Digital Percussion and Entertainment SystemOverviewBlock DiagramDrum PadsHit RecognitionPlaybackGame LogicGame VideoVideo BlockMain ControllerMilestonesDigital Percussion and Entertainment SystemDanny MalconianDavid LevensonFall 2005OverviewBlock DiagramDrum PadsPractice Drum PadsPiezo TransducerHit Recognition• Input from Drum pad needs to be assigned an intensity• There also may be resonance from drum pad• Assign four bit intensity as highest output from AD670. Wait approx 5-10 ms after assigning intensity to allow for ringing to die out so there is no false hitLower Intensity Strike Higher Intensity StrikePlayback• Convert .wav files of drum sounds to .coefiles to load into ROM• Use matlab functions to convert .wav pcmdata to binary coefficients • Modulate outgoing sound output by incoming intensity• There will be several kits which the user can select fromGame Logic• The video game will be a Mario-type game that involves a race• The character’s velocity will depend on the rate of drumming• Character will be able to jump• Will use same timing setup from lab 2Game Video• 24 bit rgb• ZBT RAM as frame buffer• Will use sprites to draw characters and backgrounds• Will assign a “z-value” to each sprite to allow for stacking• Video output will run through video select moduleVideo BlockMain Controller• All inputs go through this module• Start screen• Has its own memory for character display• User will select which mode to run system in and hit “enter” to startMilestones• Playback Module (11/15)• Hit Recognition and Drum Input (11/17)• Video Sprite Design (11/22)• Game Logic (11/29)• Game Audio (12/5)• Main Controller (12/7)• Kits and Finalization (12/10)• Second Game
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