Song Of Storms/Windmill Hut Piezo Tune

Hey guys.

Was looking around for source codes of Piezo tunes that can be played on the arduino but couldn't find any for the Song Of Storms/Windmill Hut from Legends of Zelda. So i decided to make it myself. Its the best i could get after allot of tweaking but sounds pretty good. Its not the WHOLE full song but does contain the first two verses of the song which are the main two of the song. Feel free to change and edit to maybe extend the song or improve it :slight_smile:


// Legends of Zelda - Song Of Storms/Windmill Hut
// coded by Calum
// feel free to edit or change the code

// Here are the list of Notes that can be played. You could store these into a libary which is what i did but i decided to leave them in the code so you could see what the notes are callled.

#define NOTE_B0 31
#define NOTE_C1 33
#define NOTE_CS1 35
#define NOTE_D1 37
#define NOTE_DS1 39
#define NOTE_E1 41
#define NOTE_F1 44
#define NOTE_FS1 46
#define NOTE_G1 49
#define NOTE_GS1 52
#define NOTE_A1 55
#define NOTE_AS1 58
#define NOTE_B1 62
#define NOTE_C2 65
#define NOTE_CS2 69
#define NOTE_D2 73
#define NOTE_DS2 78
#define NOTE_E2 82
#define NOTE_F2 87
#define NOTE_FS2 93
#define NOTE_G2 98
#define NOTE_GS2 104
#define NOTE_A2 110
#define NOTE_AS2 117
#define NOTE_B2 123
#define NOTE_C3 131
#define NOTE_CS3 139
#define NOTE_D3 147
#define NOTE_DS3 156
#define NOTE_E3 165
#define NOTE_F3 175
#define NOTE_FS3 185
#define NOTE_G3 196
#define NOTE_GS3 208
#define NOTE_A3 220
#define NOTE_AS3 233
#define NOTE_B3 247
#define NOTE_C4 262
#define NOTE_CS4 277
#define NOTE_D4 294
#define NOTE_DS4 311
#define NOTE_E4 330
#define NOTE_F4 349
#define NOTE_FS4 370
#define NOTE_G4 392
#define NOTE_GS4 415
#define NOTE_A4 440
#define NOTE_AS4 466
#define NOTE_B4 494
#define NOTE_C5 523
#define NOTE_CS5 554
#define NOTE_D5 587
#define NOTE_DS5 622
#define NOTE_E5 659
#define NOTE_F5 698
#define NOTE_FS5 740
#define NOTE_G5 784
#define NOTE_GS5 831
#define NOTE_A5 880
#define NOTE_AS5 932
#define NOTE_B5 988
#define NOTE_C6 1047
#define NOTE_CS6 1109
#define NOTE_D6 1175
#define NOTE_DS6 1245
#define NOTE_E6 1319
#define NOTE_F6 1397
#define NOTE_FS6 1480
#define NOTE_G6 1568
#define NOTE_GS6 1661
#define NOTE_A6 1760
#define NOTE_AS6 1865
#define NOTE_B6 1976
#define NOTE_C7 2093
#define NOTE_CS7 2217
#define NOTE_D7 2349
#define NOTE_DS7 2489
#define NOTE_E7 2637
#define NOTE_F7 2794
#define NOTE_FS7 2960
#define NOTE_G7 3136
#define NOTE_GS7 3322
#define NOTE_A7 3520
#define NOTE_AS7 3729
#define NOTE_B7 3951
#define NOTE_C8 4186
#define NOTE_CS8 4435
#define NOTE_D8 4699
#define NOTE_DS8 4978

int ledPin = 13; //For visual as well
int speakerPin = 11; //Speaker or Piezo buzzer on pin 11

void setup()
{
pinMode(ledPin, OUTPUT); // Setting both pins to outputs
pinMode(speakerPin, OUTPUT);
}

void loop()
{
song();
}

void beep (unsigned char speakerPin, int frequencyInHertz, long timeInMilliseconds) //code for working out the rate at which each note plays and the frequency.
{
digitalWrite(ledPin, HIGH);
int x;
long delayAmount = (long)(1000000/frequencyInHertz);
long loopTime = (long)((timeInMilliseconds1000)/(delayAmount2));
for (x=0;x<loopTime;x++)
{
digitalWrite(speakerPin,HIGH);
delayMicroseconds(delayAmount);
digitalWrite(speakerPin,LOW);
delayMicroseconds(delayAmount);
}
digitalWrite(ledPin, LOW);
delay(20);
}

void song() //here is where all the notes for the song are played.
{
beep(speakerPin, NOTE_D5, 100); // beep( -PIN OF SPEAKER-, -THE NOTE WANTING TO BE PLAYED-, -DURATION OF THE NOTE IN MILISECONDS- )
delay(80);
beep(speakerPin, NOTE_F5, 100);
delay(80);
beep(speakerPin, NOTE_D6, 200);
delay(250);

beep(speakerPin, NOTE_D5, 100);
delay(80);
beep(speakerPin, NOTE_F5, 100);
delay(80);
beep(speakerPin, NOTE_D6, 200);
delay(250);

beep(speakerPin, NOTE_E6, 200);
delay(200);
beep(speakerPin, NOTE_F6, 100);
delay(100);
beep(speakerPin, NOTE_E6, 100);
delay(80);
beep(speakerPin, NOTE_F6, 100);
delay(80);
beep(speakerPin, NOTE_E6, 100);
delay(80);
beep(speakerPin, NOTE_C6, 100);
delay(80);
beep(speakerPin, NOTE_A5, 100);
delay(300);

beep(speakerPin, NOTE_A5, 200);
delay(100);
beep(speakerPin, NOTE_D5, 200);
delay(100);
beep(speakerPin, NOTE_F5, 100);
delay(100);
beep(speakerPin, NOTE_G5, 100);
delay(100);
beep(speakerPin, NOTE_A5, 100);
delay(500);

beep(speakerPin, NOTE_A5, 200);
delay(100);
beep(speakerPin, NOTE_D5, 200);
delay(100);
beep(speakerPin, NOTE_F5, 100);
delay(100);
beep(speakerPin, NOTE_G5, 100);
delay(100);
beep(speakerPin, NOTE_E5, 100);
delay(500);

beep(speakerPin, NOTE_D5, 100);
delay(80);
beep(speakerPin, NOTE_F5, 100);
delay(80);
beep(speakerPin, NOTE_D6, 200);
delay(250);

beep(speakerPin, NOTE_D5, 100);
delay(80);
beep(speakerPin, NOTE_F5, 100);
delay(80);
beep(speakerPin, NOTE_D6, 200);
delay(250);

beep(speakerPin, NOTE_E6, 200);
delay(200);
beep(speakerPin, NOTE_F6, 100);
delay(100);
beep(speakerPin, NOTE_E6, 100);
delay(80);
beep(speakerPin, NOTE_F6, 100);
delay(80);
beep(speakerPin, NOTE_E6, 100);
delay(80);
beep(speakerPin, NOTE_C6, 100);
delay(80);
beep(speakerPin, NOTE_A5, 100);
delay(300);

beep(speakerPin, NOTE_A5, 200);
delay(100);
beep(speakerPin, NOTE_D5, 200);
delay(100);
beep(speakerPin, NOTE_F5, 100);
delay(100);
beep(speakerPin, NOTE_G5, 100);
delay(100);
beep(speakerPin, NOTE_A5, 300);
delay(100);
beep(speakerPin, NOTE_A5, 200);
delay(100);
beep(speakerPin, NOTE_D5, 300);
delay(2000);

}


Have you thought of placing the song in array of structs { byte note, int duration, int delay };

Then playing becomes something like

void playSong()
{
for(int i=0; i< sizeof(array); i++)
{
beep(pin, array_.tone, array*.duration);_
_ delay(array.delay);
}
}
Notes can be coded into one byte especially in Hexadecimal format: A typical Hex format = 0Xnn, the first n indicates the octave, the second the tone.
0x2B = B2
0x30 = C3
0x31 = C#3
0x32 = D3
..
0x3A = A#3
0x3B = B3
0x40 = C4
etc
For the frequencytable one only needs an array of 12 of the highest frequencies - here octave 7 is used - and a simple formula.
int freqTable[12] = { 2093, 2217, 2349, 2489, 2637, 2794, 2960, 3136, 3322, 3520, 3729, 3951 };
freq = freqTable[ note & 0x0F] >> (7-(note/16));
// note & 0x0F splits of the tone*
// note / 16 splits of the octave
just my sunday morning thoughts ,
Rob_

Nothing to add, but this is the second time I've glanced at this post's headline and read "Song of Storms/Windmill Pizza Hut Tune"...

XD

Hungry ?