try to use uBit.soundmotor sound functions
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#include "ksbit.h"
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namespace music {
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/**
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* Plays a tone through ``speaker`` for the given duration.
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* @param frequency pitch of the tone to play in Hertz (Hz)
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* @param ms tone duration in milliseconds (ms)
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*/
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//% help=music/play-tone weight=90
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//% blockId=device_play_note block="play|tone %note=device_note|for %duration=device_beat" icon="\uf025" blockGap=8
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//% parts="speaker"
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void playTone(int freqency, int ms) {
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uBit.soundmotor.soundOn(freqency);
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if(ms > 0) uBit.sleep(ms);
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uBit.soundmotor.soundOff();
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}
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/**
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* Plays a tone through ``speaker``.
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* @param frequency pitch of the tone to play in Hertz (Hz)
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*/
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//% help=music/ring-tone weight=80
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//% blockId=device_ring block="ring tone (Hz)|%note=device_note" icon="\uf025" blockGap=8
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//% parts="speaker"
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void ringTone(int frequency) {
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playTone(frequency, 0);
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}
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}
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