Grove Arduino Code Samples
Table of contents
- Info
- Components
- Programming the Board
- Blinking with an LED
- Pressing Button to Light Up LED
- Controlling the LED with a button toggle
- Controlling the Frequency of the Blink with a Potentiometer
- Making the Buzzer go BEEP
- Making the Buzzer be more pleasant!
- Mario Time!
- Sound Sensitive LED Light
- Sreen time!!
- OLED Control using Potentiometer
- Get Moving - Servo Motors
Info
This website serves as a collection of code samples for the Grove Arduino Beginner Kit. Use these code examples as a starting point and modify the code samples for your projects.
Every project will have a set of sensors, actuators, and one microcontroller.
Let’s first look at our base board. This is what your hardware should look like:

Components
- Microcontroller - Arduino Uno
Sensors
- Button
- Potentiometer
- Microphone (or sound sensor)
- Light Sensor
- Temperature and humidity
Actuators
- LED Light
- Servo motors
- Speaker (or Buzzer)
- OLED Display
Programming the Board
This is a plug and play board! Which means no wiring required unless we cut out the components.
Let’s try out some simple code examples.
Blinking with an LED
You need:
- Control: Seeeduino
- Output: LED module

//LED Blink
//The LED will turn on for one second and then turn off for one second
int ledPin = 4;
void setup() {
pinMode(ledPin, OUTPUT);
}
void loop() {
digitalWrite(ledPin, HIGH);
delay(1000);
digitalWrite(ledPin, LOW);
delay(1000);
}
Pressing Button to Light Up LED
You need:
- Input: Button
- Control: Seeeduino
- Output: LED module

//Button to turn ON/OFF LED
//Constants won't change. They're used here to set pin numbers:
const int buttonPin = 6; // the number of the pushbutton pin
const int ledPin = 4; // the number of the LED pin
// variables will change:
int buttonState = 0; // variable for reading the pushbutton status
void setup() {
// initialize the LED pin as an output:
pinMode(ledPin, OUTPUT);
// initialize the pushbutton pin as an input:
pinMode(buttonPin, INPUT);
}
void loop() {
// read the state of the pushbutton value:
buttonState = digitalRead(buttonPin);
// check if the pushbutton is pressed. If it is, the buttonState is HIGH:
if (buttonState == HIGH) {
// turn LED on:
digitalWrite(ledPin, HIGH);
} else {
// turn LED off:
digitalWrite(ledPin, LOW);
}
}
Controlling the LED with a button toggle
This code makes the button a toggle – pressing it once turns the light on, pressing it again turns it off.
You need:
- Input: Button
- Control: Seeeduino
- Output: LED module

const int buttonPin = 6;
const int ledPin = 4;
bool ledState = false; // current state of the LED
bool lastButtonState = HIGH; // button is HIGH when NOT pressed (pull-up)
void setup() {
pinMode(buttonPin, INPUT);
pinMode(ledPin, OUTPUT);
}
void loop() {
bool currentButtonState = digitalRead(buttonPin);
// Detect the moment the button goes from not-pressed to pressed
if (currentButtonState == LOW && lastButtonState == HIGH) {
ledState = !ledState; // flip the LED state
digitalWrite(ledPin, ledState);
delay(200); // simple debounce
}
lastButtonState = currentButtonState;
}
Controlling the Frequency of the Blink with a Potentiometer
You need:
- Input: Potentiometer
- Control: Seeeduino
- Output: LED module

//Rotary controls LED
int rotaryPin = A0; // select the input pin for the rotary
int ledPin = 4; // select the pin for the LED
int rotaryValue = 0; // variable to store the value coming from the rotary
void setup() {
// declare the ledPin as an OUTPUT:
pinMode(ledPin, OUTPUT);
pinMode(rotaryPin, INPUT);
}
void loop() {
// read the value from the sensor:
rotaryValue = analogRead(rotaryPin);
// turn the ledPin on
digitalWrite(ledPin, HIGH);
// stop the program for <sensorValue> milliseconds:
delay(rotaryValue);
// turn the ledPin off:
digitalWrite(ledPin, LOW);
// stop the program for for <sensorValue> milliseconds:
delay(rotaryValue);
}
Making the Buzzer go BEEP
You need:
- Control: Seeeduino
- Output: Buzzer

int BuzzerPin = 5;
void setup() {
pinMode(BuzzerPin, OUTPUT);
}
void loop() {
analogWrite(BuzzerPin, 128);
delay(1000);
analogWrite(BuzzerPin, 0);
delay(0);
}
Challenge: Can you make the buzzer go beep when the button is pressed?
Making the Buzzer be more pleasant!
You need:
- Control: Seeeduino
- Output: Buzzer
Your current code is just outputting a constant PWM signal, which creates a simple (albeit annoying) buzz. To play a tune, it’s better to use Arduino’s tone() function, which generates specific musical notes.

int BuzzerPin = 5;
void setup() {
}
void loop() {
// Melody notes (Hz)
int melody[] = {
262, 330, 392, 523, // C4 E4 G4 C5
392, 523, 659, // G4 C5 E5
784, 659, 523, 392, // G5 E5 C5 G4
523
};
// Note durations (ms)
int duration[] = {
150, 150, 150, 300,
150, 150, 300,
200, 200, 200, 200,
500
};
int notes = sizeof(melody) / sizeof(melody[0]);
for (int i = 0; i < notes; i++) {
tone(BuzzerPin, melody[i], duration[i]);
delay(duration[i] * 1.3);
}
noTone(BuzzerPin);
delay(2000); // Pause before repeating
}
Challenge: Try out some different notes, and see what happens.
Mario Time!
What if you want to make the Mario tune play? Let’s try a really complex combination of notes.
You need:
- Control: Seeeduino
- Output: Buzzer

#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 melodyPin 5
//Mario main theme melody
int melody[] = {
NOTE_E7, NOTE_E7, 0, NOTE_E7,
0, NOTE_C7, NOTE_E7, 0,
NOTE_G7, 0, 0, 0,
NOTE_G6, 0, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0,
NOTE_C7, 0, 0, NOTE_G6,
0, 0, NOTE_E6, 0,
0, NOTE_A6, 0, NOTE_B6,
0, NOTE_AS6, NOTE_A6, 0,
NOTE_G6, NOTE_E7, NOTE_G7,
NOTE_A7, 0, NOTE_F7, NOTE_G7,
0, NOTE_E7, 0, NOTE_C7,
NOTE_D7, NOTE_B6, 0, 0
};
//Mario main them tempo
int tempo[] = {
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,
9, 9, 9,
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,
9, 9, 9,
12, 12, 12, 12,
12, 12, 12, 12,
12, 12, 12, 12,
};
//Underworld melody
int underworld_melody[] = {
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_C4, NOTE_C5, NOTE_A3, NOTE_A4,
NOTE_AS3, NOTE_AS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0,
NOTE_F3, NOTE_F4, NOTE_D3, NOTE_D4,
NOTE_DS3, NOTE_DS4, 0,
0, NOTE_DS4, NOTE_CS4, NOTE_D4,
NOTE_CS4, NOTE_DS4,
NOTE_DS4, NOTE_GS3,
NOTE_G3, NOTE_CS4,
NOTE_C4, NOTE_FS4, NOTE_F4, NOTE_E3, NOTE_AS4, NOTE_A4,
NOTE_GS4, NOTE_DS4, NOTE_B3,
NOTE_AS3, NOTE_A3, NOTE_GS3,
0, 0, 0
};
//Underwolrd tempo
int underworld_tempo[] = {
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
3,
12, 12, 12, 12,
12, 12, 6,
6, 18, 18, 18,
6, 6,
6, 6,
6, 6,
18, 18, 18, 18, 18, 18,
10, 10, 10,
10, 10, 10,
3, 3, 3
};
void setup(void)
{
pinMode(5, OUTPUT);//buzzer
pinMode(4, OUTPUT);//led indicator when singing a note
}
void loop()
{
//sing the tunes
sing(1);
sing(1);
sing(2);
}
int song = 0;
void sing(int s) {
// iterate over the notes of the melody:
song = s;
if (song == 2) {
Serial.println(" 'Underworld Theme'");
int size = sizeof(underworld_melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / underworld_tempo[thisNote];
buzz(melodyPin, underworld_melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
} else {
Serial.println(" 'Mario Theme'");
int size = sizeof(melody) / sizeof(int);
for (int thisNote = 0; thisNote < size; thisNote++) {
// to calculate the note duration, take one second
// divided by the note type.
//e.g. quarter note = 1000 / 4, eighth note = 1000/8, etc.
int noteDuration = 1000 / tempo[thisNote];
buzz(melodyPin, melody[thisNote], noteDuration);
// to distinguish the notes, set a minimum time between them.
// the note's duration + 30% seems to work well:
int pauseBetweenNotes = noteDuration * 1.30;
delay(pauseBetweenNotes);
// stop the tone playing:
buzz(melodyPin, 0, noteDuration);
}
}
}
void buzz(int targetPin, long frequency, long length) {
digitalWrite(4, HIGH);
long delayValue = 1000000 / frequency / 2; // calculate the delay value between transitions
//// 1 second's worth of microseconds, divided by the frequency, then split in half since
//// there are two phases to each cycle
long numCycles = frequency * length / 1000; // calculate the number of cycles for proper timing
//// multiply frequency, which is really cycles per second, by the number of seconds to
//// get the total number of cycles to produce
for (long i = 0; i < numCycles; i++) { // for the calculated length of time...
digitalWrite(targetPin, HIGH); // write the buzzer pin high to push out the diaphram
delayMicroseconds(delayValue); // wait for the calculated delay value
digitalWrite(targetPin, LOW); // write the buzzer pin low to pull back the diaphram
delayMicroseconds(delayValue); // wait again or the calculated delay value
}
digitalWrite(4, LOW);
}
Sound Sensitive LED Light
You need:
- Control: Seeeduino
- Input: Sound Sensor
- Output: LED Module

//Sound Control Light
int soundPin = A2; // Analog sound sensor is to be attached to analog
int ledPin = 4; // Digital LED is to be attached to digital
void setup() {
pinMode(ledPin, OUTPUT);
pinMode(soundPin, INPUT);
Serial.begin(9600);
}
void loop(){
int soundState = analogRead(soundPin); // Read sound sensor’s value
Serial.println(soundState);
// if the sound sensor’s value is greater than 400, the light will be on.
//Otherwise, the light will be turned off
if (soundState > 400) {
digitalWrite(ledPin, HIGH);
delay(100);
}else{
digitalWrite(ledPin, LOW);
}
}
Challenge: Now can you use the light sensor to adjust the LED?
Sreen time!!
For the OLED screen, we will be using an Arduino Library.
Install the U8g2 library:
Navigate to Sketch -> Include Library -> Manage Libraries… and Search for the keyword “U8g2” in the Library Manager. It’s the u8g2 library by oliver, and click then install.

You need:
- Seeeduino Lotus
- OLED screen

#include <Arduino.h>
#include <U8x8lib.h>
U8X8_SSD1306_128X64_NONAME_HW_I2C u8x8(/* reset=*/ U8X8_PIN_NONE);
// U8X8_SSD1306_128X64_NONAME_SW_I2C u8x8(/* clock=*/ SCL, /* data=*/ SDA, /* reset=*/ U8X8_PIN_NONE); // OLEDs without Reset of the Display
void setup(void) {
//u8x8.setBusClock(100000); // If you breakout other modules, please enable this line
u8x8.begin();
u8x8.setFlipMode(1);
}
void loop(void) {
u8x8.setFont(u8x8_font_chroma48medium8_r);
u8x8.setCursor(0, 0);
u8x8.print("Hello World!");
}
What if we want to control the screen using the Potentiometer?
OLED Control using Potentiometer
Let’s try a fun project, where the OLED display disentegrates when you rotate the potentiometer.
Project Plan:
- Pot at minimum → clean “HELLO WORLD!”
- Rotate slowly → letters begin glitching into symbols.
- Rotate further → more letters corrupt.
- Near maximum → random debris appears across the screen, creating a digital disintegration look.
#include <Arduino.h>
#include <U8g2lib.h>
#include <Wire.h>
int rotaryPin = A0;
// Full framebuffer mode
U8G2_SSD1306_128X64_NONAME_F_HW_I2C u8g2(U8G2_R2, U8X8_PIN_NONE);
// Fast deterministic pseudo-random function
uint8_t noise8(uint16_t x, uint16_t y)
{
uint32_t n = x * 1973UL + y * 9277UL + 89173UL;
n = (n << 13) ^ n;
return (n * (n * n * 15731UL + 789221UL) + 1376312589UL) >> 24;
}
void setup()
{
u8g2.begin();
}
void loop()
{
int pot = analogRead(rotaryPin);
// 0 = intact, 255 = completely dissolved
uint8_t dissolveAmount = map(pot, 0, 1023, 0, 255);
// Draw text to framebuffer
u8g2.clearBuffer();
u8g2.setFont(u8g2_font_logisoso24_tf);
const char *text = "HELLO";
int x = 5;
int y = 40;
u8g2.drawStr(x, y, text);
// Apply dissolve effect directly to framebuffer
uint8_t *buf = u8g2.getBufferPtr();
for (int py = 0; py < 64; py++)
{
for (int px = 0; px < 128; px++)
{
uint8_t rnd = noise8(px, py);
if (rnd < dissolveAmount)
{
u8g2.setDrawColor(0);
u8g2.drawPixel(px, py);
}
}
}
// Optional: add "dust" particles drifting away
if (dissolveAmount > 100)
{
int particles = map(dissolveAmount, 100, 255, 0, 80);
u8g2.setDrawColor(1);
for (int i = 0; i < particles; i++)
{
int px = random(128);
int py = random(64);
if (noise8(px, py) < dissolveAmount)
{
// Drift right as dissolution increases
int drift = map(dissolveAmount, 100, 255, 0, 25);
u8g2.drawPixel(
min(127, px + random(drift + 1)),
py + random(-2, 3)
);
}
}
}
u8g2.sendBuffer();
delay(20);
}
Get Moving - Servo Motors
What if you want moving parts. We will use the Servo motors. Attach your Servos to desirable parts that you want to move using the connectors.
You need:
- Control: Seeeduino
- Output: A servo motor connected to pin D5.
- Connectors: Servo motor connectors to attach physical parts to them.
#include <Servo.h>
Servo myServo; // Create servo object to control a servo
int pos = 0; // Variable to store the servo position
void setup() {
myServo.attach(5); // Attaches the servo on digital pin 5 to the servo object
}
void loop() {
for (pos = 0; pos <= 180; pos += 1) { // goes from 0 degrees to 180 degrees
myServo.write(pos); // tell servo to go to position in variable 'pos'
delay(5); // waits 15ms for the servo to reach the position
}
for (pos = 180; pos >= 0; pos -= 1) { // goes from 180 degrees to 0 degrees
myServo.write(pos); // tell servo to go to position in variable 'pos'
delay(5); // waits 15ms for the servo to reach the position
}
}