C#演奏北京航空航天大學(xué)校歌《仰望星空》

using System;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading;
using System.Threading.Tasks;
using System.Runtime.InteropServices;
namespace ConsoleApp2
{
class Program
{
//根據(jù)API引入外部函數(shù),MIDI的三個(gè)主要函數(shù),打開,操作,關(guān)閉
[DllImport("winmm.dll")]
private static extern int midiOutOpen(out int sirius_MidiOut, int uDeviceID, int dwCallback, int dwInstance, int dwFlags);
[DllImport("winmm.dll")]
private static extern int midiOutShortMsg(int hMidiOut, int dwMsg);
[DllImport("winmm.dll")]
private static extern int midiOutClose(int hMidiOut);
//static double[] freq_musical_scale = new double[128];//MIDI標(biāo)準(zhǔn)共規(guī)定了128個(gè)音,編號(hào)為0~127。
enum Scale //共有128個(gè)MIDI國(guó)際標(biāo)準(zhǔn)音高0-127,我們以大鋼琴的88個(gè)音為基準(zhǔn)建立枚舉數(shù)值,中央C為小字一組c1,MIDI音高為60號(hào)。
{
Rest = 0,
A1 = 21, A1s = 22, B1 = 23,
C1 = 24, C1s = 25, D1 = 26, D1s = 27, E1 = 28, F1 = 29, F1s = 30, G1 = 31, G1s = 32, A = 33, As = 34, B = 35,
C = 36, Cs = 37, D = 38, Ds = 39, E = 40, F = 41, Fs = 42, G = 43, Gs = 44, a = 45, aS = 46, b = 47,
c = 48, cs = 49, d = 50, ds = 51, e = 52, f = 53, fs = 54, g = 55, gs = 56, a1 = 57, a1s = 58, b1 = 59,
c1 = 60, c1s = 61, d1 = 62, d1s = 63, e1 = 64, f1 = 65, f1s = 66, g1 = 67, g1s = 68, a2 = 69, a2s = 70, b2 = 71,//小字一組,c1為中央C,60號(hào)音高
c2 = 72, c2s = 73, d2 = 74, d2s = 75, e2 = 76, f2 = 77, f2s = 78, g2 = 79, g2s = 80, a3 = 81, a3s = 82, b3 = 83,
c3 = 84, c3s = 85, d3 = 86, d3s = 87, e3 = 88, f3 = 89, f3s = 90, g3 = 91, g3s = 92, a4 = 93, a4s = 94, b4 = 95,
c4 = 96, c4s = 97, d4 = 98, d4s = 99, e4 = 100, f4 = 101, f4s = 102, g4 = 103, g4s = 104, a5 = 105, a5s = 106, b5 = 107,
c5 = 108
};
enum Voice_majorC //C大調(diào)。上面的Scale更方便五線譜讀譜,由于我們這里主要的依據(jù)是簡(jiǎn)譜,為了代碼的可讀性及其簡(jiǎn)化,所以再從Scale中選取以小字一組(c1-b2)為中音區(qū)的五個(gè)音區(qū),X極低音,L低音,M中音,H高音,Y極高音。滿足“全全半全全全半”的大調(diào)音程關(guān)系。
{
X1 = Scale.C, X2 = Scale.D, X3 = Scale.E, X4 = Scale.F, X5 = Scale.G, X6 = Scale.a, X7 = Scale.b,//極低音
L1 = Scale.c, L2 = Scale.d, L3 = Scale.e, L4 = Scale.f, L5 = Scale.g, L6 = Scale.a1, L7 = Scale.b1,//低音區(qū)
M1 = Scale.c1, M2 = Scale.d1, M3 = Scale.e1, M4 = Scale.f1, M5 = Scale.g1, M6 = Scale.a2, M7 = Scale.b2,//中音區(qū)
H1 = Scale.c2, H2 = Scale.d2, H3 = Scale.e2, H4 = Scale.f2, H5 = Scale.g2, H6 = Scale.a3, H7 = Scale.b3,//高音區(qū)
Y1 = Scale.c3, Y2 = Scale.d3, Y3 = Scale.e3, Y4 = Scale.f3, Y5 = Scale.g3, Y6 = Scale.a4, Y7 = Scale.b4,//極高音
_ = 0XFF//空音
}
enum Voice_Bflatmajor //降b大調(diào)。以降b(我們這里寫成了升A,#A,一個(gè)意思)為主音do,滿足“全全半全全全半”的大調(diào)音程關(guān)系。
{
X1 = Scale.As, X2 = Scale.C, X3 = Scale.D, X4 = Scale.Ds, X5 = Scale.F, X6 = Scale.G, X7 = Scale.a,
L1 = Scale.aS, L2 = Scale.c, L3 = Scale.d, L4 = Scale.ds, L5 = Scale.f, L6 = Scale.g, L7 = Scale.a1,
M1 = Scale.a1s, M2 = Scale.c1, M3 = Scale.d1, M4 = Scale.d1s, M5 = Scale.f1, M6 = Scale.g1, M7 = Scale.a2,
H1 = Scale.a2s, H2 = Scale.c2, H3 = Scale.d2, H4 = Scale.d2s, H5 = Scale.f2, H6 = Scale.g2, H7 = Scale.a3,
Y1 = Scale.a3s, Y2 = Scale.c3, Y3 = Scale.d3, Y4 = Scale.d3s, Y5 = Scale.f3, Y6 = Scale.g3, Y7 = Scale.a4,
_=0XFF
}
static void Main(string[] args)
{
while (true)
{
YangWangXingKong();
}
}
#region 北航校歌《仰望星空》
static void YangWangXingKong()
{
Console.WriteLine("北航校歌《仰望星空》\n演奏:鋼琴伴奏,模擬人聲奏唱\n代碼作者:幽靈眼中的星星");
int[] yangwang =//《仰望星空》音譜數(shù)組,降b大調(diào),4/4拍(以四分音符為一拍,每小節(jié)四拍),每分鐘56拍,每拍1070ms。
{
//
125,(int)Voice_Bflatmajor.M1,(int)Voice_Bflatmajor.M2,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M4,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M7,(int)Voice_Bflatmajor.H1,
(int)Voice_Bflatmajor.M7,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.M4,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M2,(int)Voice_Bflatmajor.M1,
(int)Voice_majorC._,(int)Voice_majorC._,(int)Voice_majorC._,(int)Voice_majorC._,(int)Voice_majorC._,
////前奏
//300,(int)Voice_majorC.M3,(int)Voice_majorC.M6,(int)Voice_majorC.M7,900,(int)Voice_majorC.H1,300,(int)Voice_majorC.M2,(int)Voice_majorC.M4,(int)Voice_majorC.M6,
//900,(int)Voice_majorC.M7,300,(int)Voice_majorC.L7,(int)Voice_majorC.M3,(int)Voice_majorC.M4,600,(int)Voice_majorC.M7,300,(int)Voice_majorC.H1,
//(int)Voice_majorC.M6,(int)Voice_majorC.M3,(int)Voice_majorC.M2,(int)Voice_majorC.M1,(int)Voice_majorC.L7,(int)Voice_majorC.L3,(int)Voice_majorC.L6,(int)Voice_majorC.L6,
//(int)Voice_majorC.L6,(int)Voice_majorC.L6,(int)Voice_majorC.L6,(int)Voice_majorC.L6,
//part1
1500,(int)Voice_Bflatmajor.M5,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.H2,
375,(int)Voice_Bflatmajor.H2,125,(int)Voice_Bflatmajor.H2,250,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H2,500,(int)Voice_Bflatmajor.H2,250,(int)Voice_Bflatmajor.H3,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.M6,
500,(int)Voice_Bflatmajor.M3,1000,(int)Voice_Bflatmajor.M5,250,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,500,(int)Voice_Bflatmajor.H2,1000,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.H1,
250,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.M2,250,(int)Voice_Bflatmajor.M2,500,(int)Voice_Bflatmajor.M2,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,250,(int)Voice_Bflatmajor.M5,1250,(int)Voice_Bflatmajor.M5,
//part2
1500,(int)Voice_Bflatmajor.M5,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.H2,
375,(int)Voice_Bflatmajor.H2,125,(int)Voice_Bflatmajor.H2,250,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H2,500,(int)Voice_Bflatmajor.H2,250,(int)Voice_Bflatmajor.H3,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.M6,
500,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.M5,250,(int)Voice_Bflatmajor.M6,750,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.H1,
500,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M2,(int)Voice_Bflatmajor.H1,1500,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.M2,250,(int)Voice_Bflatmajor.M3,
750,(int)Voice_Bflatmajor.M6,2250,(int)Voice_Bflatmajor.M5,
//part3
500,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H2,750,(int)Voice_Bflatmajor.H2,750,(int)Voice_Bflatmajor.H3,250,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.M5,
500,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,250,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.H2,
1000,(int)Voice_Bflatmajor.H1,500,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M5,500,(int)Voice_Bflatmajor.M3,750,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M5,
500,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,750,(int)Voice_Bflatmajor.M5,250,(int)Voice_Bflatmajor.M3,750,(int)Voice_Bflatmajor.M5,1250,(int)Voice_Bflatmajor.M2,
//part4
500,(int)Voice_Bflatmajor.M3,(int)Voice_Bflatmajor.M5,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.H2,750,(int)Voice_Bflatmajor.H5,250,(int)Voice_Bflatmajor.H5,(int)Voice_Bflatmajor.H5,
500,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,250,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.H1,750,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.H2,
//part5
500,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H5,(int)Voice_Bflatmajor.H5,250,(int)Voice_Bflatmajor.H3,(int)Voice_Bflatmajor.H2,500,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,
250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.H1,500,(int)Voice_Bflatmajor.H2,1750,(int)Voice_Bflatmajor.H2,
0,333,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,(int)Voice_Bflatmajor.H2,4000,(int)Voice_Bflatmajor.H1,
//重復(fù)part5
500,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H5,(int)Voice_Bflatmajor.H5,250,(int)Voice_Bflatmajor.H3,(int)Voice_Bflatmajor.H2,500,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H1,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,
250,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,(int)Voice_Bflatmajor.M6,500,(int)Voice_Bflatmajor.H1,250,(int)Voice_Bflatmajor.H1,500,(int)Voice_Bflatmajor.H2,1250,(int)Voice_Bflatmajor.H2,
500,(int)Voice_Bflatmajor.H2,0,333,(int)Voice_Bflatmajor.H2,(int)Voice_Bflatmajor.H3,(int)Voice_Bflatmajor.H2,5000,(int)Voice_Bflatmajor.H1
};
int sirius_MidiOut = 0;//設(shè)置MIDI設(shè)備句柄變量(播放時(shí)使用)
midiOutOpen(out sirius_MidiOut, 0, 0, 0, 0);//打開MIDI設(shè)備,將設(shè)備賦值給句柄變量
int volume = 0x7F;//設(shè)置默認(rèn)音量最高,0-0x7F,0為最低音量。
int sleep = 1000;//設(shè)置單個(gè)音的持續(xù)時(shí)長(zhǎng),默認(rèn)為單拍時(shí)長(zhǎng)。
int voice = 0x0;//定義需要MIDI播放的音的參數(shù)(非常重要)
foreach (var element in yangwang)//遍歷歌曲的音譜數(shù)組,播放每個(gè)音
{
//每個(gè)音播放前,設(shè)置空拍及音符持續(xù)時(shí)長(zhǎng)標(biāo)志,根據(jù)本樂曲設(shè)置,一拍為1000ms
if (element == 125) { sleep = 125; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為八分之一拍
if (element == 250) { sleep = 250; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為四分之一拍
if (element == 333) { sleep = 333; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為三分之一拍(三連音使用)
if (element == 375) { sleep = 375; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為八分之三拍
if (element == 500) { sleep = 500; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為半拍
if (element == 750) { sleep = 750; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為四分之三拍
if (element == 1000) { sleep = 1000; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為一拍
if (element == 1250) { sleep = 1250; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為一又四分之一,即1.25拍(連音線使用)
if (element == 1500) { sleep = 1500; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為一拍半
if (element == 1750) { sleep = 1750; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為一又四分之三,即1.75拍(連音線使用)
if (element == 2000) { sleep = 2000; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為兩拍
if (element == 2250) { sleep = 2250; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為二又四分之一,即2.25拍(連音線使用)
if (element == 2500) { sleep = 2500; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為兩拍半
if (element == 3000) { sleep = 3000; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為三拍
if (element == 4000) { sleep = 4000; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為四拍
if (element == 5000) { sleep = 5000; continue; }//接下來的每個(gè)音時(shí)長(zhǎng)為五拍
if (element == 0) { Thread.Sleep(500); continue; }//馬上停半拍,空半拍
if (element == 255) { Thread.Sleep(1000); continue; }//255就是0xFF,枚舉變量中的 Voice._ ,即馬上停一拍,空拍
voice = (volume << 16) + (element << 8) + 0x90;//設(shè)置需要播放的音的參數(shù),volume為音量,element為需要播放的音高(來自音譜數(shù)組元素),0x90,9為開始演奏,0為在第0個(gè)聲音通道進(jìn)行(通道從0x90-0x9F,共16個(gè)通道,都可以使用)。
midiOutShortMsg(sirius_MidiOut, 54 << 8 | 0xC0);//設(shè)置音色(我這里是合成人聲,編號(hào)為54,可以查MIDI音色表,100多種聲音都可以用),0xC0,C為設(shè)置,被設(shè)置的通道為0通道(通道從0xC0-0xCF,共16個(gè)通道,都可以設(shè)置)
midiOutShortMsg(sirius_MidiOut, voice);//吹奏人聲
voice = (0x60 << 16) + (element << 8) + 0x91;//設(shè)置通道1音量為0x60(0x7F滿音量)
Console.WriteLine(voice);
midiOutShortMsg(sirius_MidiOut, 0 << 8 | 0xC1);//設(shè)置鋼琴伴奏在通道1
midiOutShortMsg(sirius_MidiOut, voice);//彈奏鋼琴
Thread.Sleep(sleep);//音符持續(xù)時(shí)長(zhǎng)
midiOutShortMsg(sirius_MidiOut, (volume << 16) + (element << 8) + 0x80);//停止通道0的吹奏
midiOutShortMsg(sirius_MidiOut, (0x60 << 16) + (element << 8) + 0x81);//停止通道1的彈奏
}
midiOutClose(sirius_MidiOut);//關(guān)閉MIDI設(shè)備
}
#endregion
}
}