仿真图:
芯片/模块的特点:
AT89C52简介:
AT89C52是一款经典的8位单片机,是意法半导体(STMicroelectronics)公司生产的一系列单片机之一。它基于8051内核,并具有许多与其兼容的特性。
AT89C52的主要特点如下:
内部存储器:AT89C52具有8KB的闪存(Flash)存储器,可用于存储用户程序和数据。这些存储器的内容可以通过编程器进行编程和擦除。
RAM存储器:AT89C52配备了256字节的随机存取存储器(RAM),用于暂存数据和程序的变量。
外部扩展性:AT89C52支持多种外部扩展设备的连接,包括外部存储器(如RAM、EEPROM)和外设(如ADC、LCD、UART等),通过外部硬件连接,可以扩展单片机的功能和应用。
通用I/O引脚:AT89C52拥有32个可编程的通用输入/输出引脚,可用于连接外部设备和与其他芯片进行通信。
定时器/计数器:AT89C52内置了3个16位定时器/计数器和一个可编程的串行定时器/计数器。这些计时器/计数器可用于实现定时功能、生成脉冲信号、测量时间间隔等。0
串行通信:AT89C52支持串行通信接口,包括UART(串行异步通信)和SPI(串行外设接口),便于与其他设备进行数据通信和交互。
低功耗模式:AT89C52具有多种低功耗模式,如空闲模式和电源下模式,在不需要执行任务的时候可以将CPU进入低功耗状态以节省能量。
宽电源电压范围:AT89C52的工作电压范围通常为4.0V至5.5V,可以满足大多数应用需求。
DS1302特点:
高精度时间计数:DS1302能够提供高精度的实时时钟计数,可以记录年、月、日、星期、小时、分钟和秒等时间信息。它内部集成了晶体振荡器,提供稳定的时钟信号。
低功耗设计:DS1302采用低功耗设计,可以在低功耗模式下运行,有效延长电池寿命。即使在停电情况下,它也能保持时间数据,并通过外部连接电池继续提供计时功能。
串行接口:DS1302通过串行实时时钟接口(SPI)进行通信和控制。使用少数几个引脚,可以与主控器件进行数据交换和时钟同步。
容易集成:DS1302集成了时钟计数和RAM存储器功能,并具有简单的接口和命令,容易与各种微控制器和单片机集成。它不需要复杂的控制信号,可以通过简单的读写命令进行操作。
可编程控制功能:DS1302具有可编程的控制功能,可以设置闹钟、写保护等特殊功能。它还支持多种时间格式的选择,例如24小时制或12小时制。
温度补偿:DS1302内置温度补偿功能,可以校正温度对时钟频率的影响,提高时钟计数的准确性。
高稳定性和抗震动能力:DS1302具有高稳定性和抗震动能力,适用于各种工业和消费类应用场景。
主程序:
//
//51单片机音乐播放器程序
//STC89C52+11.0592MHz+蜂鸣器
//共三个按键:上一曲、一下曲、播放\暂停
//注意:按键必须按下约1S才有相应动作,播放完一首歌曲无按键按下时顺序播放
//
#include <REG52.H>
#include <stdio.h>
#include "delay.h"
#include "lcd1602.h"
#include "ds1302.h"
#define MUSIC_AMOUNT 8 //歌曲的数量
sbit SPEAKER = P3^2; //蜂鸣器
sbit KEY_PAUSE = P3^5;
sbit KEY_SELECT = P3^3;
sbit KEY_PREVIOUS = P3^4;
sbit KEY_NEXT = P3^6;
//
unsigned char g_beatTime = 0; //T0RH,T0RL为定时器T0的高低位初值,g_beatTime为对应的节拍时间
unsigned char g_musicNum = 1; //g_musicNum为歌曲编号,g_noteCnt是查找歌曲数据表的地址
unsigned int g_noteCnt;
signed int g_fre; //对应频率数据表的地址
bit g_playEn = 1; //歌曲播放的使能标志位,用于播放\暂停
unsigned char g_keyValue;
unsigned char dispRow0[] = " / / ";
unsigned char dispRow1[] = " : ";
bit g_switchSong = 1;
bit g_refreshTime = 1;
bit g_setTime = 0;
bit g_playFlag = 0;
unsigned char g_setLocation = 0;
void SetTime();
void DispTime();
void KeyScan(); //按键处理
void DelayOfBeat(unsigned char t); //延时子函数,控制发音的时间长度
void PlayOneNote(void); //演奏一个音符
void PlayMusic(void); //播放歌曲
void DispMusic(void);
void Timer0_Init();
void Timer1_Init();
//
//每三个数字,代表一个音符
//第一个数字是音符的数值1234567之一(第几个音),代表哆来咪发...
//第二个数字是0123之一,代表低音\中音\高音\超高音(第几个八度)
//第三个数字是时间长度,以半拍为单位,乐曲数据表的结尾是三个0
//
//《烟花易冷》
unsigned char code song1[]={
5,2,1, 3,2,1, 2,2,2, 2,2,4, 3,2,1, 1,2,1, 2,2,1, 3,2,4,
5,2,1, 3,2,1, 2,2,2, 2,2,2, 5,1,1, 3,2,1, 4,2,1, 3,2,4,
3,2,1, 3,2,1, 7,2,1, 3,2,1, 2,2,2, 1,2,1, 7,1,1, 1,2,1,
2,2,1, 3,2,1, 6,2,3, 6,1,1, 1,2,1, 3,2,1, 2,2,1, 6,1,1,
1,2,1, 7,1,1, 5,1,1, 6,1,6, 5,2,1, 3,2,1, 2,2,2, 2,2,1,
2,2,1, 3,2,1, 1,2,1, 2,2,1, 3,2,4, 5,2,1, 3,2,1, 2,2,2,
2,2,1, 2,2,1, 5,1,1, 3,2,1, 4,2,1, 3,2,4, 3,2,1, 3,2,1,
7,2,3, 3,2,1, 2,2,2, 1,2,1, 7,1,1, 1,2,1, 2,2,1, 3,2,1,
6,2,3, 6,1,1, 1,2,1, 3,2,1, 2,2,1, 6,1,1, 1,2,1, 7,1,2,
5,1,2, 6,1,6, 0,0,0 };
//《发如雪》
unsigned char code song2[]={
5,1,1, 2,2,1, 3,2,2, 2,2,1, 3,2,1, 5,2,1, 6,2,1, 5,2,3, 1,2,1, 2,2,1,
3,2,1, 6,2,1, 5,2,1, 3,2,1, 5,2,3, 5,2,1, 6,2,1, 1,3,2, 6,2,1, 5,2,1,
3,2,1, 5,2,1, 3,2,2, 1,2,1, 2,2,1, 3,2,1, 1,2,1, 6,1,1, 3,2,1, 2,2,1,
5,1,1, 2,2,1, 3,2,2, 2,2,1, 3,2,1, 5,2,1, 6,2,1, 5,2,3, 1,2,1, 2,2,1,
3,2,1, 6,2,1, 5,2,3, 5,2,1, 6,2,1, 1,3,2, 6,2,1,
5,2,1, 3,2,1, 5,2,1, 3,2,2, 1,2,1, 6,1,1, 3,2,1, 2,2,1, 1,2,1, 6,1,1,
1,2,1, 2,2,1, 2,2,1, 1,2,4, 0,0,0 };
//《简单爱》
unsigned char code song3[]={
5,1,1, 1,2,1, 2,2,1, 3,2,1, 2,2,1, 3,2,1, 4,2,1, 5,2,1, 5,2,1, 5,2,1,
4,2,1, 3,2,1, 2,2,3, 5,1,1, 1,2,1, 2,2,1, 3,2,1, 4,2,1, 5,2,1, 5,2,1,
5,2,1, 6,2,1, 5,2,2, 2,2,1, 3,2,1, 1,2,2, 1,2,1, 6,1,1, 2,2,1, 2,2,1,
3,2,1, 3,2,1, 1,2,1, 5,2,1, 1,2,1, 5,2,1, 1,2,1, 7,1,1, 1,2,1, 1,2,1, 6,1,1,
2,2,1, 2,2,1, 3,2,1, 3,2,1, 5,2,1, 5,2,1,
5,2,1, 6,2,1, 5,2,2, 2,2,1, 3,2,1, 1,2,2,
5,1,1, 1,2,1, 2,1,2, 3,2,1, 2,2,1, 3,2,1, 4,2,1, 5,2,1, 5,2,1, 5,2,1,
4,2,1, 3,2,1, 2,2,3, 5,1,1, 1,2,1, 2,2,1, 3,2,1, 2,2,1, 3,2,1, 4,2,1,
5,2,1, 5,2,1, 5,2,2, 2,2,1, 3,2,1, 1,2,2, 1,2,1, 6,1,1, 2,2,1, 2,2,1,
3,2,1, 3,2,1, 1,2,2, 5,2,1, 1,2,1, 5,2,1, 5,2,1, 7,1,1, 1,2,1, 0,0,0 };
//《世上只有妈妈好》
unsigned char code song4[]={
6,2,3, 5,2,1, 3,2,2, 5,2,2, 1,3,2, 6,2,1,
//6,2,3代表6,中音,3个半拍;
//5,2,1代表5,中音,1个半拍;
//3,2,2代表3,中音,2个半拍;
//5,2,2代表5,中音,2个半拍;
//1,3,2代表1,高音,2个半拍;
//...
5,2,1,6,2,4, 3,2,2, 5,2,1, 6,2,1, 5,2,2, 3,2,2, 1,2,1,6,1,1, 5,2,1,
3,2,1, 2,2,4, 2,2,3, 3,2,1, 5,2,2, 5,2,1, 6,2,1, 3,2,2, 2,2,2,
1,2,4, 5,2,3, 3,2,1,2,2,1, 1,2,1, 6,1,1, 1,2,1, 5,1,6, 0,0,0};
//《当你孤单你会想起谁》
unsigned char code song5[]={
3,2,2, 3,2,1, 4,2,1, 3,2,2, 2,2,1, 1,2,1, 2,2,2, 5,2,2, 2,2,2, 2,2,3,
1,2,2, 1,2,1, 2,2,1, 1,2,2, 7,1,1, 6,1,1, 7,1,2, 3,2,2, 7,1,2, 7,1,3,
6,1,2, 2,2,1, 3,2,1, 2,2,1, 1,2,1, 6,1,2, 5,1,2, 2,2,1, 3,2,1, 2,2,1,
1,2,1, 6,1,2, 6,1,2, 2,2,1, 3,2,1, 2,2,1, 1,2,1, 6,1,1, 7,1,1, 1,2,6, 0,0,0 };
//《乡间小路》
unsigned char code song6[]={
3,1,2, 3,1,1, 3,1,1, 6,0,1, 6,0,1, 1,1,2,
6,0,1, 5,0,1, 6,0,4, 6,0,2, 6,0,1 ,6,0,1, 6,0,2, 6,0,1, 1,1,1,
2,1,2, 2,1,1, 3,1,1, 2,1,4, 3,1,1, 3,1,1, 3,1,1, 2,1,1, 4,1,2,
4,1,2, 3,1,2, 2,1,1, 1,1,1, 2,1,4, 7,0,1, 7,0,1, 7,0,1, 6,0,1,
5,0,1, 5,0,1, 6,0,1, 7,0,1, 7,0,1, 6,0,1, 5,0,1, 6,0,4, 6,1,2,
3,1,1, 6,1,1, 7,1,1, 6,1,1, 5,1,1, 5,1,2, 5,1,1, 2,1,1, 5,1,1,
6,1,1, 5,1,1, 4,1,1, 4,1,2, 4,1,1, 3,1,1, 2,1,2, 1,1,1, 2,1,1,
3,1,1, 2,1,1, 1,1,1, 2,1,1, 3,1,4, 6,1,2, 3,1,1, 6,1,1, 7,1,1,
6,1,1, 5,1,1, 5,1,2, 2,1,1, 5,1,1, 6,1,1, 5,1,1, 4,1,1, 0,0,0};
//《送别》
unsigned char code song7[]={
5,1,2, 3,1,3, 5,1,1, 1,2,3, 6,1,2, 1,2,2,
5,1,4, 5,1,2, 1,1,1, 2,1,1, 3,1,2, 2,1,1, 1,1,1, 2,1,4, 5,1,2,
3,1,1, 5,1,1, 1,2,2, 7,1,1, 6,1,2, 1,2,2, 5,1,4, 5,1,2, 2,1,1,
3,1,1, 4,1,2, 7,0,1, 1,1,4, 6,1,2, 1,2,2, 1,2,4, 7,1,2, 6,1,1,
7,1,1, 1,2,4, 6,1,1, 7,1,1, 1,2,1, 6,1,1, 6,1,1, 5,1,1, 3,1,1,
1,1,1, 2,1,8, 5,1,2, 3,1,1, 5,1,1, 1,2,2, 7,1,1, 6,1,2, 1,2,2,
5,1,4, 5,1,2, 2,1,1, 3,1,1, 4,1,2, 7,0,2, 1,1,4, 0,0,0};
//《最浪漫的事》
unsigned char code song8[]={
5,1,1, 6,1,1, 1,2,1, 6,1,2, 6,1,1, 5,1,1, 6,1,1, 5,1,1, 3,1,1, 5,1,5,
5,1,1, 6,1,1, 1,2,1, 6,1,2, 6,1,1, 5,1,1, 6,1,1, 5,1,1, 6,1,1, 1,1,5,
1,1,1, 2,1,1, 3,1,1, 2,1,1, 2,1,1, 2,1,1, 1,1,1, 2,1,1, 1,1,1, 6,1,1,
3,1,2, 2,1,3, 5,1,1, 6,1,1, 1,2,1, 6,1,2, 6,1,1, 5,1,1, 6,1,1, 5,1,1,
6,1,1, 1,1,5, 1,1,1, 2,1,1, 3,1,1, 4,1,2, 4,1,1, 5,1,1, 6,1,1, 6,1,1,
5,1,1, 6,1,2, 1,2,1, 6,1,3, 1,2,1, 6,1,1, 5,1,1, 5,1,4, 1,1,1, 6,1,1,
5,1,5, 5,1,1, 6,1,1, 1,2,1, 3,1,1, 2,1,1, 3,1,1, 1,1,6, 0,0,0};
// 频率-半周期数据表 高八位 共保存了四个八度的28个频率数据
unsigned char code FREQH[]={
0xF2, 0xF3, 0xF5, 0xF5, 0xF6, 0xF7, 0xF8, //低音1234567
0xF9, 0xF9, 0xFA, 0xFA, 0xFB, 0xFB, 0xFC, 0xFC,//1,2,3,4,5,6,7,i
0xFC, 0xFD, 0xFD, 0xFD, 0xFD, 0xFE, //高音 234567
0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFE, 0xFF}; //超高音 1234567
// 频率-半周期数据表 低八位
unsigned char code FREQL[]={
0x42, 0xC1, 0x17, 0xB6, 0xD0, 0xD1, 0xB6, //低音1234567
0x21, 0xE1, 0x8C, 0xD8, 0x68, 0xE9, 0x5B, 0x8F, //1,2,3,4,5,6,7,i
0xEE, 0x44, 0x6B, 0xB4, 0xF4, 0x2D, //高音 234567
0x47, 0x77, 0xA2, 0xB6, 0xDA, 0xFA, 0x16}; //超高音 1234567
void main(void)
{
Timer0_Init();
Timer1_Init();
DS1302_Init();
// DS1302_Write_Time();
LcdReset();
DelayMs(10);
LcdClear();
DispStr(0, 0, " MusicBox ");
DelaySecond(2);
LcdClear();
while (1)
{
if (g_setTime == 1)
{
SetTime();
}
else
{
DS1302_Read_Time();
DispMusic();
}
if (g_playFlag == 1)
{
PlayMusic(); //根据当前状态播放相应歌曲的某个音符
}
if (g_refreshTime == 1) //每200ms刷新一次屏幕
{
DispTime();
g_refreshTime = 0;
}
KeyScan();
}
}
void DelayOfBeat(unsigned char t) //延时子函数,控制发音的时间长度,每个节拍0.4S
{
unsigned char t1;
unsigned long t2;
for (t1 = 0; t1 < t; t1++) //嵌套循环, 共延时t个半拍
{
for (t2 = 0; t2 < 8000; t2++) //延时期间, 可进入T0中断去发音
{
;
}
}
TR0 = 0; //关闭T0, 停止发音
}
void PlayOneNote(void) //演奏一个音符
{
TH0 = FREQH[g_fre]; //下次的中断时间,这个时间控制音调高低
TL0 = FREQL[g_fre];
TR0 = 1; //启动T0, 由T0输出方波发音
DelayOfBeat(g_beatTime); //每个音符的演奏时间
}
void PlayMusic(void) //播放相应歌曲的某个音符
{
if ((g_musicNum == 1) && (g_playEn == 1))
{
g_fre = song1[g_noteCnt] + 7 * song1[g_noteCnt + 1] - 1; //第i个是音符,第i+1个是第几个八度
g_beatTime = song1[g_noteCnt + 2]; //读出时间长度数值
g_noteCnt += 3;
if (g_fre < 0) //判断歌曲的结束位,结束后转到下一首
{
g_noteCnt = 0; //下一首从头播放
g_musicNum = 2;
}
PlayOneNote(); //发出一个音符
}
if ((g_musicNum == 2) && (g_playEn == 1))
{
g_fre = song2[g_noteCnt] + 7 * song2[g_noteCnt + 1] - 1;
g_beatTime = song2[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 3;
}
PlayOneNote();
}
if ((g_musicNum == 3) && (g_playEn == 1))
{
g_fre = song3[g_noteCnt] + 7 * song3[g_noteCnt + 1] - 1;
g_beatTime = song3[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 4;
}
PlayOneNote();
}
if ((g_musicNum == 4) && (g_playEn == 1))
{
g_fre = song4[g_noteCnt] + 7 * song4[g_noteCnt + 1] - 1;
g_beatTime = song4[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 5;
}
PlayOneNote();
}
if ((g_musicNum == 5) && (g_playEn == 1))
{
g_fre = song5[g_noteCnt] + 7 * song5[g_noteCnt + 1] - 1;
g_beatTime = song5[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 6;
}
PlayOneNote();
}
if ((g_musicNum == 6) && (g_playEn == 1))
{
g_fre = song6[g_noteCnt] + 7 * song6[g_noteCnt + 1] - 1;
g_beatTime = song6[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 7;
}
PlayOneNote();
}
if ((g_musicNum == 7) && (g_playEn == 1))
{
g_fre = song7[g_noteCnt] + 7 * song7[g_noteCnt + 1] - 1;
g_beatTime = song7[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 8;
}
PlayOneNote();
}
if ((g_musicNum == 8) && (g_playEn == 1))
{
g_fre = song8[g_noteCnt] + 7 * song8[g_noteCnt + 1] - 1;
g_beatTime = song8[g_noteCnt + 2];
g_noteCnt += 3;
if (g_fre < 0)
{
g_noteCnt = 0;
g_musicNum = 1;
}
PlayOneNote();
}
}
void KeyScan() //按键程序
{
/*********************歌曲播放*********************/
if (!KEY_SELECT)
{
DelayMs(10); //按键去抖动
if (!KEY_SELECT)
{
g_playFlag = 0;
g_setTime = 1;
g_setLocation++;
}
while (!KEY_SELECT)
;
}
if (!KEY_PAUSE)
{
DelayMs(5);
if (!KEY_PAUSE)
{
g_playFlag = ~g_playFlag;
}
while (!KEY_PAUSE)
;
}
if (!KEY_PREVIOUS)
{
DelayMs(5);
if (!KEY_PREVIOUS)
{
if (g_setTime == 1)
{
switch (g_setLocation)
{
case 1:
{
if (timeBufDec[1] == 0)
{
timeBufDec[1] = 100;
}
timeBufDec[1]--;
break;
}
case 2:
{
timeBufDec[2]--;
if (timeBufDec[2] < 1)
{
timeBufDec[2] = 12;
}
break;
}
case 3:
{
timeBufDec[3]--;
if (timeBufDec[3] < 1)
{
timeBufDec[3] = YDay(timeBufDec[1], timeBufDec[2]);
}
break;
}
case 4:
{
if (timeBufDec[4] == 0)
{
timeBufDec[4] = 24;
}
timeBufDec[4]--;
break;
}
case 5:
{
if (timeBufDec[5] == 0)
{
timeBufDec[5] = 60;
}
timeBufDec[5]--;
break;
}
case 6:
{
timeBufDec[7]--;
if (timeBufDec[7] < 1)
{
timeBufDec[7] = 7;
}
break;
}
default:;
}
}
else
{
g_musicNum--;
g_noteCnt = 0;
if (g_musicNum < 1)
{
g_musicNum = MUSIC_AMOUNT;
TR0 = 0;
}
}
while (!KEY_PREVIOUS)
;
}
}
if (!KEY_NEXT)
{
DelayMs(5);
if (!KEY_NEXT)
{
if (g_setTime == 1)
{
switch (g_setLocation)
{
case 1:
{
timeBufDec[1]++;
if (timeBufDec[1] >= 100)
{
timeBufDec[1] = 0;
}
break;
}
case 2:
{
timeBufDec[2]++;
if (timeBufDec[2] >= 13)
{
timeBufDec[2] = 1;
}
break;
}
case 3:
{
timeBufDec[3]++;
if (timeBufDec[3] >= YDay(timeBufDec[1], timeBufDec[2]) + 1)
{
timeBufDec[3] = 1;
}
break;
}
case 4:
{
timeBufDec[4]++;
if (timeBufDec[4] >= 24)
{
timeBufDec[4] = 0;
}
break;
}
case 5:
{
timeBufDec[5]++;
if (timeBufDec[5] >= 60)
{
timeBufDec[5] = 0;
}
break;
}
case 6:
{
timeBufDec[7]++;
if (timeBufDec[7] > 7)
{
timeBufDec[7] = 1;
}
break;
}
default:;
}
}
else
{
g_musicNum++;
g_noteCnt = 0;
if (g_musicNum >= MUSIC_AMOUNT + 1)
{
g_musicNum = 1;
TR0 = 0;
}
}
while (!KEY_NEXT)
;
}
}
}
void SetTime()
{
TR1 = 0;
LcdWriteCommand(0x0F, 0); //打开闪烁
// LCD_WriteCommand(0x0C, 0);
switch (g_setLocation)
{
case 1: LcdWriteCommand(0x80 + 1, 0); break;
case 2: LcdWriteCommand(0x80 + 4, 0); break;
case 3: LcdWriteCommand(0x80 + 7, 0); break;
case 4: LcdWriteCommand(0x80 + 0x40 + 1, 0); break;
case 5: LcdWriteCommand(0x80 + 0x40 + 4, 0); break;
case 6: LcdWriteCommand(0x80 + 14, 0); break;
case 7:
{
LcdWriteCommand(0x0C, 0);
LcdWriteCommand(0x0C, 0);
DS1302_Write_Time();
g_setLocation = 0;
g_setTime = 0;
break;
}
default: ;
}
TR1 = 1;
}
void DispTime()
{
dispRow0[0] = timeBufDec[1] / 10 +'0';
dispRow0[1] = timeBufDec[1] % 10 +'0';
dispRow0[3] = timeBufDec[2] / 10 +'0';
dispRow0[4] = timeBufDec[2] % 10 +'0';
dispRow0[6] = timeBufDec[3] / 10 +'0';
dispRow0[7] = timeBufDec[3] % 10 +'0';
dispRow1[0] = timeBufDec[4] / 10 +'0';
dispRow1[1] = timeBufDec[4] % 10 +'0';
dispRow1[3] = timeBufDec[5] / 10 +'0';
dispRow1[4] = timeBufDec[5] % 10 +'0';
// dispRow1[6] = timeBufDec[6] / 10 +'0';
// dispRow1[7] = timeBufDec[6] % 10 +'0';
DispStr(0, 0, dispRow0);
DispStr(0, 1, dispRow1);
switch (timeBufDec[7])
{
case 1: DispStr(10, 0, " Mon."); break;
case 2: DispStr(10, 0, " Tue."); break;
case 3: DispStr(10, 0, " Wed."); break;
case 4: DispStr(10, 0, "Thur."); break;
case 5: DispStr(10, 0, " Fri."); break;
case 6: DispStr(10, 0, " Sat."); break;
case 7: DispStr(10, 0, " Sun."); break;
default: DispStr(10, 0, " Sun."); break;;
}
}
void DispMusic()
{
unsigned char table[] = "Music ";
table[6] = g_musicNum / 10 + '0';
table[7] = g_musicNum % 10 + '0';
DispStr(7, 1, table);
}
void Timer0_Init()
{
TMOD &= 0xF0;
TMOD |= 0x01; //T0 T1 均在工作方式1
PT0 = 1; //优先级设置
TR0 = 0;
ET0 = 1; //T0开中断
EA = 1; //CPU开中断
}
void Timer1_Init()
{
TMOD &= 0x0F;
TMOD |= 0x10; //T0 T1 均在工作方式1
TH1 = (65536 - 18432) / 256; //定时20ms
TL1 = (65536 - 18432) % 256;
TR1 = 1;
ET1 = 1; //T0开中断
EA = 1; //CPU开中断
}
void Timer0(void) interrupt 1 //T0中断程序,控制发音的音调
{
SPEAKER = !SPEAKER; //输出方波, 发音
TH0 = FREQH[g_fre]; //下次的中断时间,这个时间控制音调高低
TL0 = FREQL[g_fre];
}
void Timer1(void) interrupt 3 //T1中断程序
{
static unsigned char cnt = 0;
TH1 = (65536 - 18432) / 256; //定时20ms
TL1 = (65536 - 18432) % 256;
cnt++;
if (cnt >= 10)
{
g_refreshTime = 1;
cnt = 0;
}
}
//程序结束
设计文件: