Simply use your PC keyboard to play the tune you'd like.
As you play, the app will type the BLHELI32 code in the textbox below.
Key Bindings: ESC - Clear all notes DEL/BACKSPACE - Delete Last Note ENTER - Play Back Notes Left/Right Arrow - Octave Down/Up
(Use left/right arrows to adjust with keyboard)
The Music Note format is [Note][Octave] [Length]
Valid Music Notes are: C, C#(Db), D, D#(Eb), E, F, F#(Gb), G, G#(Ab), A, A#(Bb), B
Remark: Notes with “b” in brackets are synonyms for the previous Notes with “#”. So, "C#" has the same frequency value as "Db".
Beside of the Notes there is a Pause = silence
Music Pause format = P[Length]
Valid Pause values: P 1/1, P 1/2, P 1/4, P 1/8, P 1/16, P 1/32, P 1/64, P 1/128
The individual Note/Pause Length will be scaled with the “Gen. length” value. Value 8 is neutral.
The numerator "1/” for length values and spaces in script text are optional, so "A42" equals "A4 1/2" and "P128" equals "P 1/128".
Unchecking “Show 1/x for length” will hide the numerators in the script text.
Unchecking “Show Spaces” will hide spaces the script text.
A Click on the green “Play” button of the MediaPlayer will check the script for errors, generate a wav file (“TestMusic.wav”) in the \Music subfolder and plays it through the soundcard.
Because the wave file consists of sine waves, its sound is different from the sound of the motors, but sufficient to generate a realistic impression of the music.
The “Script File Manger” may help to organize a Music archive in the \Music subfolder. Script files can be saved here as txt files, which can be easily shared.
A Script consists of up to 48 Music Notes - including spaces.
Due to the individual programmability, each ESC can have its own music data, so multiple ESCs are theoretically able to play a polyphonic music.