL/349.23, 
	HCLK_MY_TIMDEL/369.99,
	HCLK_MY_TIMDEL/392,
	HCLK_MY_TIMDEL/415.30,
	HCLK_MY_TIMDEL/440,
	HCLK_MY_TIMDEL/466.16,
	HCLK_MY_TIMDEL/493.88,
	
	HCLK_MY_TIMDEL/523.25,                          //C_5
	HCLK_MY_TIMDEL/554.36, 
	HCLK_MY_TIMDEL/587.32,
	HCLK_MY_TIMDEL/622.26,
	HCLK_MY_TIMDEL/659.26,
	HCLK_MY_TIMDEL/698.46,
	HCLK_MY_TIMDEL/739.98,
	HCLK_MY_TIMDEL/784,
	HCLK_MY_TIMDEL/830.60,
	HCLK_MY_TIMDEL/880,
	HCLK_MY_TIMDEL/932.32,
	HCLK_MY_TIMDEL/987.75,
	0                                             //Пауза             
};
Отмерять длительности нот будем системным таймером. Так проще всего. Настроим его так, чтобы при заданной скорости ударов в минуту (мне, как музыканту, так привычнее) мы могли отмерять ноты до шестнадцатых.
Пауза, размером в шестнадцатую
#define TactSpeed       60                              //Ударов в минуту.
//-------------------------------------------------
//Настройка системного таймера. 
//-------------------------------------------------
void Init_SysTick (void)                          
{
  SysTick->LOAD = 80000000*60*4/TactSpeed/16;          //80000000*60*4/TactSpeed - длительность целого такта.
                                                       //Но мы считаем шестнадцатыми.
  SysTick->CTRL |= CLKSOURCE|TCKINT|ENABLE;
}


volatile uint32_t Delay_dec = 0;
void Delay (uint32_t Delay_Data)                       //Функция задержки на основе SysTick таймера. 
{
    Delay_dec = Delay_Data;
    while (Delay_dec) {};
}

void SysTick_Handler (void)
{
	if (Delay_dec!=0) Delay_dec--;
}

Следующим шагом нам нужно определиться, откуда брать данные. Перепробовав несколько вариантов, я выбрал самый близкий по душе. Он же самый простой. Вот алгоритм подготовки мелодии:
  • Скачиваем какую-нибудь мелодию в формате MIDI. С одним каналом (или потом чтобы можно было выбрать один). Я в качестве теста скачал Elfen Lied — Lilium.
  • Далее нужно перевести наш MIDI в массив, состоящий из номера ноты/паузы и ее длительности. Для этого скачиваем программу Ringtone Editor v2.2. Из нее получаем текстовый файл в формате siemeans.
    Небольшая справка по программе.
    • Включаем программу, открываем наш MIDI файл. Если он имеет много каналов — выбираем 1 нужный. Жмем ок.

    • После этого мы видим созданный текст-ноты дорожки. Он состоит из названий нот и их длительностей. В своем формате.
    • Можем прослушать нашу композицию. Если что-то не нравится — можем подредактировать ноты (полезно, когда мелодия разделена на 2 партии не ровно). Помним, что наша композиция должна содержать ноты с длительностью более чем шестнадцатые (исключая шестнадцатую с точкой. Для ее создания нужно к длительности шестнадцатой прибавить тридцать вторую, а для этого нужно менять настройки таймера). А также ноты должна быть в пределах трех описанных октав.
    • Для того чтобы отредактировать ноту, нужно нажать на нее левой кнопкой мыши (она выделится прямоугольником) и, зажав Ctrl, нажимать стрелку вверх или вниз на клавиатуре.


      У меня после редактирования (правок и обрезки мелодии) получился такой файл.
    • После этого сохраняем наш файл в текстовом формате. У меня получился такой файл.
  • Как я уже говорил, программа генерирует данные в своем формате. Для того чтобы облегчить жизнь и не переводить все под наш пример вручную (каждую ноту), я написал программу, которая преобразует полученные данные в нужный нам массив: нота/длительность.
    Вот ее код
    Program Pr;
    var input: file of char; //Отсюда читаем.
    DataST: string; //Буффер для разбора ноты.
    BufChar: char; //Буффер для посимвольного чтения.
    Loop: integer; //Количество нот.
    BufNOT: byte; //Значение для одной ноты/времени ноты.
    MESNOT: array [0..5000, 0..1] of byte; //Массив до 5000 нот.
    I: integer; //Счетчик-оформитель.
    Begin
    assign(input, 'INPUT.txt'); reset(input); //Подключаем файл для чтения.
    Loop:=0;
    while not Eof(input) do //Читаем до окончания файла.
    Begin
    DataST:='';
    while 1=1 do //Читаем до пробела.
    Begin
    read(input, BufChar); //Читаем символ.
    if (BufChar <> ' ') then DataST:=DataST+BufChar //Если не пустой символ — дописать.
    else break; //Иначе — выйти.
    End;

    case DataST[1] of //Разбираем ноту.
    'C': if (DataST[2] = 'i') then Begin //Если нота До, то смотрим на #.
    if (DataST[4] = '1') then BufNOT:=1 //До# — малой октавы.
    else if (DataST[4] = '2') then BufNOT:=13 //До# — первой октавы.
    else if (DataST[4] = '3') then BufNOT:=25 //До# — второй октавы.
    End else Begin
    if (DataST[2] = '1') then BufNOT:=0 //До — малой октавы.
    else if (DataST[2] = '2') then BufNOT:=12 //До — первой октавы.
    else if (DataST[2] = '3') then BufNOT:=24 End; //До — второй октавы.

    'D': if (DataST[2] = 'i') then Begin //Если нота Ре.
    if (DataST[4] = '1') then BufNOT:=3
    else if (DataST[4] = '2') then BufNOT:=15
    else if (DataST[4] = '3') then BufNOT:=27
    End else Begin
    if (DataST[2] = '1') then BufNOT:=2
    else if (DataST[2] = '2') then BufNOT:=14
    else if (DataST[2] = '3') then BufNOT:=26 End;

    'E': if (DataST[2] = '1') then BufNOT:=4 //Если нота Ми (Диеза «не имеет»).
    else if (DataST[2] = '2') then BufNOT:=16
    else if (DataST[2] = '2') then BufNOT:=28;

    'F': if (DataST[2] = 'i') then Begin //Если нота Фа.
    if (DataST[4] = '1') then BufNOT:=6
    else if (DataST[4] = '2') then BufNOT:=18
    else if (DataST[4] = '3') then BufNOT:=30 End
    else Begin
    if (DataST[2] = '1') then BufNOT:=5
    else if (DataST[2] = '2') then BufNOT:=17
    else if (DataST[2] = '3') then BufNOT:=29 End;

    'G': if (DataST[2] = 'i') then Begin //Если нота Соль.
    if (DataST[4] = '1') then BufNOT:=8
    else if (DataST[4] = '2') then BufNOT:=20
    else if (DataST[4] = '3') then BufNOT:=32 End
    else Begin
    if (DataST[2] = '1') then BufNOT:=7
    else if (DataST[2] = '2') then BufNOT:=19
    else if (DataST[2] = '3') then BufNOT:=31 End;

    'A': if (DataST[2] = 'i') then Begin //Если нота Ля.
    if (DataST[4] = '1') then BufNOT:=10
    else if (DataST[4] = '2') then BufNOT:=22
    else if (DataST[4] = '3') then BufNOT:=34 End
    else Begin
    if (DataST[2] = '1') then BufNOT:=9
    else if (DataST[2] = '2') then BufNOT:=21
    else if (DataST[2] = '3') then BufNOT:=33 End;

    'B': if (DataST[2] = '1') then BufNOT:=11 //Си.
    else if (DataST[2] = '2') then BufNOT:=23
    else if (DataST[2] = '2') then BufNOT:=35;
    'P': BufNOT:=36; //В случае «паузы».
    End;

    MESNOT[Loop][0]:=BufNOT; //Сохраняем номер ноты.

    if (DataST[length(DataST)-1] <> '.') then //Вычисляем длительность ноты «без точки» (в шестнадцатых).
    case DataST[length(DataST)-1] of
    '1': BufNOT:=16;
    '2': BufNOT:=8;
    '4': BufNOT:=4;
    '8': BufNOT:=2;
    end
    else
    case DataST[length(DataST)-2] of //Длительность ноты с точкой (в шестнадцатых).
    '1': BufNOT:=20;
    '2': BufNOT:=12;
    '4': BufNOT:=6;
    '8': BufNOT:=3;
    end;

    MESNOT[Loop][1]:=BufNOT; //Сохраняем длительность.

    Loop:=Loop+1;
    End;

    writeln ('//Массив нот.'); //Оформляем массив.
    write('uint8_t MusicNote [', Loop+1, '][2] = {');
    for I:=0 to Loop-1 do Begin write(MESNOT[I][0], ',', MESNOT[I][1]);
    if (I<>(Loop-1)) then write(', ');
    End;
    write('};');

    End.
Программа на Pascal ABC. Скачать можно здесь. Входной INPUT.txt должен лежать в папке с программой.
У меня получился такой массив.
//Массив нот.
uint8_t MusicNote [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};
Теперь у нас есть массив нот. Осталось только сыграть его.
int main (void)
{
  HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
  HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
  Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
  DAC_Init();                                      //Настраиваем ЦАП.
	DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
	Init_TIMER1_to_DMA_and_DAC2();                   //Настраиваем таймер 1.
	Init_SysTick();
  while (1) 
		{                    
		   for (uint32_t PL = 0; PL < sizeof(Play_museic)/2; PL++)
			{
				SM_Ton(music_books[Play_museic[PL][0]]); 			
				Delay(Play_museic[PL][1]);
			}
		}
}
Итогом стала вот такая мелодия. Скачать проект можно здесь.
От себя: Не могу не заметить всей красоты этой мелодии)


Делаем многоголосую музыкальную открытку.


Мы сделали одноголосую музыкальную открытку. Но ведь хочется большего. Усложним задачу. Заставим контроллер проигрывать многоголосые мелодии. Сделаем на примере нашего произведения. В нем 2 канала. Их и будем играть.

Вопрос: как смешать две и более волны? Как мы помним, в этой статье разбирались методы генерации звуковых волн. Там же был показан и принцип наложения. Что ж. Как накладывать знаем, но как это организовать? Я пошел следующим путем:
  1. Создадим массив из 2048 элементов (можно взять больше или меньше, не принципиально важно).
    У меня он выглядит так.
    uint16_t BufferData [1024*2];                                             //Этот буффер будем выдавать циклично.
  2. Настроим таймеры из предыдущего урока так, чтобы DMA выдавал этот массив бесконечно с фиксированной частотой (так мы освободим себя от «игры» с таймерами). У меня таймер опирается на частоту 80 Мгц (На самом деле хватит гораздо меньшей скорости, но на всякий случай использую ее, вдруг задача окажется не по зубам. Переделать в конце на меньшую частоту труда не составит). Скорость выдачи пусть будет 32000 Гц.
    Вот так выглядит функция настройки таймеров.
    //Выдаем циклично буфер размером в 2048 чисел. Частота 32000 Гц.
    void Init_TIMER1_to_DMA_and_DAC2_for_BUFFER (void)
    {
    RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK;                   //Включаем тактирование таймера 1 и 2.
    RST_CLK->TIM_CLOCK = 0;                                                                //Отключаем тактирование таймеров.
        
    //У нас 800000000 Гц/32000 Гц = 2500.
    TIMER1->ARR = 2500;                                                                    //Считаем до...
    TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE;                                             //Разрешаем пинать DMA.
    TIMER2->ARR = 2500*512/128;                                                            //После передачи половины массива.
    TIMER2->IE  = TIMERx_IE_CNT_ARR_EVENT_IE;                                              //Прерывание по достижении границы. 
    TIMER2->PSG = 128-1;                                                                   //Ставим делительность на 128.
    TIMER2->STATUS=0;                                                                      //Сбрасываем флаги прерываний. 
    NVIC->ISER[0] = 1<<15;                                                                 //Разрешили прерывание от таймера 2.
        
    TIMER1->CNTRL = CNTRL_CNT_EN;                                                          //Разрешаем работу таймеров.
    TIMER2->CNTRL = CNTRL_CNT_EN;      
        
    RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN;                      //Подаем тактовый сигнал на таймеры.
    }
  3. В функции настройки DMA оставляем прежним все, кроме имени массива.
    Теперь мы используем созданный нами выше.
    struct DAC_ST
    {
        uint32_t Destination_end_pointer;                                     //Указатель конца данных приемника.
        uint32_t Source_end_pointer;                                          //Указатель конца данных источника
        uint32_t channel_cfg;                                                 //Конфигурация канала.
        uint32_t NULL;                                                        //Пустая ячейка. 
    } 
    
    __align(1024) DAC_ST;                                                   //Выравниваем массив структур по 1024 байта. 
    struct DAC_ST DAC_ST_ADC[32+32];                                        //Создаем массив структур для всех каналов. 
    
    //Источник/приемник = 16 бит, отправляем/принимаем = 16 бит, защиты нет, 50 передач, пинг-понг.
    uint32_t DMA_DAC_InitST_PR  = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;
    uint32_t DMA_DAC_InitST_ALT = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;
    
    //-------------------------------------------------
    //Настраиваем DMA для связки с DAC.
    //-------------------------------------------------
    void DMA_to_DAC_and_TIM1 (void) 
    {
      //Настраиваем первичную структуру.
      DAC_ST_ADC[10-1].Destination_end_pointer = (uint32_t)BufferData + (sizeof(BufferData))/2 - 1;       //Указатель на последний элемент середины массива (C_4 - массив значений синусоидального сигнала в 100 значений).
      DAC_ST_ADC[10-1].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA);                                  //Указатель на последний (не меняется) адрес приемника (регистр данных DAC).
      DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);                                       //Структура настройки первичной структуры.
      DAC_ST_ADC[10-1].NULL = (uint32_t)0;                                                                //Пустая ячейка.
      //Настройка альтернативной структуры. 
      DAC_ST_ADC[10-1+32].Destination_end_pointer = (uint32_t)BufferData + sizeof(BufferData) - 1;        //Указатель на последний элемент массива (C_4 - массив значений синусоидального сигнала в 100 значений).
      DAC_ST_ADC[10-1+32].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA);                               //Указатель на последний (не меняется) адрес приемника (регистр данных DAC).
      DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT);                                   //Структура настройки альтернативной структуры.
      DAC_ST_ADC[10-1+32].NULL = (uint32_t)0;                                                             //Пустая ячейка.
      
      //Настраиваем контроллер DMA.
      RST_CLK->PER_CLOCK|=PCLK_EN_DMA;                                                      //Включаем тактирование DMA.
      DMA->CTRL_BASE_PTR = (uint32_t)&DAC_ST_ADC;                                           //Указываем адрес массива структур. 
      DMA->CFG = CFG_master_enable;                                                         //Разрешаем работу DMA.
        
      //Настраиваем канал. 
      DMA->CHNL_ENABLE_SET   = 1<<10;                                                       //Разрешаем работу 10 канала.
    }
  4. Далее нужно в настройках структуры канала (и первичная и альтернативная имеют одинаковую настройку, как и в предыдущей статье) указать иное количество передач. В прошлой статье мы использовали массив размером в 100 значений. Сейчас же будем использовать все 1024 доступных (с расчетом на то, что реже придется обращаться к прерыванию).
    Измененная структура.
    //-------------------------------------------------
    //Настройка структуры.
    //-------------------------------------------------
    #define dst_src       (3<<30)                      //Источник - 16 бит (полуслово).
    #define src_inc       (1<<26)                      //Источник смещается на 16 бит после каждой передачи. 
    #define src_size      (1<<24)                      //Отправляем по 16 бит.
    #define dst_size      (1<<28)                      //Принимаем по 16 бит. Приемник и передатчик должны иметь одинаковые размерности.
    #define n_minus_1     ((1024-1)<<4)                //1024 передачи (-1) DMA. 
    #define cycle_ctrl    (3<<0)                       //Пинг-понг.
  5. Следующим шагом нужно определиться, как мы будем заполнять наш массив. Первоначальной идеей было генерировать значения волны в каждый период времени непосредственно в МК. Но как показала практика, даже 80 МГц недостаточно для данной задачи (чтобы одновременно выдавать и заполнять новыми значениями уже переданные ячейки). Возможно можно найти решение и генерировать внутри МК, но мне это не удалось. Я решил поступить так. Я написал программу, которая по заданной частоте смены значений DAC генерирует набор значений для каждой ноты в диапазоне трех октав. После в МК мы можем копировать эти значения в буфер и всячески изменять их.
    Код программы. Написана на Pascal ABC.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..35] of word;            //Смещение. 
        MesKOL:  array [0..35] of word;            //Количество в блоке.
        
    const SinTON: array [0..35] of real = 
          (130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,   
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 35 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде номер 0..35.');
      write('const uint16_t MesKOL [36] = {');
      for I:=0 to 35 do 
      Begin
        write(MesKOL[I]);
        if (I <> 35) then write (', ');
      End;
      writeln('};');
     
      writeln('//Смещение первого элемента массива 0..35.');
      write('const uint16_t MesSM [36] = {');
      for I:=0 to 35 do 
      Begin
        write(MesSM[I]);
        if (I <> 35) then write (', ');
      End;
      writeln('};');
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do 
      Begin
        write(MesVoln[I]);
        if (I <> Loop-1) then write (', ');
      End;
      writeln('};');
    End.
    Скачать программу можно здесь.
    Пример работы программы.
    Частота смены DAC: 32000
    Введите громкость (1..50): 10
    //Количество элементов в синусоиде номер 0..35.
    const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
    //Смещение первого элемента массива 0..35.
    const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
    //Выдаем основной массив.
    const uint8_t SinMES [3849] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9};
    Так как каждая волна при этом будет иметь собственный период (чем выше тон — тем меньше период), то с возрастанием частоты — количество значений на волну будет все время уменьшаться. Для того, чтобы не запутаться, программа генерирует массив «смещений» (адрес первого элемента волны) и массив длин каждой волны.
  6. Далее нам нужно изменить функцию прерывания по второму таймеру (прерывание смены структур). Здесь нам нужно добавить счетчик уже переданных ячеек. Мы знаем, что прерывание происходит стабильно раз в 512 передач. Таким образом, во время каждого прерывания мы можем разрешать перезапись уже переданных 512 блоков.
    Вот код измененного прерывания.
    #define ST_Play_P           (DAC_ST_ADC[10-1].channel_cfg    & (1023<<4))               //Для проверки количества оставшихся передач в первичной структуре.
    #define ST_Play_ALT         (DAC_ST_ADC[10-1+32].channel_cfg & (1023<<4))               //Для проверки количества оставшихся передач в альтернативной структуре.
    
    uint16_t LoopBUFData = 0;                                                               //Количество готовых к перезаписи ячеек.       
    void Timer2_IRQHandler (void)                                                           //Меняем структуры.
    {
        if ((ST_Play_P == 0) && (ST_Play_ALT <= ((1024-2)<<4)))                             //Если прошли первую половину и уже начата передача второй - переключиться на 2-ю.	
            {
      	      DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);                 //Заново заполняем структуру первой. 
            };
        if ((ST_Play_ALT == 0) && (ST_Play_P <= ((1024-2)<<4)))
            {
            	DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT);             //Альтернативной.                            
            }    
    		LoopBUFData=512;                                                                    //Разрешаем перезапись 512 ячеек. 
    		DMA->CHNL_ENABLE_SET   = 1<<10;                                                     //Разрешаем передачу дальше.                         
    		TIMER2->STATUS=0;                                                                   //Сбрасываем флак, чтобы не зайти в это прерывание снова.
    }
  7. Далее, ради теста, попробуем написать функцию, которая будет записывать N-ное количество значений волны в буфер. При этом следить, чтобы не стереть уже записанные ячейки, но не переданные ячейки.
    Выглядит она так.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin = 0;                                                 //Указатель на передаваемую ячейку значения периода волны.
    uint16_t WavTon_BF;                                                   //Буффер имени предыдущей волны. Если мы повторно передаем одну и ту же волну - указатель на ячейку волны не меняется, если передаем другую волну - с уля.
    
    void Bufheck (uint16_t LoopSIN, uint16_t WavTon)                      //Заливка в буффер LoopSIN значений WavTon (Принимаем смещение) волны DAC-а.
    {
    	if (WavTon_BF!=WavTon) {WavTon_BF=WavTon; LoopSin=0;};              //Если передаем новую волну - то с начала.
    	for (uint16_t LoopZL = 0; LoopZL<LoopSIN; LoopZL++)                 //Заполняем нужное количество ячеек в буфере. 
    	{
    		while (LoopBUFData == 0) {};                                      //Ждем, пока предыдущая часть массива передастся. 
    	  if (LoopSin<MesKOL[WavTon])                                       //Если прошел не весь период волны - продолжить показывать его.
    		{
    			BufferData[BufferIndex]=SinMES[LoopSin+MesSM[WavTon]];          //Заполняем буффер.
    			LoopSin++;                                                      //Приготовиться к показу следущего элемента.
    		  BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;    //Если счетчик буфера вышел за пределы - записывать с начала. 
    			LoopBUFData--;                                                  //Указываем, что мы передали один элемент.
    		}
    		else LoopSin=0;                                                              
    	}
    }
    Настроим главную функцию.
    #include "main.h"
    
    uint8_t Play_museic [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};
    
    //Количество элементов в синусоиде номер 0..35.
    const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
    //Смещение первого элемента массива 0..35.
    const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
    //Выдаем основной массив.
    const uint8_t SinMES [3849] = {15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 27, 26, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 19, 19, 20, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 18, 17, 16, 16, 15, 15, 14, 13, 13, 12, 12, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 12, 12, 13, 13, 14, 15, 15, 15, 16, 16, 17, 18, 18, 19, 19, 20, 21, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 18, 19, 20, 20, 21, 22, 22, 23, 23, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 9, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 19, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 22, 22, 21, 21, 20, 19, 18, 18, 17, 16, 16, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 10, 10, 11, 12, 12, 13, 14, 15, 15, 15, 16, 17, 17, 18, 19, 20, 20, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 27, 26, 26, 25, 24, 24, 23, 22, 22, 21, 20, 20, 19, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 25, 24, 23, 23, 22, 21, 20, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 12, 11, 10, 9, 8, 8, 7, 6, 6, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 20, 21, 22, 22, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 24, 24, 23, 22, 21, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 20, 21, 22, 23, 24, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 25, 25, 24, 23, 22, 22, 21, 20, 19, 18, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 22, 23, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 24, 25, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 27, 26, 25, 24, 23, 23, 22, 21, 20, 19, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, 24, 25, 25, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 26, 25, 24, 23, 23, 21, 20, 19, 18, 17, 16, 15, 14, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 19, 20, 21, 22, 23, 24, 25, 26, 27, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 26, 25, 24, 23, 22, 20, 19, 18, 17, 16, 14, 13, 12, 11, 10, 9, 7, 6, 5, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 21, 22, 24, 25, 26, 26, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 12, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 22, 23, 24, 25, 26, 27, 28, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 29, 28, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 11, 10, 9, 8, 6, 5, 4, 3, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 21, 22, 23, 24, 26, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 25, 24, 22, 21, 20, 18, 17, 16, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 12, 14, 15, 15, 17, 18, 20, 21, 22, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 24, 23, 22, 20, 19, 17, 16, 14, 13, 11, 10, 8, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 9, 10, 12, 13, 15, 15, 17, 18, 20, 21, 23, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 23, 21, 20, 18, 16, 15, 13, 12, 10, 8, 7, 6, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 15, 17, 18, 20, 22, 23, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 22, 20, 19, 17, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 17, 19, 20, 22, 24, 25, 26, 27, 28, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 23, 22, 20, 18, 16, 14, 13, 11, 9, 7, 6, 5, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 11, 12, 14, 15, 17, 19, 21, 22, 24, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 16, 14, 12, 10, 8, 6, 5, 4, 2, 1, 1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 7, 8, 10, 12, 14, 16, 15, 17, 19, 21, 23, 24, 26, 27, 28, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 11, 13, 15, 15, 17, 19, 21, 23, 25, 26, 28, 29, 29, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 16, 14, 12, 10, 8, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 10, 12, 14, 15, 17, 20, 22, 24, 25, 27, 28, 29, 30, 30, 30, 29, 29, 28, 26, 24, 23, 20, 18, 16, 14, 11, 9, 7, 5, 4, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 13, 15, 15, 17, 20, 22, 24, 26, 27, 29, 29, 30, 30, 30, 29, 28, 26, 25, 23, 20, 18, 16, 13, 11, 9, 6, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 16, 15, 18, 20, 22, 25, 26, 28, 29, 30, 30, 30, 29, 28, 27, 25, 23, 21, 18, 15, 13, 10, 8, 6, 4, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 15, 18, 20, 23, 25, 27, 28, 29, 30, 30, 29, 29, 27, 25, 23, 21, 18, 15, 13, 10, 8, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 9, 11, 14, 15, 18, 21, 23, 26, 27, 29, 30, 30, 30, 29, 28, 26, 24, 21, 18, 16, 13, 10, 7, 5, 3, 1, 0, 0, 0, 1, 2, 4, 6, 8, 11, 14};
    
    extern uint16_t Sound_exhaust;                     //Флаг разрешения записи.
    
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
      
      while (1) 
            {       
    					for (uint16_t LoopNotN = 0; LoopNotN<36; LoopNotN++)
                Bufheck(0xFFF, LoopNotN);
            }
    }
    Получился такой звук. Скачать проект можно здесь.
  8. Ну вот. Как пользоваться буфером — разобрались. Теперь нужно написать функцию, которая могла бы играть одновременно две волны (или волну и паузу) 1/64 такта (будем вести длительности в 64-х). Это функция станет основой нашей основной программы.
    Но перед этим проведем небольшой расчет.
    //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	  //Мы играем 64-тыми. 32000 в секунду * 4 / 64 доли 
        // = 2000 передач за одну шестнадцатую.
    Функция выглядит так.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin, LoopSin1;                                           //Указатель на передаваемую ячейку значения периода волны.
    uint8_t  WavTon_BF1, WavTon_BF2;                                      //Для "красивой" синусоиды. Чтобы в случае, если несколько шестнадцатых подряд идет одна и так же нота - ее синусоида не "рвалась", а продолжала.
    void NoteBUF (uint8_t NambeN1, uint8_t NambeN2)
    {
        
        //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	 //Мы играем 64-тыми. 32000 в секунду * 4 / 64 доли 
        // = 2000 передач за одну шестнадцатую. 
     
        if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;};                                //Если передаем новую волну - то с начала периода.
        if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin1=0;};  
        
      for (uint16_t Del16 = 0; Del16<2000; Del16++)                                                //Передаем 64-ю.
        { 
          while (LoopBUFData == 0) {};                                                						//Ждем, пока предыдущая часть массива передастся. 
    			BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]]; //Заполняем буффер. Громкость понижаем в 2 раза.
    			LoopSin++;  LoopSin1++;                                                                 //Приготовиться к показу следующего элемента.
          if (LoopSin==MesKOL[NambeN1]) LoopSin=0;                                                //Если прошел весь период 1-й волны - начать с начала.
          if (LoopSin1==MesKOL[NambeN2]) LoopSin1=0;                                              //Тоже самое со второй.
          BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                            //Если счетчик буфера вышел за пределы - записывать с начала. 
          LoopBUFData--;                                                                          //Указываем, что мы передали один элемент.
        }
    }
    Пояснения к коду.
    • Сначала мы смотрим, прошел ли период волны синусоиды (каждой отдельно). Если период прошел (счетчик досчитал до конца синусоиды), то начать с начала.
      	if (WavTon_BF1==NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;};                                    //Если передаем новую волну - то с начала периода.
      	if (WavTon_BF2==NambeN2) {WavTon_BF2=NambeN2; LoopSin=0;};
    • Далее мы производим передачу 2000 значений. Так как мы вычислили, что именно столько смен значений DMA требуется, чтобы получилось звучание с длительностью в одну шестнадцатую.
      for (uint16_t Del16 = 0; Del16<2000; Del16++)                                                 //Передаем шестнадцатую.
    • Далее проверяем наличие свободных ячеек. Если таковых нет, то ждем.
      while (LoopBUFData == 0) {};                                                              //Ждем, пока предыдущая часть массива передастся.
    • Далее самое интересное. Наложение волн. Оно производится следующим образом.
      BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]];   //Заполняем буффер.
    • Показываем, что мы передали по одному значению из каждой волны. Смотрим, если период прошел, то начать с начала.
      LoopSin++;  LoopSin1++;                                                                   //Приготовиться к показу следущего элемента.
      		  if (LoopSin>MesKOL[NambeN1]) LoopSin=0;                                                   //Если прошел весь период 1-й волны - начать с начала.
      		  if (LoopSin1>MesKOL[NambeN2]) LoopSin1=0;                                                 //Тоже самое со второй.
    • Ну а дальше уже привычная проверка буфера и перенос указателя в случае его заполненности в начало.
      BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                              //Если счетчик буфера вышел за пределы - записывать с начала. 
      		  LoopBUFData--;                                                                            //Указываем, что мы передали один элемент.
  9. Опять же, в качестве теста напишем программу, которая на фоне играющей одной ноты играет все остальные. Разместим ее в главной функции.
    Вот ее код.
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                      //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
      while (1) 
            {       
    					for (uint8_t NN0 = 0; NN0<36; NN0++)
    					{
    						for (uint8_t NN1 = 0; NN1<36; NN1++)
    						{
    							for (uint8_t POV = 0; POV<8; POV++) NoteBUF(NN0, NN1);
    						}		
    					}
            }
    }
    Скачать файл проекта можно тут
  10. Далее пора воспользоваться нашей функцией и сыграть двух канальную мелодию. Но перед этим немного модифицируем дополнительные программы (генератор значений синусоид и преобразователь нот в массив). Как оказалось, трех октав не достаточно. Я посмотрел, в каком диапазоне вообще могут быть ноты в Ringtone Editor. Оказалось, что программа может генерировать от до малой октавы до си третей октавы. Таким образом, нам нужно добавить возможность «понимать» и играть еще одной октавы. + я забыл о паузе.
    Вот так выглядит код программы-преобразователя данных из INPUT.TXT в массив значений.
    Program Pr;
    var input: file of char;                                                        //Отсюда читаем. 
        DataST: string;                                                             //Буффер для разбора ноты.
        BufChar: char;                                                              //Буффер для посимвольного чтения.
        Loop: integer;                                                              //Количество нот.
        BufNOT: byte;                                                               //Значение для одной ноты/времени ноты.
        MESNOT: array [0..1000, 0..1] of byte;                                      //Массив до 10000 нот.
        I: integer;                                                                 //Счетчик-оформитель.
    Begin
        assign(input, 'INPUT.txt'); reset(input);                                   //Подключаем файл для чтения.
        Loop:=0;
        while not Eof(input) do                                                     //Читаем до окончания файла.
        Begin
          DataST:='';
          while 1=1 do                                                              //Читаем до пробела.
          Begin 
            read(input, BufChar);                                                   //Читаем символ.
            if (BufChar <> ' ') then DataST:=DataST+BufChar                         //Если не пустой символ - дописать.
            else break;                                                             //Иначе - выйти.
          End;
    
        case DataST[1] of                                                           //Разбираем ноту.
        'C': if (DataST[2] = 'i') then Begin                                        //Если нота До, то смотрим на #.                                                                    
             if      (DataST[4] = '1') then BufNOT:=1                               //До# - малой  октавы. 
             else if (DataST[4] = '2') then BufNOT:=13                              //До# - первой октавы. 
             else if (DataST[4] = '3') then BufNOT:=25                              //До# - второй октавы.
             else if (DataST[4] = '4') then BufNOT:=37                              //До# - третей октавы.
             End else Begin              
             if      (DataST[2] = '1') then BufNOT:=0                               //До  - малой октавы.
             else if (DataST[2] = '2') then BufNOT:=12                              //До  - первой октавы. 
             else if (DataST[2] = '3') then BufNOT:=24                              //До  - второй октавы.   
             else if (DataST[2] = '4') then BufNOT:=36 
             End;
        'D': if      (DataST[2] = 'i') then Begin                                   //Если нота Ре.                                                                   
             if      (DataST[4] = '1') then BufNOT:=3                              
             else if (DataST[4] = '2') then BufNOT:=15                             
             else if (DataST[4] = '3') then BufNOT:=27
             else if (DataST[4] = '4') then BufNOT:=39
             End else Begin
             if      (DataST[2] = '1') then BufNOT:=2                             
             else if (DataST[2] = '2') then BufNOT:=14                             
             else if (DataST[2] = '3') then BufNOT:=26 
             else if (DataST[2] = '4') then BufNOT:=38 End;
              
        'E': if      (DataST[2] = '1') then BufNOT:=4                               //Если нота Ми (Диеза "не имеет").                    
             else if (DataST[2] = '2') then BufNOT:=16                    
             else if (DataST[2] = '3') then BufNOT:=28
             else if (DataST[2] = '4') then BufNOT:=40;
             
        'F': if      (DataST[2] = 'i') then Begin                                   //Если нота Фа.                                                                   
             if      (DataST[4] = '1') then BufNOT:=6                              
             else if (DataST[4] = '2') then BufNOT:=18                             
             else if (DataST[4] = '3') then BufNOT:=30 
             else if (DataST[4] = '4') then BufNOT:=42 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=5                            
             else if (DataST[2] = '2') then BufNOT:=17                             
             else if (DataST[2] = '3') then BufNOT:=29 
             else if (DataST[2] = '4') then BufNOT:=41 End;
             
        'G': if      (DataST[2] = 'i') then Begin                                   //Если нота Соль.                                                                   
             if      (DataST[4] = '1') then BufNOT:=8                           
             else if (DataST[4] = '2') then BufNOT:=20                             
             else if (DataST[4] = '3') then BufNOT:=32 
             else if (DataST[4] = '4') then BufNOT:=44 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=7                           
             else if (DataST[2] = '2') then BufNOT:=19                           
             else if (DataST[2] = '3') then BufNOT:=31 
             else if (DataST[2] = '4') then BufNOT:=43 End;
             
        'A': if      (DataST[2] = 'i') then Begin                                   //Если нота Ля.                                                                   
             if      (DataST[4] = '1') then BufNOT:=10                             
             else if (DataST[4] = '2') then BufNOT:=22                            
             else if (DataST[4] = '3') then BufNOT:=34 
             else if (DataST[4] = '4') then BufNOT:=46 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=9                             
             else if (DataST[2] = '2') then BufNOT:=21                             
             else if (DataST[2] = '3') then BufNOT:=33
             else if (DataST[2] = '4') then BufNOT:=45 End;
             
        'B': if      (DataST[2] = '1') then BufNOT:=11                              //Си.              
             else if (DataST[2] = '2') then BufNOT:=23                    
             else if (DataST[2] = '3') then BufNOT:=35
             else if (DataST[2] = '4') then BufNOT:=47;
        'P': BufNOT:=48;                                                            //В случае "паузы".
        End;
        
        MESNOT[Loop][0]:=BufNOT;                                                    //Сохраняем номер ноты. 
        
        if (DataST[length(DataST)-1] = '.') then                                    //Если длительность с точкой. 
        Begin                    
        if (DataST[length(DataST)-3] = '/') then                                    //Если длительность из одного знака (1/1, 1/2, 1/4, 1/8).
        case DataST[length(DataST)-2] of
          '1': BufNOT:=64+32;
          '2': BufNOT:=32+16;
          '4': BufNOT:=16+8;
          '8': BufNOT:=8+4; end                                                     //64 с точной запрещена!
        else if (DataST[length(DataST)-3] = '3') and (DataST[length(DataST)-2] = '2') then BufNOT:=2+1 //Если 32-я.
        else if (DataST[length(DataST)-3] = '1') and (DataST[length(DataST)-2] = '6') then BufNOT:=4+2; //Если 16-я.
        End
        else Begin                                                                  //Если длительность без точки.
        if (DataST[length(DataST)-2] = '/') then                                    //Если длительность из одного знака (1/1, 1/2, 1/4, 1/8).
        case DataST[length(DataST)-1] of
          '1': BufNOT:=64;
          '2': BufNOT:=32;
          '4': BufNOT:=16;
          '8': BufNOT:=8; end              
        else if (DataST[length(DataST)-2] = '6') and (DataST[length(DataST)-1] = '4') then BufNOT:=1 //Если 64-я.
        else if (DataST[length(DataST)-2] = '3') and (DataST[length(DataST)-1] = '2') then BufNOT:=2 //Если 32-я.
        else if (DataST[length(DataST)-2] = '1') and (DataST[length(DataST)-1] = '6') then BufNOT:=4; //Если 16-я.
        End;
        
        MESNOT[Loop][1]:=BufNOT;                                                    //Сохраняем длительность. 
        
        Loop:=Loop+1;
        End;
        
        writeln ('//Массив нот.');                                                  //Оформляем массив.
        write('uint8_t MusicNote [', Loop, '][2] = {');
        for I:=0 to Loop-1 do Begin write(MESNOT[I][0], ',', MESNOT[I][1]);
                                  if (I<>(Loop-1)) then write(', ');
                            End;
        write('};');
        
    End.
    А так выглядит код генератора массива синусоид звука + пауза.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..47] of word;            //Смещение. 
        MesKOL:  array [0..47] of word;            //Количество в блоке.
        
    const SinTON: array [0..47] of real = 
          (130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,   
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75,
           1046.5,  1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480,   1568,   1661.2,
           1760,    1864.6, 1975.5);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 47 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде.');
      write('const uint16_t MesKOL [49] = {');
      for I:=0 to 47 do write(MesKOL[I], ', ');
      writeln('1};');                                 //Последний элемент - пустота. Она занимает 1 блок.
     
      writeln('//Смещение первого элемента массива.');
      write('const uint16_t MesSM [49] = {');
      for I:=0 to 47 do write(MesSM[I], ', ');
      writeln(MesSM[47]+MesKOL[47], '};');            //Положение "пустоты". Для паузы.
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do write(MesVoln[I], ', ');
      writeln(0, '};');                              //Последний элемент - "0". Пустота. 
    End.
    Скачать преобразователь можно тут. Генератор синусоид — здесь. Теперь мы можем понимать и воспроизводить 4 полноценные октавы. Доступные длительности: 1/1, 1/2, 1/4, 1/8, 1/16, 1/32, 1/64, 1/1., 1/2./ 1/4., 1/8., 1/16., 1/32. Как вы могли заметить 1/64. нет. Для ее создания пришлось бы все переделывать под 1/128. Так как 1/64. = 1/64+1/128.
  11. Теперь можно приступить к воспроизведению музыки.
    У меня получилась следующая функция.
    //Массив нот.
    uint8_t MusicNote  [112][2] = {18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 16,8, 18,24, 20,8, 21,8, 23,8, 21,32, 17,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 11,8, 17,8, 10,8, 22,8, 23,8, 25,8, 26,8, 21,8, 16,8, 26,8, 20,8, 28,8, 18,8, 25,8, 18,8, 21,8, 12,8, 18,8, 15,8, 21,16, 23,8, 17,16, 48,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 18,32, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 15,8, 17,8, 9,24, 9,8, 11,16, 8,16, 9,64};
    uint8_t MusicNote1 [120][2] = {48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,8, 30,8, 35,8, 30,8, 24,8, 27,8, 30,8, 33,8, 25,8, 30,8, 32,8, 35,24, 48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 30,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,16, 24,16, 25,16, 13,16, 18,8, 18,8, 20,8, 22,8, 23,16, 16,16, 21,16, 14,16, 15,3, 18,3, 21,3, 18,3, 21,3, 24,3, 21,3, 24,3, 27,3, 24,3, 27,3, 30,3, 25,8, 30,8, 32,8, 35,24, 48,32, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 30,16, 24,16, 25,16, 13,16, 18,8, 25,8, 30,8, 25,8, 26,8, 30,8, 23,8, 30,8, 25,8, 30,8, 25,8, 18,8, 6,32};
    	
    const uint16_t MesKOL [49] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 1};
    //Смещение первого элемента массива.
    const uint16_t MesSM [49] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815, 3848, 3880, 3910, 3938, 3965, 3990, 4014, 4037, 4058, 4078, 4097, 4115, 4132};
    //Выдаем основной массив.
    const uint8_t SinMES [4133] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9, 10, 12, 14, 16, 17, 19, 19, 20, 20, 20, 19, 18, 16, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 18, 17, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 8, 10, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 17, 16, 14, 11, 9, 7, 5, 3, 2, 1, 0, 0, 1, 2, 3, 5, 7, 9, 10, 12, 15, 17, 18, 19, 20, 20, 19, 18, 16, 14, 12, 10, 7, 5, 3, 2, 0, 0, 0, 1, 2, 4, 6, 8, 11, 10, 13, 15, 17, 19, 20, 20, 20, 19, 17, 15, 13, 10, 8, 5, 3, 2, 0, 0, 0, 1, 3, 4, 7, 9, 10, 13, 15, 17, 19, 20, 20, 19, 18, 16, 14, 11, 9, 6, 4, 2, 1, 0, 0, 1, 3, 5, 8, 10, 10, 13, 15, 18, 19, 20, 20, 19, 17, 15, 12, 9, 7, 4, 2, 1, 0, 0, 1, 3, 5, 8, 11, 10, 13, 16, 18, 19, 20, 20, 18, 16, 14, 11, 8, 5, 2, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 18, 20, 20, 19, 18, 15, 12, 9, 6, 3, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 19, 20, 20, 19, 17, 14, 10, 7, 4, 2, 0, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 20, 18, 15, 12, 8, 5, 2, 1, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 19, 17, 14, 10, 7, 3, 1, 0, 1, 2, 6, 9, 0};
    	
    	
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    	
    	uint16_t DL1=0, DL2=0;                           //Длительность игры нот каждого канала в шестнадцатых.
    	uint8_t Loop_N1=0, Loop_N2=0;                    //Номер по счету ноты (1-я, вторая...).
    	uint8_t Chenel1_P, Chenel2_P;                    //Номер ноты, которую предстоит играть (или номер паузы).
    	uint8_t Flag1, Flag2;                            //Флаги окончания игры.
      while (1) 
      {       
    	  Flag1=1; Flag2=1;                              //Разрешаем играть.
    		Loop_N1=0; Loop_N2=0;                          //С начала.
    		DL1=0; DL2=0;                                  
    		while (Flag1 | Flag2)                          //Играем, пока обе партии не закончились. 
    		{
    			if (DL1 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
    			{
    				if (Loop_N1<sizeof(MusicNote)/2)           //Если не достигнут последний элемент - выбрать следующую ноту.
    				{
    					Chenel1_P = MusicNote[Loop_N1][0];       //Задать следующую ноту.  
    					DL1=MusicNote[Loop_N1][1];               //Задать длительность. 
    					Loop_N1++;                               //Приготовиться к игре следующей.
    				} 
    				else
    				{
    					Flag1=0;                                 //Иначе ждем до конца 2-й партии.
    					Chenel1_P = 48;                          //Играем "пустоту".
    				}
    			}
    					 
    			if (DL2 == 0)                                //Тоже самое для второго канала.
    			{
    				if (Loop_N2<sizeof(MusicNote1)/2)     
    				{
    					Chenel2_P = MusicNote1[Loop_N2][0];   
    					DL2=MusicNote1[Loop_N2][1];          
    					Loop_N2++;                           
    				} 
    				else
    				{
    					Flag2=0;                                 //Иначе ждем до конца 2-й партии.
    					Chenel2_P = 48;                          //Играем "пустоту".
    				}
    			}					
    					
    			NoteBUF(Chenel1_P, Chenel2_P);               //Играть выбранные ноты 1/16.
    			if (Flag1 != 0) DL1--;                       //Прошла 64-я  каждого канала.
    			if (Flag2 != 0) DL2--;                                
    	 }
      }
    }
    Пояснения к коду.
    • С помощью Ringtone Editor v2.2 и нашего преобразователя (версия 1'1) получаем 2 массива нот (для каждого канала). Я дал им имена MusicNote и MusicNote1. Они БУДУТ отличатся по количеству нот, но ничего страшного в этом нет.
    • Массивы MesKOL, MesSM и SinMES мы получаем из нашего нового генератора значений волн (версии 1'1).
    • Строки инициализации нам знакомы уже давно.
        HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
        HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
      	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
        Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
        DAC_Init();                                      //Настраиваем ЦАП.
        DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
      	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    • А теперь о новых переменных.
      uint16_t DL1=0, DL2=0;                           //Длительность игры нот каждого канала в шестнадцатых.
      Мы будем считывать значение задержки из каждого массива нот для каждого канала.
    • uint8_t Loop_N1=0, Loop_N2=0;                    //Номер по счету ноты (1-я, вторая...).
      Тут будет храниться номер ноты в каждом массиве. Например в данный момент в первом массиве играет 30-я нота, а во втором уже 164-я. По умолчанию начинаем с начала.
    • uint8_t Chenel1_P, Chenel2_P;                    //Номер ноты, которую предстоит играть (или номер паузы).
      Сюда записывается номер ноты (или паузы), которую мы будем передавать в написанную нами ранее функцию. Если это значение не изменится (не будет выбрана следующая нота), то будет продолжать играть эта.
    • Ну и немного о флагах. Каждый канал имеет свой флаг. Когда в массиве еще не воспроизведены все ноты — флаг равен 1. В случае, если ноты «закончились» — мы выставляем флаг в «0». После ждем, когда оба флага будут равны нулю, чтобы начать играть заново. Это нужно для того, чтобы в случае, если одна дорожка заканчивается раньше другой — вся мелодия не начиналась с начала.
      uint8_t Flag1, Flag2;                            //Флаги окончания игры.
    • Начальная настройка.
      Flag1=1; Flag2=1;                              //Разрешаем играть.
      		Loop_N1=0; Loop_N2=0;                          //С начала.
      		DL1=0; DL2=0;
    • Далее проверяем, если хотя бы один из флагов еще не сброшен — продолжать играть.
      while (Flag1 | Flag2)                          //Играем, пока обе партии не закончились.
    • Далее мы смотрим, если в счетчике длительности ноты пусто, то мы должны посмотреть, если еще ноты. Если есть — загрузить номер и длительность следующей. Если ноты исчерпаны — поставить соответствующий флаг и загрузить в «передачу» паузу. Чтобы не мешать играющему каналу.
      if (DL1 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
      			{
      				if (Loop_N1<sizeof(MusicNote)/2)           //Если не достигнут последний элемент - выбрать следующую ноту.
      				{
      					Chenel1_P = MusicNote[Loop_N1][0];       //Задать следующую ноту.  
      					DL1=MusicNote[Loop_N1][1];               //Задать длительность. 
      					Loop_N1++;                               //Приготовиться к игре следующей.
      				} 
      				else
      				{
      					Flag1=0;                                 //Иначе ждем до конца 2-й партии.
      					Chenel1_P = 48;                          //Играем "пустоту".
      				}
      			}
    • Тоже самое делаем и со вторым каналом.
      if (DL2 == 0)                                //Тоже самое для второго канала.
      			{
      				if (Loop_N2<sizeof(MusicNote1)/2)     
      				{
      					Chenel2_P = MusicNote1[Loop_N2][0];   
      					DL2=MusicNote1[Loop_N2][1];          
      					Loop_N2++;                           
      				} 
      				else
      				{
      					Flag2=0;                                 //Иначе ждем до конца 2-й партии.
      					Chenel2_P = 48;                          //Играем "пустоту".
      				}
      			}
    • Передаем ноты для воспроизведения.
      NoteBUF(Chenel1_P, Chenel2_P);               //Играть выбранные ноты 1/16.
    • Ну и осталось лишь показать, что 1/64-я сыграна (если партия еще не закончилась).
      if (Flag1 != 0) DL1--;                       //Прошла 64-я  каждого канала.
      if (Flag2 != 0) DL2--;
    Скачать проект можно здесь. Получившийся звук можно послушать здесь. Как вы могли заметить, до 50-й секунды все звучит хорошо, но вот после звук начинает отставать на 1/32 и больше с течением времени. И до конца трека слушать становиться невозможно.

Доводим до ума многоголосую музыкальную открытку. Воспроизводим 4 канала.


После безуспешных попыток совместить 2 массива — я отказался от идеи использования Ringtone Editor v2.2. Сначала хотел начать воспроизводить непосредственно сам MIDI файл, но после беглого прочтения его структуры — передумал. Зато понял, почему треки не совпадали. По сути, MIDI это формат реального времени (изначально он служил для связи музыкальных инструментов). Он не содержит звука, а содержит команды «взять ноту до» и т.д. Самое интересное то, что длительности он тоже не содержит, потому что изначально неизвестно, сколько будет длится нота (когда музыкант играет, например, на синтезаторе). Есть только «взять ноту», «пустые команды» и «отпустить». Не вдаваясь в структуру формата можно сказать, что ни о каком одновременном воспроизведении двух нот речи быть не может. Для согласования нот используются отдельные команды. Сейчас мне бы очень не хотелось разбираться с форматом, поэтому я поступил следующим образом.
  1. Скачиваем бесплатную версию программы OpenMPT.
    В ней открываем наш MIDI файл.
    Как мы видим, наш MIDI файл разделен на 16 паттернов (кусков). Причем имеет не 2 канала, а 4 (если пройтись и посмотреть на все паттерны, то можно это увидеть). Каждый паттерн состоит из 128 строк. Как удалось выяснить экспериментальным путём — одна строка 1/128 такта
  2. Далее я поступил не самым красивым, но зато относительно простым способом. Я скопировал 4 канала с каждого паттерна в текстовый файл INPUT.txt.
  3. Далее я решил расширить диапазон воспроизводимых нот нашего микроконтроллера. Для этого немного изменил программу-генератор волн.
    Получилось следующее.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..131] of word;           //Смещение.
        MesKOL:  array [0..131] of word;           //Количество в блоке.
        
    const SinTON: array [0..131] of real = 
          (16.35,   17.32,  18.35,  19.40,  20.60,  21.83,  23.12,  24.50,  25.96,
           27.50,   29.14,  30.87,  32.70,  34.65,  36.95,  38.88,  41.21,  43.65,
           46.25,   49,     51.90,  55,     58.26,  61.74,  65.41,  69.30,  73.91,
           77.78,   82.41,  87.31,  92.50,  98,     103.80, 110,    116.54, 123.48,
           130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75,
           1046.5,  1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480,   1568,   1661.2,
           1760,    1864.6, 1975.5, 2093,   2217.4, 2349.2, 2489,   2637,   2793.8,
           2960,    3136,   3322.4, 3520,   3729.2, 3951,   4186,   4434.8, 4698.4,
           4978,    5274,   5587.6, 5920,   6272,   6644.8, 7040,   7458.4, 7902,
           8372,    8869.6, 9396.8, 9956,   10548,  11175.2,11840,  12544,  13289.6,
           14080,   14916.8,15804,  16744,  17739.2,18793.6,19912,  21096,  22350.4,
           23680,   25088,  26579.2,28160,  29833.6,31608);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 131 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде.');
      write('const uint16_t MesKOL [133] = {');
      for I:=0 to 131 do write(MesKOL[I], ', ');
      writeln('1};');                                   //Последний элемент - пустота. Она занимает 1 блок.
     
      writeln('//Смещение первого элемента массива.');
      write('const uint16_t MesSM [133] = {');
      for I:=0 to 131 do write(MesSM[I], ', ');
      writeln(MesSM[131]+MesKOL[131], '};');            //Положение "пустоты". Для паузы.
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do write(MesVoln[I], ', ');
      writeln(0, '};');                                 //Последний элемент - "0". Пустота. 
    End.
    Скачать можно здесь.
  4. После я написал программу, которая преобразует наш текстовый файл в 4 массива нот.
    Вот ее код (Так же на Pacal ABC).
    Program Pr;
    var input: text;                                                                //Отсюда читаем. 
        BufNOT: byte;                                                               //Номер ноты.
        MESNOT: array [0..3, 0..1000, 0..1] of integer;                             //Массив до 10000 нот в каждом канале.
        BIGSTRING: string;                                                          //Здесь строка на 4 канала.
        Chene_ST:  string;                                                          //Строка для одного канала.
        LoopNOTE_Chenel: array [0..3] of integer;                                   //Номер ноты в каждом канале.
        LoopDELAY_Chenel: array [0..3] of integer;                                  //Ожидание в каждом канале.
        LoopChenel: integer;                                                        //Счетчик каналов.
        I: integer; 
        FLAG_ONE_NOTE: array [0..3] of byte;                                        //Флаг показывает, что хотя бы одна ноты да в канале была. Иначе "пауза" до 1-й ноты.
    //Функция принимает строку - выдает номер ноты. 
    function PR_String_to_NambeNote (DataST: string): integer;
    var Buffer: integer;
        MNOG:   integer;
        errorS: integer; 
    Begin
      case DataST[2] of                                                             //По букве и наличию # присваиваем номер ноте в пределах одной октавы. 
      'C': if (DataST[3]='-') then Buffer:=0 else Buffer:=1;
      'D': if (DataST[3]='-') then Buffer:=2 else Buffer:=3;
      'E': Buffer:=4;
      'F': if (DataST[3]='-') then Buffer:=5 else Buffer:=6;
      'G': if (DataST[3]='-') then Buffer:=7 else Buffer:=8;
      'A': if (DataST[3]='-') then Buffer:=9 else Buffer:=10;
      'B': Buffer:=11;
      '=': Buffer:=132; End;
      if (Buffer<>132) then
      Begin
        val(DataST[4], MNOG, errorS);                                               //Получаем номер строки.
        Buffer:=Buffer+12*MNOG;                                                     //Получаем номер ноты на нужно октаве.
      End;
      PR_String_to_NambeNote:=Buffer;                                               //Выдаем номер/паузу
    End;
    
    Begin
      assign(input, 'INPUT.txt'); reset(input);                                     //Подключаем файл для чтения.
      while not eof(input) do                                                       //Читаем все строки.
      Begin 
        readln(input, BIGSTRING);                                                   //Читаем строку для 4-х каналов. 
        if (BIGSTRING[1] = '|') then                                                //Если это именно наша строка, то.
        Begin
          for LoopChenel:=0 to 3 do                                                 //Проходим все 4 канала.
          Begin
            Chene_ST:=copy(BIGSTRING, 1+12*LoopChenel, 4);                          //Копируем из общей строки нужный канал.    
            if (Chene_ST[2]<>'.') then                                              //Если перед нами нота, то.
            Begin          
              if (FLAG_ONE_NOTE[LoopChenel]=0) then                                 //Если до этой ноты не было ни одной, то сделать до нее паузу.
              Begin
                if (LoopDELAY_Chenel[LoopChenel]<>0) then
                Begin
                  MESNOT[LoopChenel][0][0]:=132;                                    //Передвигаем указатель в "0".
                  MESNOT[LoopChenel][0][1]:=LoopDELAY_Chenel[LoopChenel];           //Указываем длительность паузы.
                  LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1;       //Передвигаем указатель на следующую ноту.
                End;
                FLAG_ONE_NOTE[LoopChenel]:=1;
              End;
              MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]][0]:=PR_String_to_NambeNote(Chene_ST);   //Получаем номер ноты. 
              if (LoopNOTE_Chenel[LoopChenel]<>0) then
               MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]-1][1]:=LoopDELAY_Chenel[LoopChenel];    //Указываем длительность предыдущей (если она была).
              LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1;                             //Передвигаем указатель на следующую ноту.
              LoopDELAY_Chenel[LoopChenel]:=1;                                                        //По умолчанию длинна ноты 1/128.     
            End
            else LoopDELAY_Chenel[LoopChenel]:=LoopDELAY_Chenel[LoopChenel]+1;      //Если сейчас пауза - просто ждем.
          End;
        End;
      End;
      
      MESNOT[0][LoopNOTE_Chenel[0]-1][1]:=LoopDELAY_Chenel[0];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[1][LoopNOTE_Chenel[1]-1][1]:=LoopDELAY_Chenel[1];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[2][LoopNOTE_Chenel[2]-1][1]:=LoopDELAY_Chenel[2];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[3][LoopNOTE_Chenel[3]-1][1]:=LoopDELAY_Chenel[3];                      //Присваиваем последней ноте ее задержку.  
      
      for LoopChenel:=0 to 3 do
      Begin
        write('uint16_t MusicNote', LoopChenel, '[', LoopNOTE_Chenel[LoopChenel], '][2] = {');
        for I:=0 to LoopNOTE_Chenel[LoopChenel]-1 do 
        Begin
          write (MESNOT[LoopChenel][I][0],  ',', MESNOT[LoopChenel][I][1]);  
          if (I<>LoopNOTE_Chenel[LoopChenel]-1) then write(', ');
        End;
        writeln('};');
      End;
    End.
    Скачать можно здесь.
  5. Далее нужно было изменить нашу программу микроконтроллера, чтобы воспроизводить 4 канала.
    Получившийся код основной функции выглядит так.
    #include "main.h"
    
    uint16_t MusicNote0[119][2] = {66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 66,50, 132,14, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,50, 132,1, 132,13, 68,13, 69,12, 71,13, 66,50, 132,1, 68,26, 66,13, 73,13, 68,38, 69,13, 69,25, 66,13, 73,13, 68,38, 69,13, 71,13, 69,13, 66,50, 132,14, 68,13, 64,12, 62,13, 64,50, 132,1, 58,13, 66,13, 62,13, 61,13, 62,12, 71,13, 69,13, 68,13, 66,13, 65,12, 63,13, 65,13, 66,13, 70,13, 71,12, 73,13, 71,13, 69,13, 68,13, 71,12, 73,13, 76,13, 69,13, 73,13, 72,12, 69,13, 68,13, 66,13, 69,13, 69,25, 71,13, 68,26, 132,25, 66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 64,50, 132,1, 132,13, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,13, 71,12, 69,13, 68,13, 66,13, 65,13, 59,25, 66,50, 132,1, 59,26, 56,26, 57,50, 132,52, 132,51};
    uint16_t MusicNote1[60][2] = {132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,2, 132,64, 64,12, 66,39, 132,38, 69,50, 132,1, 65,26, 132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,1, 132,103, 61,25, 59,26, 58,13, 132,38, 74,13, 132,13, 64,13, 74,12, 68,26, 66,26, 66,25, 60,26, 63,50, 132,1, 65,26, 132,51, 61,50, 132,52, 61,50, 132,27, 66,50, 132,14, 132,38, 59,50, 132,2, 132,102, 61,26, 63,12, 65,13, 57,39, 57,12, 132,205};
    uint16_t MusicNote2[121][2] = {132,26, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,50, 132,1, 48,50, 132,1, 49,50, 132,27, 132,26, 41,12, 49,13, 53,26, 42,13, 49,12, 54,26, 41,13, 49,13, 53,25, 42,26, 38,13, 45,12, 50,13, 52,13, 50,50, 132,1, 37,13, 44,13, 49,13, 50,12, 42,50, 132,2, 54,50, 132,1, 49,25, 37,26, 42,13, 42,13, 44,12, 46,13, 47,26, 40,25, 45,26, 38,26, 39,4, 42,4, 45,4, 42,5, 45,4, 48,4, 45,4, 132,1, 48,4, 51,4, 48,4, 51,5, 54,4, 49,50, 132,27, 132,51, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,25, 48,26, 49,26, 37,25, 42,13, 49,13, 54,13, 49,12, 50,13, 54,13, 47,13, 54,13, 49,12, 54,13, 49,13, 42,13, 30,50, 132,1, 132,51};
    uint16_t MusicNote3[39][2] = {132,256, 50,50, 132,1, 132,52, 52,50, 132,1, 132,13, 54,12, 59,13, 54,13, 132,13, 51,13, 54,12, 57,13, 132,13, 54,13, 56,13, 59,38, 132,256, 54,50, 132,1, 132,51, 52,50, 132,2, 47,25, 48,26, 132,269, 54,12, 56,13, 59,39, 132,281, 50,50, 132,1, 132,52, 52,50, 132,1, 54,50, 132,1, 132,307};
    
    //Количество элементов в синусоиде.
    const uint16_t MesKOL [133] = {1958, 1849, 1745, 1650, 1554, 1467, 1385, 1307, 1234, 1165, 1099, 1038, 980, 925, 867, 824, 778, 734, 693, 654, 618, 583, 550, 519, 490, 463, 434, 412, 389, 368, 347, 328, 309, 292, 276, 260, 246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 1};
    //Смещение первого элемента массива.
    const uint16_t MesSM [133] = {0, 1958, 3807, 5552, 7202, 8756, 10223, 11608, 12915, 14149, 15314, 16413, 17451, 18431, 19356, 20223, 21047, 21825, 22559, 23252, 23906, 24524, 25107, 25657, 26176, 26666, 27129, 27563, 27975, 28364, 28732, 29079, 29407, 29716, 30008, 30284, 30544, 30790, 31022, 31239, 31446, 31641, 31825, 31999, 32163, 32319, 32465, 32603, 32734, 32857, 32973, 33083, 33187, 33285, 33378, 33465, 33548, 33626, 33700, 33770, 33836, 33898, 33957, 34012, 34064, 34114, 34161, 34205, 34247, 34287, 34324, 34359, 34392, 34424, 34454, 34482, 34509, 34534, 34558, 34581, 34602, 34622, 34641, 34659, 34676, 34692, 34707, 34722, 34736, 34749, 34761, 34773, 34784, 34795, 34805, 34815, 34824, 34833, 34841, 34849, 34856, 34863, 34870, 34876, 34882, 34888, 34894, 34899, 34904, 34909, 34914, 34918, 34922, 34926, 34930, 34934, 34938, 34941, 34944, 34947, 34950, 34953, 34956, 34959, 34962, 34965, 34967, 34969, 34971, 34973, 34975, 34977, 34979};
    //Выдаем основной массив.
    const uint8_t SinMES [34980] = {10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 9, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 8, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 7, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 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12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9, 10, 12, 14, 16, 17, 19, 19, 20, 20, 20, 19, 18, 16, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 18, 17, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 8, 10, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 17, 16, 14, 11, 9, 7, 5, 3, 2, 1, 0, 0, 1, 2, 3, 5, 7, 9, 10, 12, 15, 17, 18, 19, 20, 20, 19, 18, 16, 14, 12, 10, 7, 5, 3, 2, 0, 0, 0, 1, 2, 4, 6, 8, 11, 10, 13, 15, 17, 19, 20, 20, 20, 19, 17, 15, 13, 10, 8, 5, 3, 2, 0, 0, 0, 1, 3, 4, 7, 9, 10, 13, 15, 17, 19, 20, 20, 19, 18, 16, 14, 11, 9, 6, 4, 2, 1, 0, 0, 1, 3, 5, 8, 10, 10, 13, 15, 18, 19, 20, 20, 19, 17, 15, 12, 9, 7, 4, 2, 1, 0, 0, 1, 3, 5, 8, 11, 10, 13, 16, 18, 19, 20, 20, 18, 16, 14, 11, 8, 5, 2, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 18, 20, 20, 19, 18, 15, 12, 9, 6, 3, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 19, 20, 20, 19, 17, 14, 10, 7, 4, 2, 0, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 20, 18, 15, 12, 8, 5, 2, 1, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 19, 17, 14, 10, 7, 3, 1, 0, 1, 2, 6, 9, 10, 14, 17, 19, 20, 19, 16, 13, 9, 5, 2, 0, 0, 2, 5, 9, 10, 14, 18, 20, 20, 18, 15, 11, 7, 3, 1, 0, 1, 4, 8, 10, 14, 18, 20, 20, 17, 14, 9, 5, 2, 0, 1, 3, 7, 12, 10, 15, 18, 20, 19, 16, 12, 7, 3, 0, 0, 2, 6, 11, 10, 15, 19, 20, 19, 15, 10, 5, 2, 0, 1, 4, 9, 10, 15, 19, 20, 18, 14, 9, 4, 1, 0, 3, 8, 10, 15, 19, 20, 17, 12, 7, 2, 0, 1, 5, 11, 10, 16, 19, 20, 16, 11, 5, 1, 0, 3, 9, 10, 16, 20, 19, 15, 9, 3, 0, 1, 6, 12, 10, 16, 20, 19, 14, 7, 2, 0, 3, 9, 10, 17, 20, 18, 12, 5, 1, 1, 6, 13, 10, 17, 20, 17, 10, 3, 0, 2, 9, 10, 17, 20, 16, 9, 2, 0, 5, 13, 10, 18, 20, 15, 7, 1, 1, 8, 10, 18, 20, 14, 5, 0, 3, 12, 10, 18, 19, 12, 3, 0, 6, 10, 19, 19, 10, 2, 1, 9, 10, 19, 18, 9, 1, 3, 13, 10, 19, 17, 7, 0, 5, 10, 19, 16, 5, 0, 9, 10, 20, 15, 3, 1, 12, 10, 20, 14, 2, 3, 16, 10, 20, 12, 1, 6, 10, 20, 10, 0, 9, 10, 20, 9, 0, 13, 10, 20, 7, 1, 16, 10, 20, 5, 3, 10, 19, 3, 6, 10, 19, 2, 9, 10, 18, 1, 13, 10, 17, 0, 16, 10, 16, 0, 19, 10, 15, 1, 10, 14, 3, 10, 12, 6, 10, 10, 9, 10, 9, 13, 10, 7, 16, 10, 5, 19, 10, 3, 20, 10, 2, 19, 10, 1, 10, 0, 10, 0, 10, 1, 10, 3, 10, 6, 10, 9, 0};
    
    	
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    	
    	uint16_t DL0=0, DL1=0, DL2=0, DL3=0;                    //Длительность игры нот каждого канала в шестнадцатых.
    	uint16_t Loop_N0=0, Loop_N1=0, Loop_N2=0, Loop_N3=0;    //Номер по счету ноты (1-я, вторая...).
    	uint8_t Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P;     //Номер ноты, которую предстоит играть (или номер паузы).
    	uint8_t Flag0, Flag1, Flag2, Flag3;                     //Флаги окончания игры.
      while (1) 
      {       
    	  Flag0=1; Flag1=1; Flag2=1; Flag3=1;             //Разрешаем играть.
    		Loop_N0=0; Loop_N1=0; Loop_N2=0; Loop_N3=0;     //С начала.
    		DL0=0, DL1=0, DL2=0, DL3=0;                     
    		
    		while (Flag0|Flag1|Flag2|Flag3)                 //Играем, пока 4 партии не закончились. 
    		{
    			if  (DL0 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
    			{
    				  if (Loop_N0<sizeof(MusicNote0)/4)         //Если не достигнут последний элемент - выбрать следующую ноту.
    			  	{
    			  		Chenel0_P = MusicNote0[Loop_N0][0];     //Задать следующую ноту.  
    			  		DL0=MusicNote0[Loop_N0][1];             //Задать длительность. 
    			  		Loop_N0++;                              //Приготовиться к игре следующей.
    					}
    					else
    	     		{
    			     	Flag0=0;                                //Иначе ждем до конца 2-й партии.
    			     	Chenel0_P = 132;                        //Играем "пустоту".
    			    }
    		 }
    			 
    			if  (DL1 == 0)                               //Тоже самое для второго канала.
    			{
    			  	if (Loop_N1<sizeof(MusicNote1)/4)     
    			  	{
    			  		Chenel1_P = MusicNote1[Loop_N1][0];   
    			  		DL1=MusicNote1[Loop_N1][1];          
    			  		Loop_N1++;         		                       		
    			  	} 
    			  	else
    			  	{
    			  		Flag1=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel1_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	                                                                                         
    
    			if  (DL2 == 0)                                  //Тоже самое для второго канала.
    			{
    			  	if (Loop_N2<sizeof(MusicNote2)/4)     
    			  	{
    			  		Chenel2_P = MusicNote2[Loop_N2][0];   
    			  		DL2=MusicNote2[Loop_N2][1];          
    			  		Loop_N2++;         		                       		
    			  	} 
    			  	else
    			  	{ 
    			  		Flag2=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel2_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	
    
    			if (DL3 == 0)                                   //Тоже самое для второго канала.
    			{
    			  	if (Loop_N3<sizeof(MusicNote3)/4)     
    			  	{
    			  		Chenel3_P = MusicNote3[Loop_N3][0];   
    			  		DL3=MusicNote3[Loop_N3][1];          
    			  		Loop_N3++;         		                       		
    			  	} 
    			  	else
    			  	{
    			  		Flag3=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel3_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	
    			
    			NoteBUF(Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P);               //Играть выбранные ноты 1/128.
    			if (Flag0 != 0) DL0--;                                             //Прошла 128-я  каждого канала.
    			if (Flag1 != 0) DL1--; 
          if (Flag2 != 0) DL2--;     
          if (Flag3 != 0) DL3--;           
    	 }
      }
    }
    Код низкоуровневой функции воспроизведения.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin0, LoopSin1, LoopSin2, LoopSin3;                      //Указатель на передаваемую ячейку значения периода волны.
    uint8_t  WavTon_BF0, WavTon_BF1, WavTon_BF2, WavTon_BF3;              //Для "красивой" синусоиды. Чтобы в случае, если несколько шестнадцатых подряд идет одна и та же нота - ее синусоида не "рвалась", а продолжала.
    void NoteBUF (uint8_t NambeN0, uint8_t NambeN1, uint8_t NambeN2, uint8_t NambeN3)
    {
        
        //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	  //Мы играем 128-тыми. 32000 в секунду * 4 / 128 доли 
        // = 1000 передачь за одну шестнадцатую. 
     
        if (WavTon_BF0!=NambeN0) {WavTon_BF0=NambeN0; LoopSin0=0;};                                //Если передаем новую волну - то с начала периода.
        if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin1=0;};  
        if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin2=0;};  
    		if (WavTon_BF3!=NambeN3) {WavTon_BF3=NambeN3; LoopSin3=0;}; 
    		
      for (uint16_t Del16 = 0; Del16<1000; Del16++)                                                //Передаем 64-ю.
        { 
          while (LoopBUFData == 0) {};                                                						//Ждем, пока предыдущая часть массива передастся. 
    			BufferData[BufferIndex]=SinMES[LoopSin0+MesSM[NambeN0]]+SinMES[LoopSin1+MesSM[NambeN1]]+SinMES[LoopSin2+MesSM[NambeN2]]+SinMES[LoopSin3+MesSM[NambeN3]]; //Заполняем буффер. 
    			LoopSin0++;  LoopSin1++; LoopSin2++; LoopSin3++;                                        //Приготовиться к показу следующего элемента.
          if (LoopSin0==MesKOL[NambeN0]) LoopSin0=0;                                              //Если прошел весь период 1-й волны - начать с начала.
          if (LoopSin1==MesKOL[NambeN1]) LoopSin1=0;                                              //Тоже самое со второй.
    			if (LoopSin2==MesKOL[NambeN2]) LoopSin2=0;
          if (LoopSin3==MesKOL[NambeN3]) LoopSin3=0;				
          BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                            //Если счетчик буфера вышел за пределы - записывать с начала. 
          LoopBUFData--;                                                                          //Указываем, что мы передали один элемент.
        }
    }
    Скачать проект можно здесь. Мы получили такой звук.
Звук получился не плохим (Кроме ноты до#. Она играет, к примеру, второй. И мне режет слух...). Далее можно было бы с опорой на эту статью доделать генератор массива звуковых волн, чтобы получить помесь синусоидального+пилообразного сигнала (к примеру). Это бы улучшило качество и увеличило сочность звука. Дописать проблем не составит.
Список предыдущих статей.
Вадим @Vadimatorikda
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Программист, радиоинженер, Студент
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Комментарии (6)

  • +1
    Я в качестве теста скачал Elfen Lied — Lilium.


    Да ладно, все равно палево =)

    А если по теме — почему был использован Pascal?
    • +3
      1. А в чем палево? Да, мне безумно нравиться эта мелодия… Она ещё всплывет.
      2. Мне ЕГЭ через месяц писать) Часть С буду на паскале делать. Он для меня самый простой.
  • 0
    На STM32 воспроизвести музыку можно встроенными средствами — достаточно конвертировать трэк в формат ADPCM. Есть ли что-то подобное у К1986ВЕ92QI?
    • 0
      Не знал наверняка. Решил спросить у тех. поддержки.
      вообще-то для работы с аудио нужен сигма дельта ацп
      его нет в серии 1986ве9х...
  • 0
    Wav файл в принципе это обычная последовательность отсчетов для ЦАП (без каких либо сжатий). Просто записывая их в ЦАП с частотой дискретизации файла на выходе получиться соответствующий аналоговый сигнал. Тип АЦП не так важен. Можно «сыграть» и на 8-ми внешних резисторах. Просто специализированные для воспроизведения звука ЦАП имеют некоторые доп фичи, позволяющие получить более «теплый ламповый». В микроконтроллерах Миландра специализированные аудио АЦП и ЦАП есть в микроконтроллерах 1986ВЕ3 и 1901ВЦ1.
    Для 1986ВЕ92 можно попробовать воспроизвести wav файл с SD карты.
    forum.milandr.ru/viewtopic.php?f=36&t=550
    • 0
      Это будет сделано в следующей статье) Сейчас просто разбираюсь с SPI и библиотекой конвертером из MP3 или вообще FLAC.

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