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Mirko Pavleski
Published © GPL3+

DIY DRSSTC Music Tesla coil with Interrupter

A simple and relatively inexpensive way to make an efficient DRSSTC (Dual Resonance Solid State) Tesla coil.

IntermediateFull instructions provided4 hours194
DIY DRSSTC Music Tesla coil with Interrupter

Things used in this project

Hardware components

SSTC Tesla Coil Driver Board
×1
IRFP460 mosfet
×2
0.68µF/400V
×2
mmc capcitor bank 40n- 100nF
×1
Primary coil (12 turns on 11cm diameter)
×1
Secondary coil (1280 turns on 7cm diameter)
×1

Hand tools and fabrication machines

Soldering iron (generic)
Soldering iron (generic)
Solder Wire, Lead Free
Solder Wire, Lead Free

Story

Read more

Schematics

Schematic

...

Schemati original

.

Code

Arduino code (Super Mario)

C/C++
..
/* 
  Super Mario Bros - Overworld theme 
  Connect a piezo buzzer or speaker to pin 11 or select a new pin.
  More songs available at https://github.com/robsoncouto/arduino-songs                                            
                                              
                                              Robson Couto, 2019
*/

#define NOTE_B0  31
#define NOTE_C1  33
#define NOTE_CS1 35
#define NOTE_D1  37
#define NOTE_DS1 39
#define NOTE_E1  41
#define NOTE_F1  44
#define NOTE_FS1 46
#define NOTE_G1  49
#define NOTE_GS1 52
#define NOTE_A1  55
#define NOTE_AS1 58
#define NOTE_B1  62
#define NOTE_C2  65
#define NOTE_CS2 69
#define NOTE_D2  73
#define NOTE_DS2 78
#define NOTE_E2  82
#define NOTE_F2  87
#define NOTE_FS2 93
#define NOTE_G2  98
#define NOTE_GS2 104
#define NOTE_A2  110
#define NOTE_AS2 117
#define NOTE_B2  123
#define NOTE_C3  131
#define NOTE_CS3 139
#define NOTE_D3  147
#define NOTE_DS3 156
#define NOTE_E3  165
#define NOTE_F3  175
#define NOTE_FS3 185
#define NOTE_G3  196
#define NOTE_GS3 208
#define NOTE_A3  220
#define NOTE_AS3 233
#define NOTE_B3  247
#define NOTE_C4  262
#define NOTE_CS4 277
#define NOTE_D4  294
#define NOTE_DS4 311
#define NOTE_E4  330
#define NOTE_F4  349
#define NOTE_FS4 370
#define NOTE_G4  392
#define NOTE_GS4 415
#define NOTE_A4  440
#define NOTE_AS4 466
#define NOTE_B4  494
#define NOTE_C5  523
#define NOTE_CS5 554
#define NOTE_D5  587
#define NOTE_DS5 622
#define NOTE_E5  659
#define NOTE_F5  698
#define NOTE_FS5 740
#define NOTE_G5  784
#define NOTE_GS5 831
#define NOTE_A5  880
#define NOTE_AS5 932
#define NOTE_B5  988
#define NOTE_C6  1047
#define NOTE_CS6 1109
#define NOTE_D6  1175
#define NOTE_DS6 1245
#define NOTE_E6  1319
#define NOTE_F6  1397
#define NOTE_FS6 1480
#define NOTE_G6  1568
#define NOTE_GS6 1661
#define NOTE_A6  1760
#define NOTE_AS6 1865
#define NOTE_B6  1976
#define NOTE_C7  2093
#define NOTE_CS7 2217
#define NOTE_D7  2349
#define NOTE_DS7 2489
#define NOTE_E7  2637
#define NOTE_F7  2794
#define NOTE_FS7 2960
#define NOTE_G7  3136
#define NOTE_GS7 3322
#define NOTE_A7  3520
#define NOTE_AS7 3729
#define NOTE_B7  3951
#define NOTE_C8  4186
#define NOTE_CS8 4435
#define NOTE_D8  4699
#define NOTE_DS8 4978
#define REST      0


// change this to make the song slower or faster
int tempo = 200;

// change this to whichever pin you want to use
int buzzer = 11;


// notes of the moledy followed by the duration.
// a 4 means a quarter note, 8 an eighteenth , 16 sixteenth, so on
// !!negative numbers are used to represent dotted notes,
// so -4 means a dotted quarter note, that is, a quarter plus an eighteenth!!
int melody[] = {

  // Super Mario Bros theme
  // Score available at https://musescore.com/user/2123/scores/2145
  // Theme by Koji Kondo
  
  
  NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,8, //1
  NOTE_G5,4, REST,4, NOTE_G4,8, REST,4, 
  NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // 3
  NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4,
  NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8,
  REST,8, NOTE_E5,4,NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4,
  NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // repeats from 3
  NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4,
  NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8,
  REST,8, NOTE_E5,4,NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4,

  
  REST,4, NOTE_G5,8, NOTE_FS5,8, NOTE_F5,8, NOTE_DS5,4, NOTE_E5,8,//7
  REST,8, NOTE_GS4,8, NOTE_A4,8, NOTE_C4,8, REST,8, NOTE_A4,8, NOTE_C5,8, NOTE_D5,8,
  REST,4, NOTE_DS5,4, REST,8, NOTE_D5,-4,
  NOTE_C5,2, REST,2,

  REST,4, NOTE_G5,8, NOTE_FS5,8, NOTE_F5,8, NOTE_DS5,4, NOTE_E5,8,//repeats from 7
  REST,8, NOTE_GS4,8, NOTE_A4,8, NOTE_C4,8, REST,8, NOTE_A4,8, NOTE_C5,8, NOTE_D5,8,
  REST,4, NOTE_DS5,4, REST,8, NOTE_D5,-4,
  NOTE_C5,2, REST,2,

  NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4,//11
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2,

  NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,8, NOTE_E5,8,//13
  REST,1, 
  NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4,
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2,
  NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,4,
  NOTE_G5,4, REST,4, NOTE_G4,4, REST,4, 
  NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // 19
  
  NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4,
  NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8,
  REST,8, NOTE_E5,4, NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4,

  NOTE_C5,-4, NOTE_G4,8, REST,4, NOTE_E4,-4, // repeats from 19
  NOTE_A4,4, NOTE_B4,4, NOTE_AS4,8, NOTE_A4,4,
  NOTE_G4,-8, NOTE_E5,-8, NOTE_G5,-8, NOTE_A5,4, NOTE_F5,8, NOTE_G5,8,
  REST,8, NOTE_E5,4, NOTE_C5,8, NOTE_D5,8, NOTE_B4,-4,

  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,//23
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8,
  
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //26
  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8,
  NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2,

  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,//repeats from 23
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8,
  
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //26
  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8,
  NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2,
  NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,8, NOTE_E5,8,
  REST,1,

  NOTE_C5,8, NOTE_C5,4, NOTE_C5,8, REST,8, NOTE_C5,8, NOTE_D5,4, //33
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2,
  NOTE_E5,8, NOTE_E5,8, REST,8, NOTE_E5,8, REST,8, NOTE_C5,8, NOTE_E5,4,
  NOTE_G5,4, REST,4, NOTE_G4,4, REST,4, 
  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_D5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_A5,-8, NOTE_G5,-8, NOTE_F5,-8,
  
  NOTE_E5,8, NOTE_C5,4, NOTE_A4,8, NOTE_G4,2, //40
  NOTE_E5,8, NOTE_C5,4, NOTE_G4,8, REST,4, NOTE_GS4,4,
  NOTE_A4,8, NOTE_F5,4, NOTE_F5,8, NOTE_A4,2,
  NOTE_B4,8, NOTE_F5,4, NOTE_F5,8, NOTE_F5,-8, NOTE_E5,-8, NOTE_D5,-8,
  NOTE_C5,8, NOTE_E4,4, NOTE_E4,8, NOTE_C4,2,
  
  //game over sound
  NOTE_C5,-4, NOTE_G4,-4, NOTE_E4,4, //45
  NOTE_A4,-8, NOTE_B4,-8, NOTE_A4,-8, NOTE_GS4,-8, NOTE_AS4,-8, NOTE_GS4,-8,
  NOTE_G4,8, NOTE_D4,8, NOTE_E4,-2,  

};

// sizeof gives the number of bytes, each int value is composed of two bytes (16 bits)
// there are two values per note (pitch and duration), so for each note there are four bytes
int notes = sizeof(melody) / sizeof(melody[0]) / 2;

// this calculates the duration of a whole note in ms
int wholenote = (60000 * 4) / tempo;

int divider = 0, noteDuration = 0;

void setup() {
  // iterate over the notes of the melody.
  // Remember, the array is twice the number of notes (notes + durations)
  for (int thisNote = 0; thisNote < notes * 2; thisNote = thisNote + 2) {

    // calculates the duration of each note
    divider = melody[thisNote + 1];
    if (divider > 0) {
      // regular note, just proceed
      noteDuration = (wholenote) / divider;
    } else if (divider < 0) {
      // dotted notes are represented with negative durations!!
      noteDuration = (wholenote) / abs(divider);
      noteDuration *= 1.5; // increases the duration in half for dotted notes
    }

    // we only play the note for 90% of the duration, leaving 10% as a pause
    tone(buzzer, melody[thisNote], noteDuration * 0.9);

    // Wait for the specief duration before playing the next note.
    delay(noteDuration);

    // stop the waveform generation before the next note.
    noTone(buzzer);
  }
}

void loop() {
  // no need to repeat the melody.
}

Credits

Mirko Pavleski

Mirko Pavleski

152 projects • 1295 followers

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