Recent Posts

Pages: [1] 2 3 4 ... 10
1
Open Source Sound Dev / Re: Engine Acceleration sounds best with change in pitch
« Last post by LukeZ on August 18, 2018, 05:05:32 PM »
The random sound feature is one I am currently working on, there might be partial code for it on GitHub I can't remember, but it is not quite done yet. The general approach I am taking for now is to provide two sound "banks" of up to 20 sounds each, then there will be options to play next, play previous, play random, etc... Basically sort of like the same functionality of an MP3 player. If you want to play a specific sound you would use the User Sound option and call that specific sound directly. But if you just want a collection of music that you could cycle through, or call at random, the sound bank will work for that.

As for you other suggestion, if you run the test routine with the sound card connected in Snoop mode it will show the name and duration of each sound file as it is being played. In fact even if you are not in the test routine and you connect in Snoop the sound card gives a lot of diagnostic information. It's not really needed for normal operation but I use it for debugging and such. At present you can't tell it to play a sound from the GUI interface, but you can of course tell it to play a sound from the TCB or from your RC transmitter and then see that displayed in the console.
2
Open Panzer Help / Re: Radio connection issues
« Last post by LukeZ on August 18, 2018, 03:48:32 PM »
In that case I'd recommend the FrSky D4R-II, listed as a 4-channel receiver but it has a full 8 channels out the PPM port. It is also very small. The other option is the D8R-XP which is basically the same as your D8R-II but adds PPM (the actual PPM). It's larger and more expensive for no benefit since you won't be using the individual channel outputs anyway.

If you want more than 8 channels you would need to upgrade to a different module, I'd recommend the FrSky XJT and an SBus receiver such as the X4R-SB, but for most people 8 channels is plenty.

All this information and more is already in the Wiki. I know it's a lot but if you want to use this product you really need to read through the entire thing. It will answer a lot of questions and save you a lot of trouble in the long run. Good luck!
3
Open Panzer Help / Re: Radio connection issues
« Last post by Lowryder898 on August 18, 2018, 02:11:30 PM »
Thanks for the reply. It's a Fr Sky DJT. I'm not stuck on using it. It was part of a stalled drone project I have. I had similar issues on that. This is all new a confusing to say the least.
4
Open Panzer Help / Re: Radio connection issues
« Last post by LukeZ on August 18, 2018, 01:14:29 PM »
Hi Lowryder, the TCB requires a PPM, SBus, or iBus receiver. Although documentation for the D8R-II Plus receiver does mention the word "PPM", they are using the word in a different manner than what is typically meant. In fact as the documentation also makes clear, this receiver only outputs 8 conventional PWM channels, therefore it is not compatible.

FrSky makes many receivers however and some definitely can be used. What module do you have in your 9XR Pro? That will determine what receivers you can choose from.
5
Open Source Sound Dev / Re: Engine Acceleration sounds best with change in pitch
« Last post by XRAD on August 18, 2018, 09:45:26 AM »
Luke, I spent a few hours revisiting 15 files of your sound card code. You have designed an all inclusive set-up and have control for just about every major factor I can think of. I really like the non-repeat sound sections, and the test routines.  Although I did see (-1) no play last played track, I did not see a [random()] sound call/function. Since you have so many sound .wav for engine at each step, and squeaks, this might be a neat addition (as a GUI selection).  Or maybe it's in the code and I missed it...

One other thought would be to add into the OPTCB sound GUI a way to look at the .wav SD files so that you could test/play each one individually (not necessarily sending .wav back through the OP sound board serial connect to laptop speaker, but output via the Sound board amp and speaker, similar to the sequential play in test routine, instead selecting one track at a time).  Although playing all tracks in a row with small delay is helpful to test them (w/the ground pin 1 on startup), it is hard to keep track of which file is which sound without a visual representation of the SD card contents. So when the SD card is inserted into the OP sound board, it might be a cool option to see the files and play each one (and it would be another distinction for your sound board over any other).

Anyway, great job!!  Will definitely purchase when complete!
6
Open Panzer Help / Radio connection issues
« Last post by Lowryder898 on August 18, 2018, 08:50:03 AM »
Good morning everyone. So this is my tiger build. My stock Taigen board died so I decided to upgrade. Its a little out of my comfort zone but I'm game. The parts list includes a Turnigy 9xr pro and a Fr Sky D8R2 plus receiver. However I can't get the TCB to read the radio. Is the Fr sky not compatible?Any suggestions would be appreciated.

Thanks
7
Open Source Sound Dev / Re: Engine Acceleration sounds best with change in pitch
« Last post by LukeZ on August 15, 2018, 09:16:46 PM »
Those are very interesting devices I had not seen before. Not really practical for the mass market for several reasons as you point out, but certainly for people willing to experiment they give you a lot of capability to play with.
8
Open Source Sound Dev / Re: Engine Acceleration sounds best with change in pitch
« Last post by XRAD on August 14, 2018, 01:20:12 PM »
Luke , I know you are decided on hardware. Not trying to switch your mind here but I am experimenting with Teensy 3.2 serial control of Robertsonics tsunami(3.3v logic). The tsunami is wayyyyy more powerfull than we would ever need for an RC tank or car, but maybe not for an animatronic figure or robot or other interactive purpose. It can play 32 C10 micro SD wav tracks at same time with built in level matching, fade, and pitch control.  His old wav board had a built in amp, this one does not. It is a bit on the large size at ~8x8cm and relatively expensive(could be made smaller easily by eliminating the numerous analog inputs and outputs).  There is only 10-15msecs delay before track play.  The robersonics old wav board is half the price and a bit smaller, and is polyphonic too...but lacks some of the new Tsunami functions.  Plenty of free control code for the robersonics boards available. 
9
Open Panzer Help / Re: Banggood dual channel motor controllers.
« Last post by Shorty54 on August 12, 2018, 08:18:40 PM »
Looks great!  Very neat and clean. 
I hope mine will look that nice and neat.

Enjoy,
Shad
10
Open Panzer Help / Re: Banggood dual channel motor controllers.
« Last post by Rad_Schuhart on August 12, 2018, 11:37:25 AM »
Uops, yesterday I forgot to say, if you remove the power switches in the ESCs, you have to bridge the contacts, otherwise it wont turn on. And regarding the small switch that I removed too, thats for activating or not the brake. When removed, you dont need to jumper anything, so thats great.
Pages: [1] 2 3 4 ... 10