Lesson 16 Musical Door Bell

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1 Lesson 16 Musical Door Bell 1 What you will need CloudProfessor (CPF) Buzzer Arduino Leonardo Arduino Shield USB cable Overview In this lesson, students will explore how to create music with the CloudProfessor. Students will use what they have learnt to create a musical door bell or ringtone for their CloudProfessor. Learning Objectives Design and create an app which uses sequence, selection, repetition and variables. Program, debug and refine the code for their app. Understand and use selection in an algorithm (IF, Else and Else if) Learning Expectations (how learning / progress will be demonstrated) All Use sequences of instructions. Most Explain how their app works. Some Use logical reasoning to detect errors in their algorithms. Curriculum Links (Computing PoS) Designs simple algorithms using loops, and selection i.e. if statements. (AL) Uses logical reasoning to predict outcomes. (AL) Detects and corrects errors i.e. debugging, in algorithms. (AL) Creates programs that implement algorithms to achieve given goals. (AL) Understands that programming bridges the gap between algorithmic solutions and computers. (AB) Computational Thinking Concepts: AB = Abstraction; DE = Decomposition; AL = Algorithmic Thinking; EV = Evaluation; GE = Generalisation. 1 Lesson 16: Musical Door Bell

2 2 Setup instructions (Blockly) 1. Connect the power of CloudProfessor then press and hold the power button for two seconds; it will turn on and the power indicator will light up. 2. Insert the Arduino Shield into Arduino Leonardo and use the USB cable to connect the CloudProfessor with Arduino Leonardo. Attach the buzzer to port D5 and the light sensor to port A0. 3. When the CloudProfessor detects the Arduino Leonardo, a notification will appear on your device; click the notification to launch the Arduino Leonardo APP, and select the CPF Arduino Blockly app. Click on Lesson Press the execute button to enter the control user interface (UI). 5. Press the edit button to enter the program editing page. Edit button Execute button CPF Arduino app Control user interface (UI) Program editing page 2 Lesson 16: Musical Door Bell

3 3 Code recap (Blockly) Let s explore some of the code used in the previous lessons. 1. Get control panel value D5: The Get control panel value D5 block returns the state of the D5 toggle switch in the user interface (Returns a numeric value of 1 if activated or 0 if deactivated). 2. Tone/speaker Pin# D5 (frequency/duration): The Tone/speaker Pin# D5 (frequency/duration) block plays a tone via the attached buzzer based on the specified frequency and duration. 3. If / else: The if / else block is used to conditionally run code depending on whether a Boolean condition is true or false. In this example, if the light sensor value is less than (<) 500, the RGB LED light will light up; or else (else), if the light sensor value is greater than or equal to 500, the RGB LED light will automatically turn off. 4. Title Name Panel Set: The Title Name Panel Set block displays a message on the screen. In this example it will display a Downloading message on the UI (User Interface). 5. Delay Time(Sec.): The Delay Time(Sec.) block is used to pause the code (time set in milliseconds). In the example above, the program is paused for 1000 milliseconds (1 second). 6. Set CPF control request: Finally, the Set CPF control request block at the end of the program tells the program to run the code from the beginning again. The program will continuously repeat until the user closes the app or stops the program manually. 3 Lesson 16: Musical Door Bell

4 4 Step-by-step instructions (Blockly) - Part 1 Let s write the code for the musical door bell. 1. Clear the existing code so that you have a blank canvas to create your new program. Click on the bin icon (1). Click on OK (2) to create a blank canvas Note: You can return to the original program at any time by clicking on the restore icon (3). 3. First, let s give our app a title. Click on CPF UI. Drag the Title Name Panel Set block onto the empty canvas. Call your app CPF Doorbell. 4. Next, we need to check the status of button d5 in the user interface (UI). We will use this button to turn on and off your Theremin. a) Click on the Variables tab. Drag the Set item to block and attach it to the Title block. Rename the new variable to d5 (4). 4 b) Click on the CPF UI tab. Select and drag the Get control panel value block and attach it to d5. From the drop down menu, select d5 (5) Next, we need to write the condition which checks to see if button d5 is activated (d5 = 1). For this, we will use an IF statement. a) Click on the Logic tab. Drag the if do block and attach it to the end of your code (6). b) Click on the logic tab. Drag the = block and attach it to your if block (7). 6 7 c) Click on the Variables tab. Select and drag the d5 block onto the first slot in your logic block (8). 8 9 d) Click on the Math tab. Drag the 0 block onto the second slot in your logic block. Change this value to a 1 (9). 4 Lesson 16: Musical Door Bell

5 4 Step-by-step instructions (Blockly) - Part 2 6. Next, let s play some notes. We will start with middle C (C4). a) Click on the Output Devices tab. Select Sound & Light. Drag the tone/speaker Pint# (with frequency & duration) block and place it inside the if statement (10). 10 b) Click on frequency and change the value from 255 to 262 (11). c) Click on duration and change the value from 300 to 250 (12) Next, we need to pause the program until the tone has been played for its entire duration. 12 Click on Cloud Services. Select and drag the Delay Time(Sec.) block and attach it to the end of your script (13). 13 Repeat steps 6 and 7 for notes D4 (294), E4 (330) and C4 (262). 8. Finally, we want the program to run continuously until the user ends the program. Select the CPF Devices tab. Click and drag the Set CPF control repeat block and attach it to the end of your code. 9. Run your code. Press the D5 toggle switch on the user interface (UI) to activate your doorbell. Did you recognise the tune? Your finished code should look like this. In the tune Frere Jacques/Brother Jon the opening four notes are repeated. Use a for loop to repeat the opening four notes twice. Hint: Loops >> Repeat 4 times! 5 Lesson 16: Musical Door Bell

6 2 Setup instructions (JavaScript) 1. Connect the power of CloudProfessor then press and hold the power button for two seconds; it will turn on and the power indicator will light up. 2. Insert the Arduino Shield into Arduino Leonardo and use the USB cable to connect the CloudProfessor with Arduino Leonardo. Attach the Buzzer to port D5. 3. When the CloudProfessor detects the Arduino Leonardo, a notification will appear on your device; click the notification to launch the Arduino Leonardo APP, and select the CPF Arduino app. Click on Socket Mode Press the execute button to enter the control user interface (UI). 5. Press the edit button to enter the program editing page. Edit button Execute button CPF Arduino app Control user interface (UI) Program editing page 6 Lesson 16: Musical Door Bell

7 3 Code recap (JavaScript) Let s explore some of the code used in the previous lessons. 1. d5 = ui.get( socket d5 ); The ui.get( socket d5 ); statement returns the state of the d5 toggle switch in the user interface. (Returns a numeric value of either a 1 On or 0 Off ) and stores it in a variable called d5. 2. cpf.set( socket d5, 262, 250); The cpf.set( socket d5, 262, 250); statement plays a tone via the attached buzzer based on the specified frequency and duration. 3. If / else: The if / else statement is used to conditionally run code depending on whether a Boolean condition is true or false. In this example from lesson 1, if the light sensor value is less than (<) 500, the RGB LED light will light up (based on the values taken from the UI); or else (else), if the light sensor value is greater than (>) 500, the RGB LED light will automatically turn off: cpf.set( rgb led, 0, 0, 0); 4. Math.random() Through Math.random(), a random number between 0 and is generated. If we want to generate a whole number in a range such as we first need to multiply the result of the random function by 255 and then round the result to produce a whole number e.g., 5. cpf.sleep(1000); The cpf.sleep(1000); statement is used to pause the code (time set in milliseconds). In the example above, the program is paused for 1000 milliseconds (1 second). 6. Set CPF control request: Finally, the cpf.repeat(); statement, usually found at the end of the program, tells the program to run the code from the beginning again. The program will continuously repeat until the user closes the app or stops the program manually. 7 Lesson 16: Musical Door Bell

8 Step-by-step instructions (JavaScript) 4 Let s write the code for the musical door bell. 1. Clear the existing code so that you have a blank canvas to create your new program. Press and hold on a selection of code and click on Select all (1). Click on Cut (2) to create a blank canvas (3). 1 2 Note: You can return to the original program at any time by clicking on the restore icon in the Save/load menu First, let s give our new script a name. Click on line 1 and type in the following: //Door Bell 3. Next, we need to read the status of the toggle switch for port D5 in the UI. When the switch is activated (ON) the doorbell will play. Click on line 3 and type the following: //Control Tone D5 var d5 = ui.get( socket d5 ); 4. Next, we need to write the condition which checks to see if the toggle switch for port D5 is activated and, if so, plays our melody. For this we will use an IF statement. Click on line 6 and type in the following (making sure you leave a blank line on line 7): if(d5 == 1) { } 5. Next, let s add our four notes. Click on line 7 and type in the following: cpf.set( socket d5, 262, 250); cpf.sleep(250); cpf.set( socket d5, 294, 250); cpf.sleep(250); cpf.set( socket d5, 330, 250); cpf.sleep(250); cpf.set( socket d5, 263, 250); cpf.sleep(250); 6. Finally, we want the program to run continuously until the user ends the program. Click on line 17 and type the following: cpf.repeat(); 7. Run your code. Press the toggle switch for port D5 to hear your melody. Did you recognise the tune? Your finished code should look like this. In the tune Frere Jacques/Brother Jon the opening four notes are repeated. Use a for loop to repeat the opening four notes twice. Hint: for (var count = 0; count < 2; count++) { 8 Lesson 16: Musical Door Bell

9 5 Student worksheet (CloudProfessor music guide) We can play music using the CloudProfessor by connecting a buzzer or speaker to socket D5. To play a note we use the following syntax: cpf.set("socket d5", 261, 1000); Where 261 = the frequency and 1000 = duration (in milliseconds). Playing musical notes To play a note of a particular pitch, we need to specify the frequency. If we know the frequency of different musical notes, we can translate songs played on a piano to the CloudProfessor using a table like this: So as to hear each note for the correct duration, we must place a pause after each note equal to the notes duration e.g: cpf.set("socket d5", 262, 250); cpf.sleep(250); cpf.set("socket d5", 294, 1000); cpf.sleep(1000); Transcribing songs from sheet music If we want to re-create our favourite songs on our CloudProfessor, we first need a basic understanding of sheet music. Here s a reminder of the most common notes used in a musical score: The Treble Clef C D E F G A B Below is the score for a very popular piece of music - Can you can guess what it is? Answer: Grande Valse (You may know it as the Nokia Ringtone ) Did you notice the special # symbols at the start of the score. This indicates that some of the notes are sharps. In this case, the sharp notes are: F#, C#, and G# The frequency for the sharp notes can be found in this table opposite: Below is the music score for the Nokia Ringtone. Hint: The actual notes are written below the score: C# D# F# G# A# Lesson 16: Musical Door Bell

10 5 Student worksheet (CloudProfessor music guide) Timings If we look at the notes in a music score again, you will notice that they re different shapes and colours. These different shapes and colours denote the timings. (See image below) Semibreve (Whole note) Minim (Half note) Crotchet (Quarter note) Quaver (Eight note) Notice that some of the notes have a dot (or full stop) after them. For these notes, we need to multiply the duration by 1.5. For example: Dotted Semibreve (Whole note) Dotted Minim (Half note) Below is the score again however, this time, with timings (duration): Dotted Crotchet (Quarter note) Dotted Quaver (Eight note) Extension Frere Jacques/Brother Jon Using the above score, program your CloudProfessor so that it plays the Nokia ringtone. 10 Lesson 16: Musical Door Bell

11 5 Student worksheet (Note frequencies) 11 Lesson 16: Musical Door Bell

12 6 Extension Students to attempt to play Frere Jacques/Brother Jon with their CloudProfessor. Students could also attach a button (see lesson 14) to their CloudProfessor to activate the door bell. 7 Differentiation To support students, provide step by step guides. To stretch students ask them to create a flowchart / pseudocode of their code first or code their solution using JavaScript. 8 Homework Students to write up a summary of what they ve learned; students to include screenshots and snippets of their code in their summary. Students to find sheet music to transcribe for their CloudProfessor. 9 Links Sheet music: Disclaimer: Use these sites at your own risk. Acer is not responsible for the content of external Internet sites. We recommend that you check the suitability of any recommended websites links before giving them to students. 12 Lesson 16: Musical Door Bell

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