Sound Examples

A collection of Sound, MIDI, and I2S examples for Arduino

Setup
Introduction
Tone
Melody
MIDI
  MIDI USB
  MIDI Serial
  MIDI to the VS1053 module
  MIDI BLE
  MIDI Controllers
I2S
VS1053 MP3 playback
Inventory

This project is maintained by tigoe

MIDI USB

These examples make your microcontroller show up to your personal computer as a MIDI controller. Thy will work on any of the USB-native Arduino boards, like the MKR boards, Leonardo, Micro, Yún, and Nano 33 IoT. There’s no special circuit for these examples. You just plug your board into your personal computer, upload a MIDI USB example, and it will appear to your computer as a MIDI controller.

In order to use these examples on a MKR Zero, MKR 1000, MKR 1010 or other board, you’ll need to install the MIDIUSB library. In the Arduino IDE, click on the Sketch Menu, then choose Include Library… then Manage Libraries. This will open the Library Manager. Filter for MIDIUSB, and you should see a library called “MIDIUSB by Gary Grewal, Arduino”. Install it. Then you’re ready to start.

Simple MIDI Player

Let’s start with a simple MIDI melody player. We’ll use the Steve Reich Piano Phase melody that you used in the melody exercise. Start a new sketch by including the MIDIUSB library:

#include <MIDIUSB.h>

The song will be at 72bpm, and the melody will be the same as it was in the melody exercise, so your global variables will look like this:

int bpm = 72;  // beats per minute
// duration of a beat in ms
float beatDuration = 60.0 / bpm * 1000;

// the melody sequence:
int melody[] = {64, 66, 71, 73, 74, 66, 64, 73, 71, 66, 74, 73};
// which note of the melody to play:
int noteCounter = 0;

There’s nothing you need to do in the setup() function, so keep it blank.

void setup() {

}

In the loop() function, you’ll send a MIDI command to play a note on channel 0 (that’s MIDI command 0x90) at full volume (that’s 127, or 0x7F in hexadecimal). You’ll write the function later, but with that information, you can write the call to the function:

void loop() {
  // play a note from the melody:
  midiCommand(0x90, melody[noteCounter], 0x7F);

All the notes in this melody are sixteenth notes, which is 1/4 of a beat, so delay that long. Then send a note off command (0x80) for the same pitch:

 // all the notes in this are sixteenth notes,
  // which is 1/4 of a beat, so:
  int noteDuration = beatDuration / 4;
  // keep it on for the appropriate duration:
  delay(noteDuration);
  // turn the note off:
  midiCommand(0x80, melody[noteCounter], 0);

Finally, add one to the note counter, then make sure it’s no larger than the length of the melody (12 notes). That’ll be the end of the loop() function:

    // increment the note number for next time through the loop:
  noteCounter++;
  // keep the note in the range from 0 - 11 using modulo:
  noteCounter = noteCounter % 12;
}

Now you need to write the midiCommand() function that you’ve called in the loop. It looks like this:

// send a 3-byte midi message
void midiCommand(byte cmd, byte data1, byte  data2) {
  // First parameter is the event type (top 4 bits of the command byte).
  // Second parameter is command byte combined with the channel.
  // Third parameter is the first data byte
  // Fourth parameter second data byte

  midiEventPacket_t midiMsg = {cmd >> 4, cmd, data1, data2};
  MidiUSB.sendMIDI(midiMsg);

When you upload this, it will send out MIDI notes over and over.

What’s With The » ?

That strange operator, >> is called the bit shift-right operator. It shifts all the bits in the number or variable you’re shifting to the right. Since each bit position is a power of 2 , bit shifting to the right is the same as dividing by 2. So cmd >> 4 shifts the number by 24, or 16. Remember how 16 is a special number in MIDI? So if the MIDI command value you sent was 0x90, then when it’s shifted by 16, you have 0x9, which is the command value independent of which channel you’re playing. The MIDIUSB library needs that number, so that’s why you shifted it in the function.

Connecting The Controller to a Software Synth

Even though your device is sending out MIDI, no one’s listening. If you have a Digital Audio Workstation like Ableton or GarageBand, then you can open it, configure the MIDI input to look for your Arduino, and the notes will play. For more on that, see this MIDI to DAW tutorial. If you’re not using a DAW, download a free MIDI synth player like Sforzando. You might want the Sforzando users guide as well. Then download an instrument file. This Yamaha Disklavier grand piano is pretty good, as are some of the other SoundFonts on that page.

Launch Sforzando. The first time you launch it, it should prompt you to set your MIDI input preferences. Choose your Arduino as a MIDI input. Unzip the sound files, then click Import in Sforzando to open the SoundFont files. Then you should hear the melody playing. Congratulations, you’ve got MIDI! Here is the complete sketch.

Now you’re ready to go on to making a MIDI instrument.

Things to Remember

If you’re using the MIDIUSB library, there are just a few things you’ll want to remember as you build other examples:

Include the MIDIUSB library

This should be at the top of every MIDIUSB sketch:

#include <MIDIUSB.h>

Make Notes with a MIDI Command Function

Most MIDI commands are three bytes, a command byte followed by two data bytes. So the MidiCommand() function you wrote here should work for most MIDI note-playing applications using MIDIUSB:

// send a 3-byte midi message
void midiCommand(byte cmd, byte data1, byte  data2) {
  // First parameter is the event type (top 4 bits of the command byte).
  // Second parameter is command byte combined with the channel.
  // Third parameter is the first data byte
  // Fourth parameter second data byte

  midiEventPacket_t midiMsg = {cmd >> 4, cmd, data1, data2};
  MidiUSB.sendMIDI(midiMsg);

Utility Functions of the MIDIUSB Library

It’s worth noting that the MIDIUSB library also includes some utility functions in separate files. These can be useful for writing more readable code, by giving note names to MIDI note numbers and to their corresponding frequencies.

pitchToNote.h

The pitchToNote.h file gives you note names for the MIDI values. So if you want to write, for example, pitchA4 instead of 69, then include this file at the top of your sketch after the MIDIUSB library like so:

#include <pitchToNote.h>

Once you’ve included this file, you can refer to note numbers by their pitch names, from pitchA0 (note value 0) to pitchC8 (note value 127). This file does not give names to sharps, only flats. So, for example D-sharp is the same as E-flat in this file, so you’d call pitchE8b for both D-sharp 7 and E-flat 8.

pitchToFrequency.h

The pitchToFrequency.h file gives you an array of floating point values called pitchFrequency corresponding to the frequencies of each MIDI note. If you add it to your sketch at the top like so:

#include <pitchToFrequency.h>

then you can access the frequencies array like using the midi note number so:

int midiNoteNumber = 69; // middle A
float noteFrequency = pitchFrequency[midiNoteNumber];

You could combine these two utility files to get the frequenices by note name:

float noteFrequency = pitchFrequency[pitchA4];

frequencyToNote.h

This file gives names to all the note frequencies. When you include it at the top of your sketch like so:

#include <frequencyToNote.h>

you can then refer to frequency values using names. For example:

float f = freqA4;

would set f to 440.000, and

float f = freqG4;

would set f to 391.995. These are the frequencies corresponding to A4 and G4, respectively.