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MIT 6 111 - Implementing a Digital Percussion and Entertainment System

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Levenson Malconian 1 Implementing a Digital Percussion and Entertainment System David Levenson Danny Malconian December 14, 2005 Prof. Ike Chuang Prof. Chris Terman Abstract: This report outlines the details and design methodology taken in creating digital percussion and entertainment system on a field programmable gate array. The system allows for three modes of operation. The system can be operated in a drum kit mode, a drum kit and visualization mode, or a video game entertainment mode controlled by the drum kit. Drum pad inputs with piezo transducers are used as inputs for this system and there is audio and video output. The steps taken to design each portion of the entertainment system are described as well as the process of integrating the subsystems present in the design. The testing and debugging process, both during computer simulation and actual implementation on the FPGA are discussed. The results of the design and construction are also analyzed. It was found to be possible to implement the digital percussion and entertainment system using an FPGA, three drum-pad inputs, three analog to digital converters, several switches to select modes, a reset button, and speakers and a video monitor to handle the outputs of the system.Levenson Malconian 2 Table of Contents Introduction pgs 3-6 Implementation pgs 6-22 Drum Kit pgs 6-11 Video Game pgs 11-22 Integration pg 22 Testing / Debugging pgs 23-32 Drum Kit pgs 23-26 Video Game pgs 26-31 Integration pgs 31-32 Conclusion pgs 32-34 Appendix pgs 35-92 Verilog Code pgs 35-92 List of Figures Figure 1: Block diagram of all modules and their pg 5 basic connections contained in our system Figure 2: Diagram of how the piezo transducer is pg 7 placed in the drum pad to pickup a hit Figure 3: In-Depth Block Diagram of drum input, pg 8 hit recognition and playback modules Figure 4: Diagram of how screen is divided up pg 12 into several 32 pixel vertical sections. Figure 5: In-Depth Block Diagram of the Video pg 13 Game portion of the system Figure 6: Diagram of position of character in vertical pg 16 sections when centered and definition of pixel_offset valueLevenson Malconian 3 Introduction The goal of this project is to implement a multi-functional digital percussion and entertainment system on a Xilinx Field Programmable Gate Array (FPGA). This system will combine both audio and video components. It is useful for a system designed to entertain a user to have many functions with which the user can interact. These functions should have both audio and video outputs to provide maximum entertainment value for the user. This is why we chose to combine a digital drum kit, visualization techniques, and a video game playable using the drum kit. For users who are interested in music, specifically drumming, this system provides a functional drum kit with visual feedback and multiple settings that a normal drum kit cannot produce. For the user who is into gaming this system provides a novel way to interact with a video game and control a character on a level. We chose to emulate the Super Mario Bros. video game since this has proven to be a successful and entertaining game through the years. The user of this entertainment system sees a drum kit with practice pads. Coming from these pads are RCA cables which connect to the major digital electronics of the system. The user will also see several switches and buttons with which to control the settings of the system, as well as monitor to view the visual components of our project. When the user turns the system on, they will have the option, through switches, of using the drum kit as a drum kit only, providing visual feedback with the drum kit, or using the drum kit as a controller for a video game. The user will interact mostly with the drum kit as all of the options are controlled solely through hitting the pads. Aside from theLevenson Malconian 4 switches used to set the desired function of the kit, there will be another set of switches to select the sounds of the kit, and a reset button to reset the system to its initial state. If the user selects the “drum kit only” function they will simply here the sounds of the kit they select as they drum on the pads. If they choose to show visual feedback they will see waveforms displaying the intensity of their hit, the signal entering the controller from each pad, and a waveform of the sound being sent through the speakers. Finally, if the user selects to play the video game they will see a character displayed on the screen and a timer. They must move the character across the screen as fast as possible while avoiding all obstacles in the character’s way. This project is divided into several major sections. The top level modules are the hit recognition module, the audio playback module, the drum visualization module, the game logic module, and the game video module.The following figure shows the high level block diagram for our system. All of the major modules and their basic connections are shown and will be explained in further detail in the implementation section.Levenson Malconian 5 Figure 1: Top-Level Block diagram of all modules and their basic connections contained in our system. The hit recognition module handles all of the inputs from the pads of the drum kits. The audio playback module plays the appropriate sound at the proper level determined by the intensity of the hit on the pad. The waveforms and visual drum feedback displayed are controlled and output to the screen with the drum visualization module. The positions of all objects on the screen is controlled through the game logic module, and all of theLevenson Malconian 6 objects on the screen are displayed with the game video module. For example, if the user is in the video game mode and strikes a pad the game logic module will determine where to move the character depending on the objects impeding its motion. It will then send the appropriate coordinates to the appropriate game video module (there will be several of these modules as there will be several different types of objects) which will display the correct images from memory. The drum kit and drum visualization modules are


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MIT 6 111 - Implementing a Digital Percussion and Entertainment System

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