Re: tired...waiting for GSOUND



On 14 Feb., 17:45, Terry <tnew...@xxxxxxxxx> wrote:
On Feb 14, 9:39 am, doctorquest <bhawkins0...@xxxxxxxxx> wrote:



On Feb 14, 10:18 am, "seymour.shabow" <seymour.sha...@xxxxxxxxx>
wrote:

doctorquest wrote:
On Feb 14, 8:05 am, TheKorn <TheK...@xxxxxxxxxxx> wrote:
coinop <gravel.assmunc...@xxxxxxxxxxxxxx> wrote in news:667c400a-2159-
42be-87f3-bdf894789...@xxxxxxxxxxxxxxxxxxxxxxxxxxxx:

As many others I was patient for a long time to see GSOUND released to
upgrade my ol' ding-dang Sinbad. After years I'm tired to read about
necessary improvements still to be done.
So I started a project to make my own SS sound card based on an
ATMega32 (20MHz), SD card, PWM sound amplified by a LM386 and a few
parts around. The unit has two 8 bit input ports which may be used
active high or -low, autosensed by the controller. The ports are
binary, so each port can handle 255 different sounds only limited by
the size of SDRAM.
Not using game specific connectors the unit can be used for any
pinball brand. Beside the SD card slot, the pcb has a 4-pin connector
for 5V, 2xGND and 12V, two 8-pin input port connectors and a 2-pin
speaker connetor. All connectors .156 male pinhead. 3.3V for the SD
card is provided onboard.
The files are stored on SDRAM as raw wav files 44k, 8 bit, mono. For
sure not HiFi but way better than any original early sound card. Even
good enough for my daughter to use the unit as stand alone WAV-
Player.
Beside the FAT table, PWM stuff and port logic, a ring buffer using
some pointers were used to prevent buffer overflow or buffer under run
for smooth playback.
The single sided pcb is about 3'' x 3''. All parts are commonly
available and through hole.
The development including prototyping, PCB routing, programming and
obtaining parts took me 2 weeks .... and  not 5 years... :-)
The device happily simulates the chimes in my Sinbad. Another device
was attached to a WILLIAMS System3 DISCO FEVER sound card to provide
Bee Gees background music, whenever the game was started or the
complete target set was dropped.
If there's enough demand I may offer a complete solder kit containing
documentation, pcb, all required parts incl. a programmed ATmega32
plus an 1GB SD card for 89 EUR + shipping.
Sorry for my "Kraut english"
I'd buy one!  (heck, I'd probably buy two!)

--
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I'm a newbie, never posted before. I was thinking about re-theming a
pin using an extra worn playfield I had. After some searching online I
say a thread about a custom evil dead machine that looked great at
http://pinside.com/pinball/forum/topic/start-of-custom-pinball. For
sound he was using this:http://www.roguerobotics.com/products/electronics/ump3.
It appears to be very similar to what you described. It looks like you
have more inputs though. Any one use one of these before?

I have one of those rogue robotics mp3 modules - haven't gotten it to
work yet (I'm super-newb when it comes to the modern embedded stuff.....)

I need at least one of these boards too..... I've been waiting for
GSound for a while.

-scott CARGPB#29- Hide quoted text -

- Show quoted text -

The ump3 looks like you can run in it a parallel mode or serial mode.

Although it is a lot bigger, I was thinking about interfacing a single
board PC with a solid state hard disk to my Black Hole instead of
waiting for GSound. The BH has synthesized voices, which some of the
other sound cards out there don't offer.   I would try one of those
cheap keyboard encoders commonly used on MAME boxes such as:

http://wiki.arcadecontrols.com/wiki/Keyboard_Encoders#I-PAC4

I have one of these IPACs and it works great for MAME, just not sure
if the interface is fast enough for SYSTEM 80 sounds, or what
transistor interface to use between the driver board output and the
IPAC. I would also need to write a simple program to drive the MP3s,
but that's the easiest part.  I like Coinops simpler solution.

Terry



For the serial mode the 8 inputs can be directly to switches and play
8 unique sound clips from the SD card. This would likely require some
type of debounce circuit to provide a clean input. This would be the
easiest way to hook it up but only give you 8 sound clips. The
parallel mode uses 7 of the input bits (so 128 unique possible sound
clips). the 8'th input pin is the trigger to tell it to play the sound
indicated by the binary code on the other 7 inputs. The part I'm not
sure how to do is somehow tap into the switch and/or lamp matrix to
creat the 7 bit binary codes.

Coinops proposed device sounds better because it can handle a lot more
sounds (512).
Have you figured out an easy way to interface your board to a pinball
switch/lamp matrix?- Zitierten Text ausblenden -

- Zitierten Text anzeigen -- Zitierten Text ausblenden -

- Zitierten Text anzeigen -

Well, it's kinda simple to interface my sound card to the switch
matrix, just connect it to the GND side of the switch. Connecting the
device to the lamp matrix is not recommended, due to the higher
voltage in multiplex mode, but on Gottlieb System1 you may hook it
directly to the driver transistors or the flip-flops.

@doctorquest: Please note that most early sound modules are not
triggered by a separate line, they are just sensing for high-low
transitions from the solenoid drivers. And debouncing is simple
software :-)

Generally it's the best idea to use the signals provided to the
original sound card, if applicable. If not, never try to hook the
input ports of the ATmega to lamps, solenoids or other parts requiring
more than 5V. Look for TTL compatible signals on the drivers or the
MPU PIAs.
Let's say you want a "clap, clap, hooray" sound when you hit all drop
targets on your playfield. There's usually a solenoid for resetting
the target bank(s). Connecting the ATmega to either 43V or GND on the
solenoid will blow your sound card due to high voltage or spikes on
the GND line. You better go for the pre-driver transistor on the
driver board, which triggers the power transistor for the reset
solenoid.

coinop
.



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