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2 years ago

Introduction.


In this article we will finish subject of generation of sound with means of our microcontroller. Let's create monothematic and many-voiced basis for musical card.

We do single-voice musical card: we play plain song.


As fixing of ability of work with timers, I suggest to write the program which will play to us small tune. Something like musical card. For a start we will understand. The sinusoid is identical to all notes. The difference in height of sounding is created because of the different speed of delivery of this sinusoid on the amplifier. In other words, changing timer parameters? we change note height. DMA transfers the same sinusoid.
Let's write function which will change tone height.
void SM_Ton (uint32_t TN)                         //Меняем тон таймера. 
{
	TIMER1->CNTRL = 0;                              //Останавливаем таймеры.
	TIMER2->CNTRL = 0;
	TIMER1->CNT   = 0;                              //Сбрасываем значение таймера.
	TIMER2->CNT   = 0;
	TIMER1->ARR = TN;                               //Заполняем новые значения. 
	TIMER2->ARR = TN*25;
	DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);      //Перенастраиваем структуру DMA.
	DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT); 
	TIMER1->CNTRL = CNTRL_CNT_EN;                   //Разрешаем работу таймеров.
	TIMER2->CNTRL = CNTRL_CNT_EN;      
}
Also we will remember that at initialization of the timer we already gave out our sinusoid with certain frequency. It is necessary to clean? sounding? notes from initialization function.
Let's receive the following.
void Init_TIMER1_to_DMA_and_DAC2 (void)
{
  RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK;                   //Включаем тактирование таймера 1 и 2.
  RST_CLK->TIM_CLOCK = 0;                                                                //Отключаем тактирование таймеров.
  TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE;                                             //Разрешаем пинать DMA.
  TIMER2->IE  = TIMERx_IE_CNT_ARR_EVENT_IE;                                              //Прерывание по достижении границы. 
  TIMER2->STATUS=0;                                                                      //Сбрасываем флаги прерываний. 
  NVIC->ISER[0] = 1<<15;                                                                 //Разрешили прерывание от таймера 2.
  RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN;                      //Подаем тактовый сигнал на таймеры.
}
Further we need to write function which will disconnect sound.
void Ton_off (void)
{
	TIMER1->CNTRL = 0;                              //Останавливаем таймеры.
	TIMER2->CNTRL = 0;
}
Further it is necessary to create array of frequencies of notes. Let's make it on three octaves
#define HCLK_MY_TIMDEL 8000000/100
uint32_t music_books[37] = 
{
	HCLK_MY_TIMDEL/130.82,                         //C_3
	HCLK_MY_TIMDEL/138.59,
	HCLK_MY_TIMDEL/147.83,
	HCLK_MY_TIMDEL/155.56,
	HCLK_MY_TIMDEL/164.81,
	HCLK_MY_TIMDEL/174.62,
	HCLK_MY_TIMDEL/185,
	HCLK_MY_TIMDEL/196,
	HCLK_MY_TIMDEL/207,
	HCLK_MY_TIMDEL/220,
	HCLK_MY_TIMDEL/233.08,
	HCLK_MY_TIMDEL/246.96,
	
	HCLK_MY_TIMDEL/261.63,                          //C_4
	HCLK_MY_TIMDEL/277.18, 
	HCLK_MY_TIMDEL/293.33, 
	HCLK_MY_TIMDEL/311.13, 
	HCLK_MY_TIMDEL/329.63, 
	HCLK_MY_TIMDEL/349.23, 
	HCLK_MY_TIMDEL/369.99,
	HCLK_MY_TIMDEL/392,
	HCLK_MY_TIMDEL/415.30,
	HCLK_MY_TIMDEL/440,
	HCLK_MY_TIMDEL/466.16,
	HCLK_MY_TIMDEL/493.88,
	
	HCLK_MY_TIMDEL/523.25,                          //C_5
	HCLK_MY_TIMDEL/554.36, 
	HCLK_MY_TIMDEL/587.32,
	HCLK_MY_TIMDEL/622.26,
	HCLK_MY_TIMDEL/659.26,
	HCLK_MY_TIMDEL/698.46,
	HCLK_MY_TIMDEL/739.98,
	HCLK_MY_TIMDEL/784,
	HCLK_MY_TIMDEL/830.60,
	HCLK_MY_TIMDEL/880,
	HCLK_MY_TIMDEL/932.32,
	HCLK_MY_TIMDEL/987.75,
	0                                             //Пауза             
};
Let's measure duration of notes the system timer. So simpler than everything. Let's configure it so that with set speed of beats per minute (me as to the musician, is so more usual) we could measure notes to the sixteenth.
Pause, the size in the sixteenth
#define TactSpeed       60                              //Ударов в минуту.
//-------------------------------------------------
//Настройка системного таймера. 
//-------------------------------------------------
void Init_SysTick (void)                          
{
  SysTick->LOAD = 80000000*60*4/TactSpeed/16;          //80000000*60*4/TactSpeed - длительность целого такта.
                                                       //Но мы считаем шестнадцатыми.
  SysTick->CTRL |= CLKSOURCE|TCKINT|ENABLE;
}


volatile uint32_t Delay_dec = 0;
void Delay (uint32_t Delay_Data)                       //Функция задержки на основе SysTick таймера. 
{
    Delay_dec = Delay_Data;
    while (Delay_dec) {};
}

void SysTick_Handler (void)
{
	if (Delay_dec!=0) Delay_dec--;
}

We need to be defined by the following step, from where to take data. Having tried some options, I have selected the closest to liking. It idle time. Here algorithm of preparation of tune:
  • We download any tune in the MIDI format. With one channel (or then that it was possible to select one). I as dough have downloaded Elfen Lied? Lilium.
  • Further it is necessary to transfer our MIDI to the array consisting of number of note/pause and its duration. For this purpose we download the Ringtone Editor v2.2 program. From it we receive the text file in the siemeans format.
    Small help according to the program.
    • We include the program, we open our MIDI file. If it has many channels? we select 1 necessary. We press ok.

      We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card
    • After that we see the created text note of the track. It consists of names of notes and their dlitelnost. In the format.
      We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card
    • We can listen to our composition. If something is not pleasant? we can edit notes (it is useful when the tune is separated into 2 batches not exactly). We remember that our composition has to contain notes with lasting more than what the sixteenth (excepting the sixteenth with point. For its creation it is necessary to add the thirty second to duration of the sixteenth, and for this purpose it is necessary to change settings of the timer). And also notes has to be within three described octaves.
      We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card
    • To edit note, it is necessary to click it the left mouse button (it will be selected with rectangle) and, having clamped Ctrl, to click up arrow or down on the keyboard.
      We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card

      At me after editing (editings and cutting of tune) such file has turned out.
    • After that we save our file in text format. At me such file has turned out.
  • As I already spoke, the program generates data in the format. To facilitate life and not to translate everything under our example manually (each note), I have written the program which will transform data retrieveds to array necessary to us: note/duration.
    Here its code
    Program Pr;
    var input: file of char;//From here we read.
    DataST: string;//The buffer for analysis of note.
    BufChar: char;//The buffer for symbol-by-symbol reading.
    Loop: integer;//Quantity of notes.
    BufNOT: byte;//Value for one note / time of note.
    MESNOT: array [0. 5000, 0. 1] of byte;//Array to 5000 notes.
    I: integer;//Counter designer.
    Begin
    assign (input, 'INPUT.txt'); reset(input);//We connect the file for reading.
    Loop: = 0;
    //we Read while not Eof (input) of do before the termination of the file.
    Begin
    DataST: =";
    //we Read while 1=1 do to space.
    Begin
    read (input, BufChar);//We read the character.
    if (BufChar <>'') then DataST: = DataST+BufChar//If not the empty character? to add.
    else break;//Otherwise? to leave.
    End;

    case DataST of [1] of//we Sort note.
    'C': if (DataST[2] = 'i') then Begin//If note To, we watch on #.
    if (DataST[4] = '1') then BufNOT: = 1 //До#? small octave.
    else if (DataST[4] = '2') then BufNOT: = 13 //До#? first octave.
    else if (DataST[4] = '3') then BufNOT: = 25 //До#? second octave.
    End else Begin
    if (DataST[2] = '1') then BufNOT: = 0 / To? small octave.
    else if (DataST[2] = '2') then BufNOT: = 12 / To? first octave.
    else if (DataST[2] = '3') then BufNOT: = 24 End;//To? second octave.

    'D': if (DataST[2] = 'i') then Begin//If note of Re.
    if (DataST[4] = '1') then BufNOT: = 3
    else if (DataST[4] = '2') then BufNOT: = 15
    else if (DataST[4] = '3') then BufNOT: = 27
    End else Begin
    if (DataST[2] = '1') then BufNOT: = 2
    else if (DataST[2] = '2') then BufNOT: = 14
    else if (DataST[2] = '3') then BufNOT: = 26 End;

    'E': if (DataST[2] = '1') then BufNOT: = 4 / If Mi's note (Sharp? has no?).
    else if (DataST[2] = '2') then BufNOT: = 16
    else if (DataST[2] = '2') then BufNOT: = 28;

    'F': if (DataST[2] = 'i') then Begin//If Fa's note.
    if (DataST[4] = '1') then BufNOT: = 6
    else if (DataST[4] = '2') then BufNOT: = 18
    else if (DataST[4] = '3') then BufNOT: = 30 End
    else Begin
    if (DataST[2] = '1') then BufNOT: = 5
    else if (DataST[2] = '2') then BufNOT: = 17
    else if (DataST[2] = '3') then BufNOT: = 29 End;

    'G': if (DataST[2] = 'i') then Begin//If note Salt.
    if (DataST[4] = '1') then BufNOT: = 8
    else if (DataST[4] = '2') then BufNOT: = 20
    else if (DataST[4] = '3') then BufNOT: = 32 End
    else Begin
    if (DataST[2] = '1') then BufNOT: = 7
    else if (DataST[2] = '2') then BufNOT: = 19
    else if (DataST[2] = '3') then BufNOT: = 31 End;

    'A': if (DataST[2] = 'i') then Begin//If La's note.
    if (DataST[4] = '1') then BufNOT: = 10
    else if (DataST[4] = '2') then BufNOT: = 22
    else if (DataST[4] = '3') then BufNOT: = 34 End
    else Begin
    if (DataST[2] = '1') then BufNOT: = 9
    else if (DataST[2] = '2') then BufNOT: = 21
    else if (DataST[2] = '3') then BufNOT: = 33 End;

    'B': if (DataST[2] = '1') then BufNOT: = 11 / SI.
    else if (DataST[2] = '2') then BufNOT: = 23
    else if (DataST[2] = '2') then BufNOT: = 35;
    'P': BufNOT: = 36;//In case? pauses?.
    End;

    MESNOT[Loop][0]: =BufNOT;//We save number of note.

    if (DataST [length(DataST)-1] <> '.') then//we Calculate note duration? without point? (in the sixteenth).
    case DataST [length(DataST)-1] of
    '1': BufNOT: = 16;
    '2': BufNOT: = 8;
    '4': BufNOT: = 4;
    '8': BufNOT: = 2;
    end
    else
    case DataST [length(DataST)-2] of/Duration of note with point (in the sixteenth).
    '1': BufNOT: = 20;
    '2': BufNOT: = 12;
    '4': BufNOT: = 6;
    '8': BufNOT: = 3;
    end;

    MESNOT[Loop][1]: =BufNOT;//We save duration.

    Loop: = Loop+1;
    End;

    writeln ('//Array of notes.');//We make out array.
    write ('uint8_t MusicNote [', Loop+1, '] [2] = {');
    for I: = 0 to Loop-1 do Begin write (MESNOT[I][0], MESNOT[I][1]);
    if (I <> (Loop-1)) then write (', ');
    End;
    write (' };');

    End.
The program on Pascal ABC. It is possible to download here. Input INPUT.txt has to lie in the folder with the program.
At me such array has turned out.
//Массив нот.
uint8_t MusicNote [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};
Now we have array of notes. It was necessary only to play it.
int main (void)
{
  HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
  HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
  Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
  DAC_Init();                                      //Настраиваем ЦАП.
	DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
	Init_TIMER1_to_DMA_and_DAC2();                   //Настраиваем таймер 1.
	Init_SysTick();
  while (1) 
		{                    
		   for (uint32_t PL = 0; PL < sizeof(Play_museic)/2; PL++)
			{
				SM_Ton(music_books[Play_museic[PL][0]]); 			
				Delay(Play_museic[PL][1]);
			}
		}
}
Such tune became result here. It is possible to download the project here.
From itself: I cannot but notice all beauty of this tune)
We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card

We do many-voiced musical card.


We have made single-voice musical card. But after all there is a wish bigger. Let's complicate task. Let's force the controler to lose many-voiced tunes. Let's make on the example of our work. In it 2 channels. Also we will play them.

Question: how to mix two and more waves? As we remember, methods of generation of sound waves understood this article. In the same place also the principle of imposing has been shown. That. How to impose we know but how to organize it? I have gone the next way:
  1. Let's create array from 2048 elements (it is possible to take more or less, it is not essentially important).
    At me it looks so.
    uint16_t BufferData [1024*2];                                             //Этот буффер будем выдавать циклично.
  2. Let's configure timers from the previous lesson so that DMA gave out this array infinitely with fixed frequency (so we will release ourselves from? games? with timers). My timer relies on the frequency of 80 MHz (Actually smaller speed will be enough much, but just in case I use it, suddenly the task will appear too hard. To remake at the end on smaller frequency will be not difficult). Delivery speed let will be 32000 Hz.
    Here so function of setup of timers looks.
    //Выдаем циклично буфер размером в 2048 чисел. Частота 32000 Гц.
    void Init_TIMER1_to_DMA_and_DAC2_for_BUFFER (void)
    {
    RST_CLK->PER_CLOCK |= PER_CLOCK_TIMER1_ONCLK|PER_CLOCK_TIMER2_ONCLK;                   //Включаем тактирование таймера 1 и 2.
    RST_CLK->TIM_CLOCK = 0;                                                                //Отключаем тактирование таймеров.
        
    //У нас 800000000 Гц/32000 Гц = 2500.
    TIMER1->ARR = 2500;                                                                    //Считаем до...
    TIMER1->DMA_RE |= DMA_RE_CNT_ARR_EVENT_RE;                                             //Разрешаем пинать DMA.
    TIMER2->ARR = 2500*512/128;                                                            //После передачи половины массива.
    TIMER2->IE  = TIMERx_IE_CNT_ARR_EVENT_IE;                                              //Прерывание по достижении границы. 
    TIMER2->PSG = 128-1;                                                                   //Ставим делительность на 128.
    TIMER2->STATUS=0;                                                                      //Сбрасываем флаги прерываний. 
    NVIC->ISER[0] = 1<<15;                                                                 //Разрешили прерывание от таймера 2.
        
    TIMER1->CNTRL = CNTRL_CNT_EN;                                                          //Разрешаем работу таймеров.
    TIMER2->CNTRL = CNTRL_CNT_EN;      
        
    RST_CLK->TIM_CLOCK = TIM_CLOCK_TIM1_CLK_EN|TIM_CLOCK_TIM2_CLK_EN;                      //Подаем тактовый сигнал на таймеры.
    }
  3. As the DMA setup we leave former everything, except array name.
    Now we use created by us above.
    struct DAC_ST
    {
        uint32_t Destination_end_pointer;                                     //Указатель конца данных приемника.
        uint32_t Source_end_pointer;                                          //Указатель конца данных источника
        uint32_t channel_cfg;                                                 //Конфигурация канала.
        uint32_t NULL;                                                        //Пустая ячейка. 
    } 
    
    __align(1024) DAC_ST;                                                   //Выравниваем массив структур по 1024 байта. 
    struct DAC_ST DAC_ST_ADC[32+32];                                        //Создаем массив структур для всех каналов. 
    
    //Источник/приемник = 16 бит, отправляем/принимаем = 16 бит, защиты нет, 50 передач, пинг-понг.
    uint32_t DMA_DAC_InitST_PR  = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;
    uint32_t DMA_DAC_InitST_ALT = dst_src|src_inc|src_size|dst_size|n_minus_1|cycle_ctrl;
    
    //-------------------------------------------------
    //Настраиваем DMA для связки с DAC.
    //-------------------------------------------------
    void DMA_to_DAC_and_TIM1 (void) 
    {
      //Настраиваем первичную структуру.
      DAC_ST_ADC[10-1].Destination_end_pointer = (uint32_t)BufferData + (sizeof(BufferData))/2 - 1;       //Указатель на последний элемент середины массива (C_4 - массив значений синусоидального сигнала в 100 значений).
      DAC_ST_ADC[10-1].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA);                                  //Указатель на последний (не меняется) адрес приемника (регистр данных DAC).
      DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);                                       //Структура настройки первичной структуры.
      DAC_ST_ADC[10-1].NULL = (uint32_t)0;                                                                //Пустая ячейка.
      //Настройка альтернативной структуры. 
      DAC_ST_ADC[10-1+32].Destination_end_pointer = (uint32_t)BufferData + sizeof(BufferData) - 1;        //Указатель на последний элемент массива (C_4 - массив значений синусоидального сигнала в 100 значений).
      DAC_ST_ADC[10-1+32].Source_end_pointer = (uint32_t)&(DAC->DAC2_DATA);                               //Указатель на последний (не меняется) адрес приемника (регистр данных DAC).
      DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT);                                   //Структура настройки альтернативной структуры.
      DAC_ST_ADC[10-1+32].NULL = (uint32_t)0;                                                             //Пустая ячейка.
      
      //Настраиваем контроллер DMA.
      RST_CLK->PER_CLOCK|=PCLK_EN_DMA;                                                      //Включаем тактирование DMA.
      DMA->CTRL_BASE_PTR = (uint32_t)&DAC;_ST_ADC;                                           //Указываем адрес массива структур. 
      DMA->CFG = CFG_master_enable;                                                         //Разрешаем работу DMA.
        
      //Настраиваем канал. 
      DMA->CHNL_ENABLE_SET   = 1<<10;                                                       //Разрешаем работу 10 канала.
    }
  4. Further it is necessary to specify other number of transfers in settings of structure of the channel (both primary and alternative have identical setup, as well as in the previous article). In last article we used array of 100 values in size. Let's use now everything 1024 available (counting upon that it is necessary to address to interruption less often).
    The changed structure.
    //-------------------------------------------------
    //Настройка структуры.
    //-------------------------------------------------
    #define dst_src       (3<<30)                      //Источник - 16 бит (полуслово).
    #define src_inc       (1<<26)                      //Источник смещается на 16 бит после каждой передачи. 
    #define src_size      (1<<24)                      //Отправляем по 16 бит.
    #define dst_size      (1<<28)                      //Принимаем по 16 бит. Приемник и передатчик должны иметь одинаковые размерности.
    #define n_minus_1     ((1024-1)<<4)                //1024 передачи (-1) DMA. 
    #define cycle_ctrl    (3<<0)                       //Пинг-понг.
  5. It is necessary to be defined by the following step how we will fill our array. Initial idea was to generate values of wave during every time frame directly in MK. But as practice has shown, even 80 MHz is not enough for this task (at the same time to give out and fill with new values already transferred cells). It is perhaps possible to find solution and to generate in MK, but I did not manage it. I have decided to arrive so. I have written the program which on the set frequency of change of DAC values generates set of values for each note in the range of three octaves. The ambassador in MK we can copy these values in the buffer and in every possible way change them.
    Program code. It is written on Pascal ABC.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..35] of word;            //Смещение. 
        MesKOL:  array [0..35] of word;            //Количество в блоке.
        
    const SinTON: array [0..35] of real = 
          (130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,   
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 35 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде номер 0..35.');
      write('const uint16_t MesKOL [36] = {');
      for I:=0 to 35 do 
      Begin
        write(MesKOL[I]);
        if (I <> 35) then write (', ');
      End;
      writeln('};');
     
      writeln('//Смещение первого элемента массива 0..35.');
      write('const uint16_t MesSM [36] = {');
      for I:=0 to 35 do 
      Begin
        write(MesSM[I]);
        if (I <> 35) then write (', ');
      End;
      writeln('};');
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do 
      Begin
        write(MesVoln[I]);
        if (I <> Loop-1) then write (', ');
      End;
      writeln('};');
    End.
    It is possible to download the program here.
    Program runtime example.
    Частота смены DAC: 32000
    Введите громкость (1..50): 10
    //Количество элементов в синусоиде номер 0..35.
    const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
    //Смещение первого элемента массива 0..35.
    const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
    //Выдаем основной массив.
    const uint8_t SinMES [3849] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 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0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9};
    As each wave will have thus own period (than tone is higher? the period), with increase of frequency is less? the amount of values will decrease by wave all the time. Not to get confused, the program generates array? shifts? (address of the first element of wave) and array of lengths of each wave.
  6. Further we need to change function of interruption on the second timer (interruption of change of structures). Here we need to add the counter of already transferred cells. We know that interruption happens steadily time in 512 transfers. Thus, during each interruption we can allow rewriting of already transferred 512 blocks.
    Here code of the changed interruption.
    #define ST_Play_P           (DAC_ST_ADC[10-1].channel_cfg    &(1023<<4))               //Для проверки количества оставшихся передач в первичной структуре.
    #define ST_Play_ALT         (DAC_ST_ADC[10-1+32].channel_cfg &(1023<<4))               //Для проверки количества оставшихся передач в альтернативной структуре.
    
    uint16_t LoopBUFData = 0;                                                               //Количество готовых к перезаписи ячеек.       
    void Timer2_IRQHandler (void)                                                           //Меняем структуры.
    {
        if ((ST_Play_P == 0) &&(ST_Play_ALT <= ((1024-2)<<4)))                             //Если прошли первую половину и уже начата передача второй - переключиться на 2-ю.	
            {
      	      DAC_ST_ADC[10-1].channel_cfg = (uint32_t)(DMA_DAC_InitST_PR);                 //Заново заполняем структуру первой. 
            };
        if ((ST_Play_ALT == 0) &&(ST_Play_P <= ((1024-2)<<4)))
            {
            	DAC_ST_ADC[10-1+32].channel_cfg = (uint32_t)(DMA_DAC_InitST_ALT);             //Альтернативной.                            
            }    
    		LoopBUFData=512;                                                                    //Разрешаем перезапись 512 ячеек. 
    		DMA->CHNL_ENABLE_SET   = 1<<10;                                                     //Разрешаем передачу дальше.                         
    		TIMER2->STATUS=0;                                                                   //Сбрасываем флак, чтобы не зайти в это прерывание снова.
    }
  7. Further, for the sake of dough, we will try to write function which will write N-noye amount of values of wave in the buffer. Thus to monitor not to erase already written cells, but not transferred cells.
    It looks so.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin = 0;                                                 //Указатель на передаваемую ячейку значения периода волны.
    uint16_t WavTon_BF;                                                   //Буффер имени предыдущей волны. Если мы повторно передаем одну и ту же волну - указатель на ячейку волны не меняется, если передаем другую волну - с уля.
    
    void Bufheck (uint16_t LoopSIN, uint16_t WavTon)                      //Заливка в буффер LoopSIN значений WavTon (Принимаем смещение) волны DAC-а.
    {
    	if (WavTon_BF!=WavTon) {WavTon_BF=WavTon; LoopSin=0;};              //Если передаем новую волну - то с начала.
    	for (uint16_t LoopZL = 0; LoopZL<LoopSIN; LoopZL++)                 //Заполняем нужное количество ячеек в буфере. 
    	{
    		while (LoopBUFData == 0) {};                                      //Ждем, пока предыдущая часть массива передастся. 
    	  if (LoopSin<MesKOL[WavTon])                                       //Если прошел не весь период волны - продолжить показывать его.
    		{
    			BufferData[BufferIndex]=SinMES[LoopSin+MesSM[WavTon]];          //Заполняем буффер.
    			LoopSin++;                                                      //Приготовиться к показу следущего элемента.
    		  BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;    //Если счетчик буфера вышел за пределы - записывать с начала. 
    			LoopBUFData--;                                                  //Указываем, что мы передали один элемент.
    		}
    		else LoopSin=0;                                                              
    	}
    }
    Let's configure the main function.
    #include "main.h"
    
    uint8_t Play_museic [30][2] = {18,2, 25,2, 20,6, 21,2, 21,4, 18,2, 25,2, 20,6, 21,2, 23,2, 21,2, 18,8, 36,2, 20,2, 16,2, 14,2, 16,8, 36,2, 18,2, 14,2, 13,2, 14,2, 16,2, 18,6, 20,2, 21,2, 23,2, 21,8, 20,4};
    
    //Количество элементов в синусоиде номер 0..35.
    const uint16_t MesKOL [36] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33};
    //Смещение первого элемента массива 0..35.
    const uint16_t MesSM [36] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815};
    //Выдаем основной массив.
    const uint8_t SinMES [3849] = {15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 20, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 27, 26, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 20, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 23, 22, 22, 21, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 15, 15, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 21, 22, 22, 23, 23, 24, 24, 24, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 24, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 22, 21, 21, 20, 20, 19, 19, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 20, 20, 21, 21, 22, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 23, 22, 21, 21, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 19, 19, 20, 20, 21, 21, 22, 23, 23, 24, 24, 25, 25, 25, 26, 26, 27, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 28, 27, 27, 26, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 18, 17, 16, 16, 15, 15, 14, 13, 13, 12, 12, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 12, 12, 13, 13, 14, 15, 15, 15, 16, 16, 17, 18, 18, 19, 19, 20, 21, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 18, 19, 20, 20, 21, 22, 22, 23, 23, 24, 25, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 23, 22, 21, 21, 20, 19, 19, 18, 17, 17, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 9, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 18, 19, 19, 20, 21, 21, 22, 23, 23, 24, 24, 25, 26, 26, 26, 27, 27, 28, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 28, 27, 27, 26, 26, 25, 25, 24, 24, 23, 22, 22, 21, 21, 20, 19, 18, 18, 17, 16, 16, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 8, 8, 9, 10, 10, 11, 12, 12, 13, 14, 15, 15, 15, 16, 17, 17, 18, 19, 20, 20, 21, 22, 22, 23, 24, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 27, 26, 26, 25, 24, 24, 23, 22, 22, 21, 20, 20, 19, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 19, 20, 21, 21, 22, 23, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 25, 24, 23, 23, 22, 21, 20, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 12, 11, 10, 9, 8, 8, 7, 6, 6, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 20, 21, 22, 22, 23, 24, 25, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 26, 25, 24, 24, 23, 22, 21, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 11, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 20, 21, 22, 23, 24, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 29, 28, 28, 27, 27, 26, 25, 25, 24, 23, 22, 22, 21, 20, 19, 18, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 22, 23, 24, 25, 26, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 24, 25, 26, 27, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 27, 26, 25, 24, 24, 23, 22, 21, 20, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 27, 26, 25, 24, 23, 23, 22, 21, 20, 19, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 20, 21, 22, 23, 24, 25, 25, 26, 27, 28, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 29, 28, 28, 27, 26, 25, 24, 23, 23, 21, 20, 19, 18, 17, 16, 15, 14, 12, 11, 10, 9, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 15, 16, 17, 19, 20, 21, 22, 23, 24, 25, 26, 27, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 26, 25, 24, 23, 22, 20, 19, 18, 17, 16, 14, 13, 12, 11, 10, 9, 7, 6, 5, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 21, 22, 24, 25, 26, 26, 27, 28, 29, 29, 29, 30, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 12, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 20, 22, 23, 24, 25, 26, 27, 28, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 29, 28, 27, 26, 25, 24, 23, 22, 21, 19, 18, 17, 15, 14, 13, 11, 10, 9, 8, 6, 5, 4, 3, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 8, 9, 10, 11, 13, 14, 15, 15, 16, 18, 19, 21, 22, 23, 24, 26, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 28, 27, 26, 25, 24, 22, 21, 20, 18, 17, 16, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 10, 11, 12, 14, 15, 15, 17, 18, 20, 21, 22, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 30, 29, 29, 28, 27, 27, 26, 24, 23, 22, 20, 19, 17, 16, 14, 13, 11, 10, 8, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 9, 10, 12, 13, 15, 15, 17, 18, 20, 21, 23, 24, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 23, 21, 20, 18, 16, 15, 13, 12, 10, 8, 7, 6, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 15, 17, 18, 20, 22, 23, 25, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 24, 22, 20, 19, 17, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 1, 0, 0, 0, 0, 0, 1, 2, 3, 4, 5, 6, 8, 9, 11, 12, 14, 15, 17, 19, 20, 22, 24, 25, 26, 27, 28, 29, 30, 30, 30, 30, 29, 29, 28, 27, 26, 25, 23, 22, 20, 18, 16, 14, 13, 11, 9, 7, 6, 5, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 11, 12, 14, 15, 17, 19, 21, 22, 24, 26, 27, 28, 29, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 16, 14, 12, 10, 8, 6, 5, 4, 2, 1, 1, 0, 0, 0, 0, 1, 2, 3, 4, 5, 7, 8, 10, 12, 14, 16, 15, 17, 19, 21, 23, 24, 26, 27, 28, 29, 30, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 17, 15, 13, 11, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 11, 13, 15, 15, 17, 19, 21, 23, 25, 26, 28, 29, 29, 30, 30, 30, 29, 28, 27, 26, 24, 23, 21, 19, 16, 14, 12, 10, 8, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 10, 12, 14, 15, 17, 20, 22, 24, 25, 27, 28, 29, 30, 30, 30, 29, 29, 28, 26, 24, 23, 20, 18, 16, 14, 11, 9, 7, 5, 4, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 13, 15, 15, 17, 20, 22, 24, 26, 27, 29, 29, 30, 30, 30, 29, 28, 26, 25, 23, 20, 18, 16, 13, 11, 9, 6, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 16, 15, 18, 20, 22, 25, 26, 28, 29, 30, 30, 30, 29, 28, 27, 25, 23, 21, 18, 15, 13, 10, 8, 6, 4, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 14, 15, 18, 20, 23, 25, 27, 28, 29, 30, 30, 29, 29, 27, 25, 23, 21, 18, 15, 13, 10, 8, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 9, 11, 14, 15, 18, 21, 23, 26, 27, 29, 30, 30, 30, 29, 28, 26, 24, 21, 18, 16, 13, 10, 7, 5, 3, 1, 0, 0, 0, 1, 2, 4, 6, 8, 11, 14};
    
    extern uint16_t Sound_exhaust;                     //Флаг разрешения записи.
    
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
      
      while (1) 
            {       
    					for (uint16_t LoopNotN = 0; LoopNotN<36; LoopNotN++)
                Bufheck(0xFFF, LoopNotN);
            }
    }
    Such sound has turned out. It is possible to download the project here.
  8. Well here. How to use the buffer? have understood. Now it is necessary to write function which could play at the same time two waves (or wave and pause) 1/64 clock periods (we will conduct duration in the 64th). It is function will become basis of our main program.
    But before it we will carry out small calculation.
    //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	  //Мы играем 64-тыми. 32000 в секунду * 4 / 64 доли 
        // = 2000 передач за одну шестнадцатую.
    Function looks so.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin, LoopSin1;                                           //Указатель на передаваемую ячейку значения периода волны.
    uint8_t  WavTon_BF1, WavTon_BF2;                                      //Для "красивой" синусоиды. Чтобы в случае, если несколько шестнадцатых подряд идет одна и так же нота - ее синусоида не "рвалась", а продолжала.
    void NoteBUF (uint8_t NambeN1, uint8_t NambeN2)
    {
        
        //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	 //Мы играем 64-тыми. 32000 в секунду * 4 / 64 доли 
        // = 2000 передач за одну шестнадцатую. 
     
        if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;};                                //Если передаем новую волну - то с начала периода.
        if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin1=0;};  
        
      for (uint16_t Del16 = 0; Del16<2000; Del16++)                                                //Передаем 64-ю.
        { 
          while (LoopBUFData == 0) {};                                                						//Ждем, пока предыдущая часть массива передастся. 
    			BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]]; //Заполняем буффер. Громкость понижаем в 2 раза.
    			LoopSin++;  LoopSin1++;                                                                 //Приготовиться к показу следующего элемента.
          if (LoopSin==MesKOL[NambeN1]) LoopSin=0;                                                //Если прошел весь период 1-й волны - начать с начала.
          if (LoopSin1==MesKOL[NambeN2]) LoopSin1=0;                                              //Тоже самое со второй.
          BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                            //Если счетчик буфера вышел за пределы - записывать с начала. 
          LoopBUFData--;                                                                          //Указываем, что мы передали один элемент.
        }
    }
    Explanations to code.
    • At first we look, whether has passed the sinusoid wave period (everyone separately). If the period has passed (the counter has counted to the end of sinusoid), to begin with the beginning.
      	if (WavTon_BF1==NambeN1) {WavTon_BF1=NambeN1; LoopSin=0;};                                    //Если передаем новую волну - то с начала периода.
      	if (WavTon_BF2==NambeN2) {WavTon_BF2=NambeN2; LoopSin=0;};
    • Further we make transfer of 2000 values. As we have calculated what exactly so many changes of DMA values are required that sounding with lasting one sixteenth has turned out.
      for (uint16_t Del16 = 0; Del16<2000; Del16++)                                                 //Передаем шестнадцатую.
    • Further we check availability of free cells. If those are not present, we wait.
      while (LoopBUFData == 0) {};                                                              //Ждем, пока предыдущая часть массива передастся.
    • Further the most interesting. Imposing of waves. It is made as follows.
      BufferData[BufferIndex]=SinMES[LoopSin+MesSM[NambeN1]]+SinMES[LoopSin1+MesSM[NambeN2]];   //Заполняем буффер.
    • We show that we have transferred on one value from each wave. We look if the period has passed to begin with the beginning.
      LoopSin++;  LoopSin1++;                                                                   //Приготовиться к показу следущего элемента.
      		  if (LoopSin>MesKOL[NambeN1]) LoopSin=0;                                                   //Если прошел весь период 1-й волны - начать с начала.
      		  if (LoopSin1>MesKOL[NambeN2]) LoopSin1=0;                                                 //Тоже самое со второй.
    • And already usual check of the buffer and transfer of the pointer in case of its fullness in the beginning is farther.
      BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                              //Если счетчик буфера вышел за пределы - записывать с начала. 
      		  LoopBUFData--;                                                                            //Указываем, что мы передали один элемент.
  9. Besides, as dough we will write the program which against the playing one note plays all others. Let's place it in the main function.
    Here its code.
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                      //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
      while (1) 
            {       
    					for (uint8_t NN0 = 0; NN0<36; NN0++)
    					{
    						for (uint8_t NN1 = 0; NN1<36; NN1++)
    						{
    							for (uint8_t POV = 0; POV<8; POV++) NoteBUF(NN0, NN1);
    						}		
    					}
            }
    }
    It is possible to download the file of the project here
  10. Further it is time to use our function and to play two channel tune. But before it we modify additional programs (the generator of values of sinusoids and the transformer of notes in array) a little. As it has appeared, it is not enough three octaves. I have looked, in what range in general there can be notes in Ringtone Editor. It has appeared that the program can generate from to small octave to SI of thirds of octave. Thus, we need to add opportunity? to understand? and to play one more octave. + I have forgotten about pause.
    Here so the code of the program data converter from INPUT.TXT in array of values looks.
    Program Pr;
    var input: file of char;                                                        //Отсюда читаем. 
        DataST: string;                                                             //Буффер для разбора ноты.
        BufChar: char;                                                              //Буффер для посимвольного чтения.
        Loop: integer;                                                              //Количество нот.
        BufNOT: byte;                                                               //Значение для одной ноты/времени ноты.
        MESNOT: array [0..1000, 0..1] of byte;                                      //Массив до 10000 нот.
        I: integer;                                                                 //Счетчик-оформитель.
    Begin
        assign(input, 'INPUT.txt'); reset(input);                                   //Подключаем файл для чтения.
        Loop:=0;
        while not Eof(input) do                                                     //Читаем до окончания файла.
        Begin
          DataST:='';
          while 1=1 do                                                              //Читаем до пробела.
          Begin 
            read(input, BufChar);                                                   //Читаем символ.
            if (BufChar <> ' ') then DataST:=DataST+BufChar                         //Если не пустой символ - дописать.
            else break;                                                             //Иначе - выйти.
          End;
    
        case DataST[1] of                                                           //Разбираем ноту.
        'C': if (DataST[2] = 'i') then Begin                                        //Если нота До, то смотрим на #.                                                                    
             if      (DataST[4] = '1') then BufNOT:=1                               //До# - малой  октавы. 
             else if (DataST[4] = '2') then BufNOT:=13                              //До# - первой октавы. 
             else if (DataST[4] = '3') then BufNOT:=25                              //До# - второй октавы.
             else if (DataST[4] = '4') then BufNOT:=37                              //До# - третей октавы.
             End else Begin              
             if      (DataST[2] = '1') then BufNOT:=0                               //До  - малой октавы.
             else if (DataST[2] = '2') then BufNOT:=12                              //До  - первой октавы. 
             else if (DataST[2] = '3') then BufNOT:=24                              //До  - второй октавы.   
             else if (DataST[2] = '4') then BufNOT:=36 
             End;
        'D': if      (DataST[2] = 'i') then Begin                                   //Если нота Ре.                                                                   
             if      (DataST[4] = '1') then BufNOT:=3                              
             else if (DataST[4] = '2') then BufNOT:=15                             
             else if (DataST[4] = '3') then BufNOT:=27
             else if (DataST[4] = '4') then BufNOT:=39
             End else Begin
             if      (DataST[2] = '1') then BufNOT:=2                             
             else if (DataST[2] = '2') then BufNOT:=14                             
             else if (DataST[2] = '3') then BufNOT:=26 
             else if (DataST[2] = '4') then BufNOT:=38 End;
              
        'E': if      (DataST[2] = '1') then BufNOT:=4                               //Если нота Ми (Диеза "не имеет").                    
             else if (DataST[2] = '2') then BufNOT:=16                    
             else if (DataST[2] = '3') then BufNOT:=28
             else if (DataST[2] = '4') then BufNOT:=40;
             
        'F': if      (DataST[2] = 'i') then Begin                                   //Если нота Фа.                                                                   
             if      (DataST[4] = '1') then BufNOT:=6                              
             else if (DataST[4] = '2') then BufNOT:=18                             
             else if (DataST[4] = '3') then BufNOT:=30 
             else if (DataST[4] = '4') then BufNOT:=42 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=5                            
             else if (DataST[2] = '2') then BufNOT:=17                             
             else if (DataST[2] = '3') then BufNOT:=29 
             else if (DataST[2] = '4') then BufNOT:=41 End;
             
        'G': if      (DataST[2] = 'i') then Begin                                   //Если нота Соль.                                                                   
             if      (DataST[4] = '1') then BufNOT:=8                           
             else if (DataST[4] = '2') then BufNOT:=20                             
             else if (DataST[4] = '3') then BufNOT:=32 
             else if (DataST[4] = '4') then BufNOT:=44 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=7                           
             else if (DataST[2] = '2') then BufNOT:=19                           
             else if (DataST[2] = '3') then BufNOT:=31 
             else if (DataST[2] = '4') then BufNOT:=43 End;
             
        'A': if      (DataST[2] = 'i') then Begin                                   //Если нота Ля.                                                                   
             if      (DataST[4] = '1') then BufNOT:=10                             
             else if (DataST[4] = '2') then BufNOT:=22                            
             else if (DataST[4] = '3') then BufNOT:=34 
             else if (DataST[4] = '4') then BufNOT:=46 End
             else Begin
             if      (DataST[2] = '1') then BufNOT:=9                             
             else if (DataST[2] = '2') then BufNOT:=21                             
             else if (DataST[2] = '3') then BufNOT:=33
             else if (DataST[2] = '4') then BufNOT:=45 End;
             
        'B': if      (DataST[2] = '1') then BufNOT:=11                              //Си.              
             else if (DataST[2] = '2') then BufNOT:=23                    
             else if (DataST[2] = '3') then BufNOT:=35
             else if (DataST[2] = '4') then BufNOT:=47;
        'P': BufNOT:=48;                                                            //В случае "паузы".
        End;
        
        MESNOT[Loop][0]:=BufNOT;                                                    //Сохраняем номер ноты. 
        
        if (DataST[length(DataST)-1] = '.') then                                    //Если длительность с точкой. 
        Begin                    
        if (DataST[length(DataST)-3] = '/') then                                    //Если длительность из одного знака (1/1, 1/2, 1/4, 1/8).
        case DataST[length(DataST)-2] of
          '1': BufNOT:=64+32;
          '2': BufNOT:=32+16;
          '4': BufNOT:=16+8;
          '8': BufNOT:=8+4; end                                                     //64 с точной запрещена!
        else if (DataST[length(DataST)-3] = '3') and (DataST[length(DataST)-2] = '2') then BufNOT:=2+1 //Если 32-я.
        else if (DataST[length(DataST)-3] = '1') and (DataST[length(DataST)-2] = '6') then BufNOT:=4+2; //Если 16-я.
        End
        else Begin                                                                  //Если длительность без точки.
        if (DataST[length(DataST)-2] = '/') then                                    //Если длительность из одного знака (1/1, 1/2, 1/4, 1/8).
        case DataST[length(DataST)-1] of
          '1': BufNOT:=64;
          '2': BufNOT:=32;
          '4': BufNOT:=16;
          '8': BufNOT:=8; end              
        else if (DataST[length(DataST)-2] = '6') and (DataST[length(DataST)-1] = '4') then BufNOT:=1 //Если 64-я.
        else if (DataST[length(DataST)-2] = '3') and (DataST[length(DataST)-1] = '2') then BufNOT:=2 //Если 32-я.
        else if (DataST[length(DataST)-2] = '1') and (DataST[length(DataST)-1] = '6') then BufNOT:=4; //Если 16-я.
        End;
        
        MESNOT[Loop][1]:=BufNOT;                                                    //Сохраняем длительность. 
        
        Loop:=Loop+1;
        End;
        
        writeln ('//Массив нот.');                                                  //Оформляем массив.
        write('uint8_t MusicNote [', Loop, '][2] = {');
        for I:=0 to Loop-1 do Begin write(MESNOT[I][0], ',', MESNOT[I][1]);
                                  if (I<>(Loop-1)) then write(', ');
                            End;
        write('};');
        
    End.
    And so the code of the generator of array of sinusoids of sound + pause looks.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..47] of word;            //Смещение. 
        MesKOL:  array [0..47] of word;            //Количество в блоке.
        
    const SinTON: array [0..47] of real = 
          (130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,   
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75,
           1046.5,  1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480,   1568,   1661.2,
           1760,    1864.6, 1975.5);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 47 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде.');
      write('const uint16_t MesKOL [49] = {');
      for I:=0 to 47 do write(MesKOL[I], ', ');
      writeln('1};');                                 //Последний элемент - пустота. Она занимает 1 блок.
     
      writeln('//Смещение первого элемента массива.');
      write('const uint16_t MesSM [49] = {');
      for I:=0 to 47 do write(MesSM[I], ', ');
      writeln(MesSM[47]+MesKOL[47], '};');            //Положение "пустоты". Для паузы.
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do write(MesVoln[I], ', ');
      writeln(0, '};');                              //Последний элемент - "0". Пустота. 
    End.
    It is possible to download the transformer here. Generator of sinusoids? here. Now we can understand and reproduce 4 full-fledged octaves. Available to duration: 1/1, 1/2, 1/4, 1/8, 1/16, 1/32, 1/64, 1/1., 1/2./1/4., 1/8., 1/16., 1/32. As you could notice 1/64. no. For its creation it should remake everything under 1/128. As 1/64. = 1/64+1/128.
  11. Now it is possible to start reproduction of music.
    At me the following function has turned out.
    //Массив нот.
    uint8_t MusicNote  [112][2] = {18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 16,8, 18,24, 20,8, 21,8, 23,8, 21,32, 17,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 16,32, 48,8, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 11,8, 17,8, 10,8, 22,8, 23,8, 25,8, 26,8, 21,8, 16,8, 26,8, 20,8, 28,8, 18,8, 25,8, 18,8, 21,8, 12,8, 18,8, 15,8, 21,16, 23,8, 17,16, 48,16, 18,8, 25,8, 13,24, 21,8, 21,16, 18,8, 25,8, 13,24, 21,8, 23,8, 21,8, 18,32, 20,8, 16,8, 14,8, 11,32, 10,8, 18,8, 14,8, 13,8, 14,8, 23,8, 21,8, 20,8, 13,8, 17,8, 15,8, 17,8, 9,24, 9,8, 11,16, 8,16, 9,64};
    uint8_t MusicNote1 [120][2] = {48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,8, 30,8, 35,8, 30,8, 24,8, 27,8, 30,8, 33,8, 25,8, 30,8, 32,8, 35,24, 48,16, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 30,32, 13,8, 20,8, 25,8, 26,8, 28,32, 23,16, 24,16, 25,16, 13,16, 18,8, 18,8, 20,8, 22,8, 23,16, 16,16, 21,16, 14,16, 15,3, 18,3, 21,3, 18,3, 21,3, 24,3, 21,3, 24,3, 27,3, 24,3, 27,3, 30,3, 25,8, 30,8, 32,8, 35,24, 48,32, 17,8, 25,8, 29,16, 18,8, 25,8, 30,16, 17,8, 25,8, 29,16, 18,16, 14,8, 21,8, 26,8, 28,8, 26,32, 13,8, 20,8, 25,8, 26,8, 28,32, 30,16, 24,16, 25,16, 13,16, 18,8, 25,8, 30,8, 25,8, 26,8, 30,8, 23,8, 30,8, 25,8, 30,8, 25,8, 18,8, 6,32};
    	
    const uint16_t MesKOL [49] = {246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 1};
    //Смещение первого элемента массива.
    const uint16_t MesSM [49] = {0, 246, 478, 695, 902, 1097, 1281, 1455, 1619, 1775, 1921, 2059, 2190, 2313, 2429, 2539, 2643, 2741, 2834, 2921, 3004, 3082, 3156, 3226, 3292, 3354, 3413, 3468, 3520, 3570, 3617, 3661, 3703, 3743, 3780, 3815, 3848, 3880, 3910, 3938, 3965, 3990, 4014, 4037, 4058, 4078, 4097, 4115, 4132};
    //Выдаем основной массив.
    const uint8_t SinMES [4133] = {10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 13, 12, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 12, 13, 13, 13, 14, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 14, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9, 10, 12, 14, 16, 17, 19, 19, 20, 20, 20, 19, 18, 16, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 18, 17, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 8, 10, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 17, 16, 14, 11, 9, 7, 5, 3, 2, 1, 0, 0, 1, 2, 3, 5, 7, 9, 10, 12, 15, 17, 18, 19, 20, 20, 19, 18, 16, 14, 12, 10, 7, 5, 3, 2, 0, 0, 0, 1, 2, 4, 6, 8, 11, 10, 13, 15, 17, 19, 20, 20, 20, 19, 17, 15, 13, 10, 8, 5, 3, 2, 0, 0, 0, 1, 3, 4, 7, 9, 10, 13, 15, 17, 19, 20, 20, 19, 18, 16, 14, 11, 9, 6, 4, 2, 1, 0, 0, 1, 3, 5, 8, 10, 10, 13, 15, 18, 19, 20, 20, 19, 17, 15, 12, 9, 7, 4, 2, 1, 0, 0, 1, 3, 5, 8, 11, 10, 13, 16, 18, 19, 20, 20, 18, 16, 14, 11, 8, 5, 2, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 18, 20, 20, 19, 18, 15, 12, 9, 6, 3, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 19, 20, 20, 19, 17, 14, 10, 7, 4, 2, 0, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 20, 18, 15, 12, 8, 5, 2, 1, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 19, 17, 14, 10, 7, 3, 1, 0, 1, 2, 6, 9, 0};
    	
    	
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    	
    	uint16_t DL1=0, DL2=0;                           //Длительность игры нот каждого канала в шестнадцатых.
    	uint8_t Loop_N1=0, Loop_N2=0;                    //Номер по счету ноты (1-я, вторая...).
    	uint8_t Chenel1_P, Chenel2_P;                    //Номер ноты, которую предстоит играть (или номер паузы).
    	uint8_t Flag1, Flag2;                            //Флаги окончания игры.
      while (1) 
      {       
    	  Flag1=1; Flag2=1;                              //Разрешаем играть.
    		Loop_N1=0; Loop_N2=0;                          //С начала.
    		DL1=0; DL2=0;                                  
    		while (Flag1 | Flag2)                          //Играем, пока обе партии не закончились. 
    		{
    			if (DL1 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
    			{
    				if (Loop_N1<sizeof(MusicNote)/2)           //Если не достигнут последний элемент - выбрать следующую ноту.
    				{
    					Chenel1_P = MusicNote[Loop_N1][0];       //Задать следующую ноту.  
    					DL1=MusicNote[Loop_N1][1];               //Задать длительность. 
    					Loop_N1++;                               //Приготовиться к игре следующей.
    				} 
    				else
    				{
    					Flag1=0;                                 //Иначе ждем до конца 2-й партии.
    					Chenel1_P = 48;                          //Играем "пустоту".
    				}
    			}
    					 
    			if (DL2 == 0)                                //Тоже самое для второго канала.
    			{
    				if (Loop_N2<sizeof(MusicNote1)/2)     
    				{
    					Chenel2_P = MusicNote1[Loop_N2][0];   
    					DL2=MusicNote1[Loop_N2][1];          
    					Loop_N2++;                           
    				} 
    				else
    				{
    					Flag2=0;                                 //Иначе ждем до конца 2-й партии.
    					Chenel2_P = 48;                          //Играем "пустоту".
    				}
    			}					
    					
    			NoteBUF(Chenel1_P, Chenel2_P);               //Играть выбранные ноты 1/16.
    			if (Flag1 != 0) DL1--;                       //Прошла 64-я  каждого канала.
    			if (Flag2 != 0) DL2--;                                
    	 }
      }
    }
    Explanations to code.
    • By means of Ringtone Editor v2.2 and our transformer (version 1'1) we receive 2 arrays of notes (for each channel). I have named them MusicNote and MusicNote1. They WILL be will cause a stir by quantity of notes, but anything terrible in it is not present.
    • We receive arrays of MesKOL, MesSM and SinMES from our new generator of values of waves (version 1'1).
    • Lines of initialization are familiar to us for a long time.
        HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
        HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
      	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
        Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
        DAC_Init();                                      //Настраиваем ЦАП.
        DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
      	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    • And now about new variables.
      uint16_t DL1=0, DL2=0;                           //Длительность игры нот каждого канала в шестнадцатых.
      We will read out value of delay from each array of notes for each channel.
    • uint8_t Loop_N1=0, Loop_N2=0;                    //Номер по счету ноты (1-я, вторая...).
      Number of note will be stored in each array here. For example at present in the first array the 30th note, and in the second already the 164th plays. By default we begin with the beginning.
    • uint8_t Chenel1_P, Chenel2_P;                    //Номер ноты, которую предстоит играть (или номер паузы).
      Here number of note (or pauses) which we will transfer in the function written by us earlier registers. If this value does not change (the following note will not be selected), this will continue to play.
    • Well and it is a little about flags. Each channel has the flag. When in array all notes are not reproduced yet? the flag is equal 1. If notes? have ended?? we expose flag in? 0?. After we wait when both flags are equal to zero to start playing again. It is necessary in order that if one track comes to an end before another? all tune did not begin with the beginning.
      uint8_t Flag1, Flag2;                            //Флаги окончания игры.
    • Initial setup.
      Flag1=1; Flag2=1;                              //Разрешаем играть.
      		Loop_N1=0; Loop_N2=0;                          //С начала.
      		DL1=0; DL2=0;
    • Further we check if at least one of flags is not reset yet? to continue to play.
      while (Flag1 | Flag2)                          //Играем, пока обе партии не закончились.
    • Further we look if in the counter of duration of note it is empty, we have to look, if still notes. If is? to load number and duration of the following. If notes are settled? to put the corresponding flag and to load in? transfer? pause. Not to disturb the playing channel.
      if (DL1 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
      			{
      				if (Loop_N1<sizeof(MusicNote)/2)           //Если не достигнут последний элемент - выбрать следующую ноту.
      				{
      					Chenel1_P = MusicNote[Loop_N1][0];       //Задать следующую ноту.  
      					DL1=MusicNote[Loop_N1][1];               //Задать длительность. 
      					Loop_N1++;                               //Приготовиться к игре следующей.
      				} 
      				else
      				{
      					Flag1=0;                                 //Иначе ждем до конца 2-й партии.
      					Chenel1_P = 48;                          //Играем "пустоту".
      				}
      			}
    • Too most we do and with the second channel.
      if (DL2 == 0)                                //Тоже самое для второго канала.
      			{
      				if (Loop_N2<sizeof(MusicNote1)/2)     
      				{
      					Chenel2_P = MusicNote1[Loop_N2][0];   
      					DL2=MusicNote1[Loop_N2][1];          
      					Loop_N2++;                           
      				} 
      				else
      				{
      					Flag2=0;                                 //Иначе ждем до конца 2-й партии.
      					Chenel2_P = 48;                          //Играем "пустоту".
      				}
      			}
    • We give notes for reproduction.
      NoteBUF(Chenel1_P, Chenel2_P);               //Играть выбранные ноты 1/16.
    • Well it was also necessary only to show that the 1/64th it is played (if the batch has not ended yet).
      if (Flag1 != 0) DL1--;                       //Прошла 64-я  каждого канала.
      if (Flag2 != 0) DL2--;
    It is possible to download the project here. It is possible to listen to the turned-out sound here. As you could notice, till 50th second everything sounds well, but here after sound starts lagging behind on 1/32 and more eventually. And until the end of track to listen it is impossible to become.

We lick many-voiced musical card into shape. We reproduce 4 channels.


After unsuccessful attempts to combine 2 arrays? I have refused idea of use of Ringtone Editor v2.2. At first wanted to start reproducing directly MIDI file, but after fluent reading of its structure? has changed the mind. But has understood why tracks did not match. In fact, MIDI is format of real time (initially it served for communication of music instruments). It does not contain sound, and contains teams? to sing note to?, etc. Most interesting that it too does not contain duration because it is initially not known, how many will be the note lasts (when the musician plays, for example, synthesizer). Is only? to sing note?? noop instructions? and? to release?. Without pressing in structure of format it is possible to tell that about any simultaneous reproduction of two notes of the speech cannot be. For approval of notes separate teams are used. Now I very much would not like to deal with format therefore I have arrived as follows.
  1. We download the free version of the OpenMPT program.
    In it our MIDI file is opened.
    We pass from STM32 to the Russian K1986BE92QI microcontroller. Practical application: We generate and reproduce sound. Part fourth: we create digital part of monothematic and many-voiced musical card
    As we see, our MIDI file is separated into 16 patterns (pieces). And has not 2 channels, but 4 (if to walk and look at all patterns, it is possible to see it). Each pattern consists of 128 lines. How it was succeeded to find out experimentally? one line 1/128 of clock period
  2. Further I have arrived not the most beautiful, but rather easy way. I have copied 4 channels from each pattern in the text file INPUT.txt.
  3. Further I have decided to expand the range of the reproduced notes of our microcontroller. For this purpose has a little changed the program - the wave generator.
    The following has turned out.
    Program Sin_wav_Gener;
    Var DAC_CLK: word;                             //Частота смены данных DAC.
        Loop:    word;                             //Количество элементов в волне.
        PR:      real;                             //Период волны.
        I:       word;                             //Счетчик.
        ISIN:    byte;                             //Счетчик номера волны.
        GR:      byte;                             //Громкость волны.
        MesVoln: array [0..100000] of integer;     //Массив значений для волны.
        MesSM:   array [0..131] of word;           //Смещение.
        MesKOL:  array [0..131] of word;           //Количество в блоке.
        
    const SinTON: array [0..131] of real = 
          (16.35,   17.32,  18.35,  19.40,  20.60,  21.83,  23.12,  24.50,  25.96,
           27.50,   29.14,  30.87,  32.70,  34.65,  36.95,  38.88,  41.21,  43.65,
           46.25,   49,     51.90,  55,     58.26,  61.74,  65.41,  69.30,  73.91,
           77.78,   82.41,  87.31,  92.50,  98,     103.80, 110,    116.54, 123.48,
           130.82,  138.59, 147.83, 155.56, 164.81, 174.62, 185,    196,    207,
           220,     233.08, 246.96, 261.63, 277.18, 293.33, 311.13, 329.63, 349.23,
           369.99,  392,    415.30, 440,    466.16, 493.88, 523.25, 554.36, 587.32,
           622.26,  659.26, 698.46, 739.98, 784,    830.60, 880,    932.32, 987.75,
           1046.5,  1108.7, 1174.6, 1244.5, 1318.5, 1396.9, 1480,   1568,   1661.2,
           1760,    1864.6, 1975.5, 2093,   2217.4, 2349.2, 2489,   2637,   2793.8,
           2960,    3136,   3322.4, 3520,   3729.2, 3951,   4186,   4434.8, 4698.4,
           4978,    5274,   5587.6, 5920,   6272,   6644.8, 7040,   7458.4, 7902,
           8372,    8869.6, 9396.8, 9956,   10548,  11175.2,11840,  12544,  13289.6,
           14080,   14916.8,15804,  16744,  17739.2,18793.6,19912,  21096,  22350.4,
           23680,   25088,  26579.2,28160,  29833.6,31608);
     
    Begin
      Loop := 0;                                       //Общее количество занимаемой памяти.
      write('Частота смены DAC: '); readln(DAC_CLK);   //Получаем частоту смены DAC.
      write('Введите громкость (1..50): '); readln(GR);//Громкость волны.
      for ISIN:=0 to 131 do                             //Генерируем массивы для всех 36 нот.
      Begin
        PR:=DAC_CLK/SinTON[ISIN]/2;                    //Получаем период волны.  
        MesSM[ISIN]:=Loop;                             //Смещение.
        MesKOL[ISIN]:=Round(PR*2)+1;                   //Количество элементов в блоке.
        for I:=0 to Round(PR*2) do                     //Считаем волну.
          Begin
            MesVoln[Loop]:=Round(GR+GR*sin(I*pi/PR));
            Loop:=Loop+1;
          End;
      End;
      
      writeln('//Количество элементов в синусоиде.');
      write('const uint16_t MesKOL [133] = {');
      for I:=0 to 131 do write(MesKOL[I], ', ');
      writeln('1};');                                   //Последний элемент - пустота. Она занимает 1 блок.
     
      writeln('//Смещение первого элемента массива.');
      write('const uint16_t MesSM [133] = {');
      for I:=0 to 131 do write(MesSM[I], ', ');
      writeln(MesSM[131]+MesKOL[131], '};');            //Положение "пустоты". Для паузы.
      
      writeln('//Выдаем основной массив.');
      write('const uint8_t SinMES [', Loop+1, '] = {');
      for I:=0 to Loop-1 do write(MesVoln[I], ', ');
      writeln(0, '};');                                 //Последний элемент - "0". Пустота. 
    End.
    It is possible to download here.
  4. After I has written the program which will transform our text file to 4 arrays of notes.
    Here its code (Also on Pacal ABC).
    Program Pr;
    var input: text;                                                                //Отсюда читаем. 
        BufNOT: byte;                                                               //Номер ноты.
        MESNOT: array [0..3, 0..1000, 0..1] of integer;                             //Массив до 10000 нот в каждом канале.
        BIGSTRING: string;                                                          //Здесь строка на 4 канала.
        Chene_ST:  string;                                                          //Строка для одного канала.
        LoopNOTE_Chenel: array [0..3] of integer;                                   //Номер ноты в каждом канале.
        LoopDELAY_Chenel: array [0..3] of integer;                                  //Ожидание в каждом канале.
        LoopChenel: integer;                                                        //Счетчик каналов.
        I: integer; 
        FLAG_ONE_NOTE: array [0..3] of byte;                                        //Флаг показывает, что хотя бы одна ноты да в канале была. Иначе "пауза" до 1-й ноты.
    //Функция принимает строку - выдает номер ноты. 
    function PR_String_to_NambeNote (DataST: string): integer;
    var Buffer: integer;
        MNOG:   integer;
        errorS: integer; 
    Begin
      case DataST[2] of                                                             //По букве и наличию # присваиваем номер ноте в пределах одной октавы. 
      'C': if (DataST[3]='-') then Buffer:=0 else Buffer:=1;
      'D': if (DataST[3]='-') then Buffer:=2 else Buffer:=3;
      'E': Buffer:=4;
      'F': if (DataST[3]='-') then Buffer:=5 else Buffer:=6;
      'G': if (DataST[3]='-') then Buffer:=7 else Buffer:=8;
      'A': if (DataST[3]='-') then Buffer:=9 else Buffer:=10;
      'B': Buffer:=11;
      '=': Buffer:=132; End;
      if (Buffer<>132) then
      Begin
        val(DataST[4], MNOG, errorS);                                               //Получаем номер строки.
        Buffer:=Buffer+12*MNOG;                                                     //Получаем номер ноты на нужно октаве.
      End;
      PR_String_to_NambeNote:=Buffer;                                               //Выдаем номер/паузу
    End;
    
    Begin
      assign(input, 'INPUT.txt'); reset(input);                                     //Подключаем файл для чтения.
      while not eof(input) do                                                       //Читаем все строки.
      Begin 
        readln(input, BIGSTRING);                                                   //Читаем строку для 4-х каналов. 
        if (BIGSTRING[1] = '|') then                                                //Если это именно наша строка, то.
        Begin
          for LoopChenel:=0 to 3 do                                                 //Проходим все 4 канала.
          Begin
            Chene_ST:=copy(BIGSTRING, 1+12*LoopChenel, 4);                          //Копируем из общей строки нужный канал.    
            if (Chene_ST[2]<>'.') then                                              //Если перед нами нота, то.
            Begin          
              if (FLAG_ONE_NOTE[LoopChenel]=0) then                                 //Если до этой ноты не было ни одной, то сделать до нее паузу.
              Begin
                if (LoopDELAY_Chenel[LoopChenel]<>0) then
                Begin
                  MESNOT[LoopChenel][0][0]:=132;                                    //Передвигаем указатель в "0".
                  MESNOT[LoopChenel][0][1]:=LoopDELAY_Chenel[LoopChenel];           //Указываем длительность паузы.
                  LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1;       //Передвигаем указатель на следующую ноту.
                End;
                FLAG_ONE_NOTE[LoopChenel]:=1;
              End;
              MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]][0]:=PR_String_to_NambeNote(Chene_ST);   //Получаем номер ноты. 
              if (LoopNOTE_Chenel[LoopChenel]<>0) then
               MESNOT[LoopChenel][LoopNOTE_Chenel[LoopChenel]-1][1]:=LoopDELAY_Chenel[LoopChenel];    //Указываем длительность предыдущей (если она была).
              LoopNOTE_Chenel[LoopChenel]:=LoopNOTE_Chenel[LoopChenel]+1;                             //Передвигаем указатель на следующую ноту.
              LoopDELAY_Chenel[LoopChenel]:=1;                                                        //По умолчанию длинна ноты 1/128.     
            End
            else LoopDELAY_Chenel[LoopChenel]:=LoopDELAY_Chenel[LoopChenel]+1;      //Если сейчас пауза - просто ждем.
          End;
        End;
      End;
      
      MESNOT[0][LoopNOTE_Chenel[0]-1][1]:=LoopDELAY_Chenel[0];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[1][LoopNOTE_Chenel[1]-1][1]:=LoopDELAY_Chenel[1];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[2][LoopNOTE_Chenel[2]-1][1]:=LoopDELAY_Chenel[2];                      //Присваиваем последней ноте ее задержку.  
      MESNOT[3][LoopNOTE_Chenel[3]-1][1]:=LoopDELAY_Chenel[3];                      //Присваиваем последней ноте ее задержку.  
      
      for LoopChenel:=0 to 3 do
      Begin
        write('uint16_t MusicNote', LoopChenel, '[', LoopNOTE_Chenel[LoopChenel], '][2] = {');
        for I:=0 to LoopNOTE_Chenel[LoopChenel]-1 do 
        Begin
          write (MESNOT[LoopChenel][I][0],  ',', MESNOT[LoopChenel][I][1]);  
          if (I<>LoopNOTE_Chenel[LoopChenel]-1) then write(', ');
        End;
        writeln('};');
      End;
    End.
    It is possible to download here.
  5. Further it was necessary to change our program of the microcontroller to reproduce 4 channels.
    The turned-out code of basic function looks so.
    #include "main.h"
    
    uint16_t MusicNote0[119][2] = {66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 66,50, 132,14, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,50, 132,1, 132,13, 68,13, 69,12, 71,13, 66,50, 132,1, 68,26, 66,13, 73,13, 68,38, 69,13, 69,25, 66,13, 73,13, 68,38, 69,13, 71,13, 69,13, 66,50, 132,14, 68,13, 64,12, 62,13, 64,50, 132,1, 58,13, 66,13, 62,13, 61,13, 62,12, 71,13, 69,13, 68,13, 66,13, 65,12, 63,13, 65,13, 66,13, 70,13, 71,12, 73,13, 71,13, 69,13, 68,13, 71,12, 73,13, 76,13, 69,13, 73,13, 72,12, 69,13, 68,13, 66,13, 69,13, 69,25, 71,13, 68,26, 132,25, 66,13, 73,13, 68,38, 69,13, 69,26, 66,12, 73,13, 68,39, 69,12, 71,13, 69,13, 64,50, 132,1, 132,13, 68,13, 64,13, 62,12, 64,50, 132,2, 58,12, 66,13, 62,13, 61,13, 62,13, 71,12, 69,13, 68,13, 66,13, 65,13, 59,25, 66,50, 132,1, 59,26, 56,26, 57,50, 132,52, 132,51};
    uint16_t MusicNote1[60][2] = {132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,2, 132,64, 64,12, 66,39, 132,38, 69,50, 132,1, 65,26, 132,26, 61,50, 132,52, 61,50, 132,27, 64,50, 132,1, 132,51, 59,50, 132,1, 132,103, 61,25, 59,26, 58,13, 132,38, 74,13, 132,13, 64,13, 74,12, 68,26, 66,26, 66,25, 60,26, 63,50, 132,1, 65,26, 132,51, 61,50, 132,52, 61,50, 132,27, 66,50, 132,14, 132,38, 59,50, 132,2, 132,102, 61,26, 63,12, 65,13, 57,39, 57,12, 132,205};
    uint16_t MusicNote2[121][2] = {132,26, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,50, 132,1, 48,50, 132,1, 49,50, 132,27, 132,26, 41,12, 49,13, 53,26, 42,13, 49,12, 54,26, 41,13, 49,13, 53,25, 42,26, 38,13, 45,12, 50,13, 52,13, 50,50, 132,1, 37,13, 44,13, 49,13, 50,12, 42,50, 132,2, 54,50, 132,1, 49,25, 37,26, 42,13, 42,13, 44,12, 46,13, 47,26, 40,25, 45,26, 38,26, 39,4, 42,4, 45,4, 42,5, 45,4, 48,4, 45,4, 132,1, 48,4, 51,4, 48,4, 51,5, 54,4, 49,50, 132,27, 132,51, 41,13, 49,12, 53,26, 42,13, 49,13, 54,25, 41,13, 49,13, 53,25, 42,26, 38,13, 45,13, 50,12, 52,13, 54,50, 132,1, 37,13, 44,13, 49,13, 50,13, 42,50, 132,1, 47,25, 48,26, 49,26, 37,25, 42,13, 49,13, 54,13, 49,12, 50,13, 54,13, 47,13, 54,13, 49,12, 54,13, 49,13, 42,13, 30,50, 132,1, 132,51};
    uint16_t MusicNote3[39][2] = {132,256, 50,50, 132,1, 132,52, 52,50, 132,1, 132,13, 54,12, 59,13, 54,13, 132,13, 51,13, 54,12, 57,13, 132,13, 54,13, 56,13, 59,38, 132,256, 54,50, 132,1, 132,51, 52,50, 132,2, 47,25, 48,26, 132,269, 54,12, 56,13, 59,39, 132,281, 50,50, 132,1, 132,52, 52,50, 132,1, 54,50, 132,1, 132,307};
    
    //Количество элементов в синусоиде.
    const uint16_t MesKOL [133] = {1958, 1849, 1745, 1650, 1554, 1467, 1385, 1307, 1234, 1165, 1099, 1038, 980, 925, 867, 824, 778, 734, 693, 654, 618, 583, 550, 519, 490, 463, 434, 412, 389, 368, 347, 328, 309, 292, 276, 260, 246, 232, 217, 207, 195, 184, 174, 164, 156, 146, 138, 131, 123, 116, 110, 104, 98, 93, 87, 83, 78, 74, 70, 66, 62, 59, 55, 52, 50, 47, 44, 42, 40, 37, 35, 33, 32, 30, 28, 27, 25, 24, 23, 21, 20, 19, 18, 17, 16, 15, 15, 14, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 4, 4, 4, 3, 3, 3, 3, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 2, 2, 1};
    //Смещение первого элемента массива.
    const uint16_t MesSM [133] = {0, 1958, 3807, 5552, 7202, 8756, 10223, 11608, 12915, 14149, 15314, 16413, 17451, 18431, 19356, 20223, 21047, 21825, 22559, 23252, 23906, 24524, 25107, 25657, 26176, 26666, 27129, 27563, 27975, 28364, 28732, 29079, 29407, 29716, 30008, 30284, 30544, 30790, 31022, 31239, 31446, 31641, 31825, 31999, 32163, 32319, 32465, 32603, 32734, 32857, 32973, 33083, 33187, 33285, 33378, 33465, 33548, 33626, 33700, 33770, 33836, 33898, 33957, 34012, 34064, 34114, 34161, 34205, 34247, 34287, 34324, 34359, 34392, 34424, 34454, 34482, 34509, 34534, 34558, 34581, 34602, 34622, 34641, 34659, 34676, 34692, 34707, 34722, 34736, 34749, 34761, 34773, 34784, 34795, 34805, 34815, 34824, 34833, 34841, 34849, 34856, 34863, 34870, 34876, 34882, 34888, 34894, 34899, 34904, 34909, 34914, 34918, 34922, 34926, 34930, 34934, 34938, 34941, 34944, 34947, 34950, 34953, 34956, 34959, 34962, 34965, 34967, 34969, 34971, 34973, 34975, 34977, 34979};
    //Выдаем основной массив.
    const uint8_t SinMES [34980] = {10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 10, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 11, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 12, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 15, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 16, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 17, 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14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 16, 15, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 11, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 9, 8, 8, 8, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 12, 13, 13, 14, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 11, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 10, 11, 11, 12, 12, 13, 13, 13, 14, 14, 15, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 16, 15, 15, 14, 14, 14, 13, 13, 12, 12, 12, 11, 11, 10, 10, 9, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 16, 17, 17, 17, 18, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 8, 7, 7, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 7, 6, 6, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 2, 3, 3, 4, 4, 4, 5, 5, 6, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 14, 15, 15, 16, 16, 17, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 15, 14, 14, 13, 13, 12, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 9, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 3, 2, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 12, 13, 14, 14, 15, 15, 16, 16, 17, 17, 18, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 13, 12, 11, 11, 10, 10, 9, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 14, 15, 16, 16, 17, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 14, 13, 12, 12, 11, 10, 10, 9, 8, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 2, 2, 3, 3, 3, 4, 4, 5, 6, 6, 7, 7, 8, 9, 9, 10, 10, 11, 11, 12, 13, 13, 14, 15, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 18, 17, 17, 16, 16, 15, 15, 14, 13, 13, 12, 11, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 2, 3, 3, 4, 4, 5, 6, 6, 7, 8, 8, 9, 10, 10, 10, 11, 11, 12, 13, 14, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 12, 11, 10, 9, 9, 8, 7, 7, 6, 5, 5, 4, 3, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 7, 7, 8, 9, 10, 10, 11, 12, 12, 13, 14, 14, 15, 16, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 16, 15, 14, 14, 13, 12, 11, 11, 10, 9, 8, 8, 7, 6, 5, 5, 4, 4, 3, 2, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 4, 5, 6, 7, 7, 8, 9, 10, 10, 10, 11, 12, 12, 13, 14, 15, 15, 16, 17, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 16, 15, 14, 14, 13, 12, 11, 10, 10, 9, 8, 7, 6, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 13, 14, 15, 16, 16, 17, 18, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 17, 16, 15, 14, 14, 13, 12, 11, 10, 9, 9, 8, 7, 6, 5, 5, 4, 3, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 3, 4, 5, 5, 6, 7, 8, 9, 9, 10, 10, 11, 12, 13, 14, 14, 15, 16, 17, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 4, 3, 2, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 4, 5, 6, 7, 8, 8, 9, 10, 10, 11, 12, 13, 14, 15, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 8, 7, 6, 5, 4, 3, 3, 2, 1, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 2, 3, 4, 5, 6, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 17, 18, 19, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 18, 17, 16, 15, 14, 13, 12, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 5, 6, 7, 8, 9, 10, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 20, 19, 19, 18, 17, 17, 16, 15, 14, 13, 11, 10, 9, 8, 7, 6, 5, 4, 3, 2, 2, 1, 1, 0, 0, 0, 0, 0, 1, 1, 2, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 14, 15, 16, 17, 18, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 11, 10, 8, 7, 6, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 12, 10, 9, 8, 7, 5, 4, 3, 2, 2, 1, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 8, 9, 11, 10, 11, 13, 14, 15, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 13, 11, 10, 9, 7, 6, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 6, 8, 9, 10, 10, 11, 13, 14, 15, 17, 18, 19, 19, 20, 20, 20, 20, 19, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 7, 5, 4, 3, 2, 1, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 5, 7, 8, 10, 10, 12, 13, 14, 16, 17, 18, 19, 19, 20, 20, 20, 20, 19, 18, 17, 16, 15, 14, 12, 11, 9, 8, 6, 5, 4, 2, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 4, 6, 7, 9, 10, 10, 12, 13, 15, 16, 17, 18, 19, 20, 20, 20, 20, 19, 19, 18, 16, 15, 14, 12, 10, 9, 7, 6, 4, 3, 2, 1, 0, 0, 0, 0, 1, 1, 2, 3, 5, 6, 8, 9, 11, 10, 12, 13, 15, 16, 18, 19, 19, 20, 20, 20, 19, 19, 18, 17, 15, 14, 12, 10, 9, 7, 5, 4, 3, 2, 1, 0, 0, 0, 0, 1, 2, 3, 5, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 20, 19, 18, 17, 15, 14, 12, 10, 8, 7, 5, 4, 2, 1, 1, 0, 0, 0, 1, 2, 3, 4, 6, 8, 9, 10, 12, 14, 15, 17, 18, 19, 20, 20, 20, 19, 18, 17, 16, 14, 12, 10, 8, 7, 5, 3, 2, 1, 0, 0, 0, 1, 1, 2, 4, 6, 7, 9, 10, 12, 14, 16, 17, 19, 19, 20, 20, 20, 19, 18, 16, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 2, 3, 5, 7, 9, 11, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 18, 17, 15, 13, 11, 9, 7, 5, 3, 2, 1, 0, 0, 0, 1, 3, 4, 6, 8, 10, 10, 12, 14, 16, 18, 19, 20, 20, 20, 19, 17, 16, 14, 11, 9, 7, 5, 3, 2, 1, 0, 0, 1, 2, 3, 5, 7, 9, 10, 12, 15, 17, 18, 19, 20, 20, 19, 18, 16, 14, 12, 10, 7, 5, 3, 2, 0, 0, 0, 1, 2, 4, 6, 8, 11, 10, 13, 15, 17, 19, 20, 20, 20, 19, 17, 15, 13, 10, 8, 5, 3, 2, 0, 0, 0, 1, 3, 4, 7, 9, 10, 13, 15, 17, 19, 20, 20, 19, 18, 16, 14, 11, 9, 6, 4, 2, 1, 0, 0, 1, 3, 5, 8, 10, 10, 13, 15, 18, 19, 20, 20, 19, 17, 15, 12, 9, 7, 4, 2, 1, 0, 0, 1, 3, 5, 8, 11, 10, 13, 16, 18, 19, 20, 20, 18, 16, 14, 11, 8, 5, 2, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 18, 20, 20, 19, 18, 15, 12, 9, 6, 3, 1, 0, 0, 1, 3, 6, 9, 10, 13, 16, 19, 20, 20, 19, 17, 14, 10, 7, 4, 2, 0, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 20, 18, 15, 12, 8, 5, 2, 1, 0, 1, 3, 6, 9, 10, 14, 17, 19, 20, 19, 17, 14, 10, 7, 3, 1, 0, 1, 2, 6, 9, 10, 14, 17, 19, 20, 19, 16, 13, 9, 5, 2, 0, 0, 2, 5, 9, 10, 14, 18, 20, 20, 18, 15, 11, 7, 3, 1, 0, 1, 4, 8, 10, 14, 18, 20, 20, 17, 14, 9, 5, 2, 0, 1, 3, 7, 12, 10, 15, 18, 20, 19, 16, 12, 7, 3, 0, 0, 2, 6, 11, 10, 15, 19, 20, 19, 15, 10, 5, 2, 0, 1, 4, 9, 10, 15, 19, 20, 18, 14, 9, 4, 1, 0, 3, 8, 10, 15, 19, 20, 17, 12, 7, 2, 0, 1, 5, 11, 10, 16, 19, 20, 16, 11, 5, 1, 0, 3, 9, 10, 16, 20, 19, 15, 9, 3, 0, 1, 6, 12, 10, 16, 20, 19, 14, 7, 2, 0, 3, 9, 10, 17, 20, 18, 12, 5, 1, 1, 6, 13, 10, 17, 20, 17, 10, 3, 0, 2, 9, 10, 17, 20, 16, 9, 2, 0, 5, 13, 10, 18, 20, 15, 7, 1, 1, 8, 10, 18, 20, 14, 5, 0, 3, 12, 10, 18, 19, 12, 3, 0, 6, 10, 19, 19, 10, 2, 1, 9, 10, 19, 18, 9, 1, 3, 13, 10, 19, 17, 7, 0, 5, 10, 19, 16, 5, 0, 9, 10, 20, 15, 3, 1, 12, 10, 20, 14, 2, 3, 16, 10, 20, 12, 1, 6, 10, 20, 10, 0, 9, 10, 20, 9, 0, 13, 10, 20, 7, 1, 16, 10, 20, 5, 3, 10, 19, 3, 6, 10, 19, 2, 9, 10, 18, 1, 13, 10, 17, 0, 16, 10, 16, 0, 19, 10, 15, 1, 10, 14, 3, 10, 12, 6, 10, 10, 9, 10, 9, 13, 10, 7, 16, 10, 5, 19, 10, 3, 20, 10, 2, 19, 10, 1, 10, 0, 10, 0, 10, 1, 10, 3, 10, 6, 10, 9, 0};
    
    	
    int main (void)
    {
      HSE_Clock_ON();                                  //Разрешаем использование HSE генератора. 
      HSE_Clock_OffPLL();                              //Настраиваем "путь" сигнала и включаем тактирование от HSE генератора.
    	HSE_PLL(10);                                     //8Мгц -> 80Мгц.
      Buzzer_out_DAC_init();                           //Настраиваем порт для ЦАП.
      DAC_Init();                                      //Настраиваем ЦАП.
      DMA_to_DAC_and_TIM1();                           //Настраиваем DMA для работы с DAC2 через таймер 1.
    	Init_TIMER1_to_DMA_and_DAC2_for_BUFFER();        //Настраиваем таймер на выдачу нашей синусоиды.
    	
    	uint16_t DL0=0, DL1=0, DL2=0, DL3=0;                    //Длительность игры нот каждого канала в шестнадцатых.
    	uint16_t Loop_N0=0, Loop_N1=0, Loop_N2=0, Loop_N3=0;    //Номер по счету ноты (1-я, вторая...).
    	uint8_t Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P;     //Номер ноты, которую предстоит играть (или номер паузы).
    	uint8_t Flag0, Flag1, Flag2, Flag3;                     //Флаги окончания игры.
      while (1) 
      {       
    	  Flag0=1; Flag1=1; Flag2=1; Flag3=1;             //Разрешаем играть.
    		Loop_N0=0; Loop_N1=0; Loop_N2=0; Loop_N3=0;     //С начала.
    		DL0=0, DL1=0, DL2=0, DL3=0;                     
    		
    		while (Flag0|Flag1|Flag2|Flag3)                 //Играем, пока 4 партии не закончились. 
    		{
    			if  (DL0 == 0)                                //Если время игры ноты из 1-го массива исчерпана. 
    			{
    				  if (Loop_N0<sizeof(MusicNote0)/4)         //Если не достигнут последний элемент - выбрать следующую ноту.
    			  	{
    			  		Chenel0_P = MusicNote0[Loop_N0][0];     //Задать следующую ноту.  
    			  		DL0=MusicNote0[Loop_N0][1];             //Задать длительность. 
    			  		Loop_N0++;                              //Приготовиться к игре следующей.
    					}
    					else
    	     		{
    			     	Flag0=0;                                //Иначе ждем до конца 2-й партии.
    			     	Chenel0_P = 132;                        //Играем "пустоту".
    			    }
    		 }
    			 
    			if  (DL1 == 0)                               //Тоже самое для второго канала.
    			{
    			  	if (Loop_N1<sizeof(MusicNote1)/4)     
    			  	{
    			  		Chenel1_P = MusicNote1[Loop_N1][0];   
    			  		DL1=MusicNote1[Loop_N1][1];          
    			  		Loop_N1++;         		                       		
    			  	} 
    			  	else
    			  	{
    			  		Flag1=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel1_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	                                                                                         
    
    			if  (DL2 == 0)                                  //Тоже самое для второго канала.
    			{
    			  	if (Loop_N2<sizeof(MusicNote2)/4)     
    			  	{
    			  		Chenel2_P = MusicNote2[Loop_N2][0];   
    			  		DL2=MusicNote2[Loop_N2][1];          
    			  		Loop_N2++;         		                       		
    			  	} 
    			  	else
    			  	{ 
    			  		Flag2=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel2_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	
    
    			if (DL3 == 0)                                   //Тоже самое для второго канала.
    			{
    			  	if (Loop_N3<sizeof(MusicNote3)/4)     
    			  	{
    			  		Chenel3_P = MusicNote3[Loop_N3][0];   
    			  		DL3=MusicNote3[Loop_N3][1];          
    			  		Loop_N3++;         		                       		
    			  	} 
    			  	else
    			  	{
    			  		Flag3=0;                                  //Иначе ждем до конца 2-й партии.
    			  		Chenel3_P = 132;                          //Играем "пустоту".
    			  	}			
    		  }	
    			
    			NoteBUF(Chenel0_P, Chenel1_P, Chenel2_P, Chenel3_P);               //Играть выбранные ноты 1/128.
    			if (Flag0 != 0) DL0--;                                             //Прошла 128-я  каждого канала.
    			if (Flag1 != 0) DL1--; 
          if (Flag2 != 0) DL2--;     
          if (Flag3 != 0) DL3--;           
    	 }
      }
    }
    Code of low-level function of reproduction.
    uint16_t BufferIndex = 0;                                             //Указатель на первый пустой элемент массива.
    uint16_t LoopSin0, LoopSin1, LoopSin2, LoopSin3;                      //Указатель на передаваемую ячейку значения периода волны.
    uint8_t  WavTon_BF0, WavTon_BF1, WavTon_BF2, WavTon_BF3;              //Для "красивой" синусоиды. Чтобы в случае, если несколько шестнадцатых подряд идет одна и та же нота - ее синусоида не "рвалась", а продолжала.
    void NoteBUF (uint8_t NambeN0, uint8_t NambeN1, uint8_t NambeN2, uint8_t NambeN3)
    {
        
        //Частота выдачи 32000 Гц. 32000 передач в секунде. 
        //Скорость воспроизведения 120 ударов в минуту. В минуте 60 секунд. 
        //=> у нас 600/60 ударов в секунду. 
        //У нас 1 такт - 4/4 (четыре четверти). В такте 4 удара.
        //=>1 такт = 4 секунды. 
    	  //Мы играем 128-тыми. 32000 в секунду * 4 / 128 доли 
        // = 1000 передачь за одну шестнадцатую. 
     
        if (WavTon_BF0!=NambeN0) {WavTon_BF0=NambeN0; LoopSin0=0;};                                //Если передаем новую волну - то с начала периода.
        if (WavTon_BF1!=NambeN1) {WavTon_BF1=NambeN1; LoopSin1=0;};  
        if (WavTon_BF2!=NambeN2) {WavTon_BF2=NambeN2; LoopSin2=0;};  
    		if (WavTon_BF3!=NambeN3) {WavTon_BF3=NambeN3; LoopSin3=0;}; 
    		
      for (uint16_t Del16 = 0; Del16<1000; Del16++)                                                //Передаем 64-ю.
        { 
          while (LoopBUFData == 0) {};                                                						//Ждем, пока предыдущая часть массива передастся. 
    			BufferData[BufferIndex]=SinMES[LoopSin0+MesSM[NambeN0]]+SinMES[LoopSin1+MesSM[NambeN1]]+SinMES[LoopSin2+MesSM[NambeN2]]+SinMES[LoopSin3+MesSM[NambeN3]]; //Заполняем буффер. 
    			LoopSin0++;  LoopSin1++; LoopSin2++; LoopSin3++;                                        //Приготовиться к показу следующего элемента.
          if (LoopSin0==MesKOL[NambeN0]) LoopSin0=0;                                              //Если прошел весь период 1-й волны - начать с начала.
          if (LoopSin1==MesKOL[NambeN1]) LoopSin1=0;                                              //Тоже самое со второй.
    			if (LoopSin2==MesKOL[NambeN2]) LoopSin2=0;
          if (LoopSin3==MesKOL[NambeN3]) LoopSin3=0;				
          BufferIndex++; if (BufferIndex == (1024*2)) BufferIndex = 0;                            //Если счетчик буфера вышел за пределы - записывать с начала. 
          LoopBUFData--;                                                                          //Указываем, что мы передали один элемент.
        }
    }
    It is possible to download the project here. We have received such sound.
The sound has turned out not bad (Except note до#. She plays, for example, the second. And me cuts hearing...). Further it would be possible with support on this article to complete the generator of array of sound waves to receive hybrid of sinusoidalnogo+piloobrazny signal (for example). It would improve quality and has increased juiciness of sound. To add will not make problems.

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