mirror of https://github.com/nealey/Simon-Says
Utilized Tone() for BEEGEES Melody
I utilized the built-in Arduino Tone() function and "pitches.h" header to recreate the BeeGees melody. It looks a lot cleaner in the code, and it's easier to figure out the melody (which is also now in a nice looking array). The only down side is that the volume is about half. I would love to hack the arduino Tone() function to be able to play the tone on both sides of the buzzer. But for now, I think the cleaner code is more important.
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@ -42,6 +42,7 @@
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*/
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#include "hardware_versions.h"
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#include "pitches.h" // Used for the MODE_BEEGEES, for playing the melody on the buzzer!
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// Define game parameters
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#define ROUNDS_TO_WIN 13 //Number of rounds to succesfully remember before you win. 13 is do-able.
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@ -406,8 +407,15 @@ void attractMode(void)
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//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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// The following functions are related to Beegees Easter Egg only
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// Notes in the melody. Each note is about an 1/8th note, "0"s are rests.
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int melody[] = {
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NOTE_G4, NOTE_A4, 0, NOTE_C5, 0, 0, NOTE_G4, 0, 0, 0,
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NOTE_E4, 0, NOTE_D4, NOTE_E4, NOTE_G4, 0,
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NOTE_D4, NOTE_E4, 0, NOTE_G4, 0, 0,
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NOTE_D4, 0, NOTE_E4, 0, NOTE_G4, 0, NOTE_A4, 0, NOTE_C5, 0};
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int noteDuration = 115; // This essentially sets the tempo, 115 is just about right for a disco groove :)
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int LEDnumber = 0; // Keeps track of which LED we are on during the beegees loop
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int count = 20; // for keeping rhythm straight in the beegees loop
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// Do nothing but play bad beegees music
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// This function is activated when user holds bottom right button during power up
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@ -425,115 +433,22 @@ void play_beegees()
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delay(1000); // Wait a second before playing song
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digitalWrite(BUZZER1, LOW); // setup the "BUZZER1" side of the buzzer to stay low, while we play the tone on the other pin.
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while(checkButton() == CHOICE_NONE) //Play song until you press a button
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{
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buzz(3);
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delay(400);
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buzz(4);
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rest(1);
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delay(600);
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buzz(5);
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rest(1);
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rest(1);
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delay(400);
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buzz(3);
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rest(1);
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rest(1);
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rest(1);
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buzz(2);
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rest(1);
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buzz(1);
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buzz(2);
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buzz(3);
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rest(1);
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buzz(1);
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buzz(2);
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rest(1);
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buzz(3);
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rest(1);
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rest(1);
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buzz(1);
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rest(1);
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buzz(2);
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rest(1);
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buzz(3);
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rest(1);
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buzz(4);
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rest(1);
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buzz(5);
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rest(1);
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delay(700);
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}
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}
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//
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void buzz(int tone){
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//Declare an integer, "freq", for frequency of the note to be played.
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int freq;
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//5 different tones to select. Each tone is a different frequency.
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if(tone == 1) freq = 2000;
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if(tone == 2) freq = 1800;
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if(tone == 3) freq = 1500;
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if(tone == 4) freq = 1350;
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if(tone == 5) freq = 1110;
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//freq = (freq/2);
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// Because frequency is determined by the wavelength (the time HIGH and the time LOW),
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// you need to have "count" in order to keep a note the same length in time.
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// "count" is the number of times this function will repeat the HIGH/LOW pattern - to create the sound of the note.
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count = 40;
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// In order to keep all 5 notes the same length in time, you must compare them to the longest note (tonic) - aka the "1" note.
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count = count * (2000/freq);
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// Change to the next LED
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// iterate over the notes of the melody:
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for (int thisNote = 0; thisNote < 32; thisNote++) {
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changeLED();
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// this next for loop actually makes the buzzer pin move.
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// it uses the "count" variable to know how many times to play the frequency.
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// -this keeps the timing correct.
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for(int i = 0 ; i < count ; i++)
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{
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digitalWrite(BUZZER1, HIGH);
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digitalWrite(BUZZER2, LOW);
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delayMicroseconds(freq);
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digitalWrite(BUZZER1, LOW);
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digitalWrite(BUZZER2, HIGH);
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delayMicroseconds(freq);
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tone(BUZZER2, melody[thisNote],noteDuration);
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// to distinguish the notes, set a minimum time between them.
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// the note's duration + 30% seems to work well:
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int pauseBetweenNotes = noteDuration * 1.30;
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delay(pauseBetweenNotes);
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// stop the tone playing:
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noTone(BUZZER2);
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}
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delay(60);
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}
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//
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void rest(int tone){
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int freq;
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if(tone == 1) freq = 2000;
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if(tone == 2) freq = 1800;
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if(tone == 3) freq = 1500;
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if(tone == 4) freq = 1350;
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if(tone == 5) freq = 1110;
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//freq = (freq/2);
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count = 40;
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count = count * (2000/freq);
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//change_led();
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for(int i = 0 ; i < count ; i++)
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{
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digitalWrite(BUZZER1, LOW);
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delayMicroseconds(freq);
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digitalWrite(BUZZER1, LOW);
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delayMicroseconds(freq);
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}
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delay(75);
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}
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// Each time this function is called the board moves to the next LED
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@ -15,8 +15,8 @@
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// Uncomment one of the following, corresponding to the board you have.
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//#define BOARD_REV_2_3_2011 //Works with PTH board label '2-3-2011'
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#define BOARD_REV_4_9_2009 //Works with SMD simoon board label '4/9/2009' and '9/7/11'
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#define BOARD_REV_2_3_2011 //Works with PTH board label '2-3-2011'
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//#define BOARD_REV_4_9_2009 //Works with SMD simoon board label '4/9/2009' and '9/7/11'
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//#define BOARD_REV_6_25_2008
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#ifdef BOARD_REV_2_3_2011
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@ -0,0 +1,95 @@
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/*************************************************
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* Public Constants
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*************************************************/
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#define NOTE_B0 31
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#define NOTE_C1 33
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#define NOTE_CS1 35
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#define NOTE_D1 37
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#define NOTE_DS1 39
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#define NOTE_E1 41
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#define NOTE_F1 44
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#define NOTE_FS1 46
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#define NOTE_G1 49
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#define NOTE_GS1 52
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#define NOTE_A1 55
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#define NOTE_AS1 58
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#define NOTE_B1 62
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#define NOTE_C2 65
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#define NOTE_CS2 69
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#define NOTE_D2 73
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#define NOTE_DS2 78
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#define NOTE_E2 82
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#define NOTE_F2 87
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#define NOTE_FS2 93
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#define NOTE_G2 98
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#define NOTE_GS2 104
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#define NOTE_A2 110
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#define NOTE_AS2 117
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#define NOTE_B2 123
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#define NOTE_C3 131
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#define NOTE_CS3 139
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#define NOTE_D3 147
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#define NOTE_DS3 156
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#define NOTE_E3 165
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#define NOTE_F3 175
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#define NOTE_FS3 185
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#define NOTE_G3 196
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#define NOTE_GS3 208
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#define NOTE_A3 220
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#define NOTE_AS3 233
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#define NOTE_B3 247
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#define NOTE_C4 262
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#define NOTE_CS4 277
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#define NOTE_D4 294
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#define NOTE_DS4 311
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#define NOTE_E4 330
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#define NOTE_F4 349
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#define NOTE_FS4 370
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#define NOTE_G4 392
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#define NOTE_GS4 415
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#define NOTE_A4 440
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#define NOTE_AS4 466
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#define NOTE_B4 494
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#define NOTE_C5 523
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#define NOTE_CS5 554
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#define NOTE_D5 587
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#define NOTE_DS5 622
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#define NOTE_E5 659
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#define NOTE_F5 698
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#define NOTE_FS5 740
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#define NOTE_G5 784
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#define NOTE_GS5 831
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#define NOTE_A5 880
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#define NOTE_AS5 932
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#define NOTE_B5 988
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#define NOTE_C6 1047
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#define NOTE_CS6 1109
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#define NOTE_D6 1175
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#define NOTE_DS6 1245
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#define NOTE_E6 1319
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#define NOTE_F6 1397
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#define NOTE_FS6 1480
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#define NOTE_G6 1568
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#define NOTE_GS6 1661
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#define NOTE_A6 1760
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#define NOTE_AS6 1865
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#define NOTE_B6 1976
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#define NOTE_C7 2093
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#define NOTE_CS7 2217
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#define NOTE_D7 2349
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#define NOTE_DS7 2489
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#define NOTE_E7 2637
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#define NOTE_F7 2794
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#define NOTE_FS7 2960
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#define NOTE_G7 3136
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#define NOTE_GS7 3322
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#define NOTE_A7 3520
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#define NOTE_AS7 3729
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#define NOTE_B7 3951
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#define NOTE_C8 4186
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#define NOTE_CS8 4435
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#define NOTE_D8 4699
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#define NOTE_DS8 4978
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