From there, select “Custom” from the “Setting” drop-down. Then open the preferences dialog and, on the general tab, click “Import Settings…”. First, Import your original sample into iTunes. One easy way to down-sample the audio is with iTunes. Note that you’re only going to be able to store approximately 4 seconds of audio on the Arduino, so you might want to trim your clip first (e.g. To encode your own audio samples, you’ll first need to down-sample the audio to 8 KHz, 8-bit mono sound, then convert it to a series of numbers that can be pasted into your Arduino program. It also uses the sizeof() function, which returns the number of bytes used by an array. First, the sample array is declared using the keyword PROGMEM, which causes the data to be stored in the Arduino’s program memory (Flash) instead of its RAM (which is much smaller). Note that the example also uses a couple of unusual Arduino constructions. The stopPlayback() function doesn’t take any arguments and will stop playback of the current sample. For example: startPlayback(sample, sizeof(sample)) The first takes two arguments: the array of audio samples and its length. The library only has two functions: startPlayback() and stopPlayback(). You should hear “Arduino Duemilanove” (pronounced by a real Italian!). Upload the example to your Arduino board. Connect a speaker between pin 11 of the Arduino board and ground. From File > Examples > PCM, open the playback example.
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