This is an old revision of the document!


Open Panzer Sound Card in RC Mode

The Open Panzer project is working on their own version of a sound card. The sound card is in beta-testing and is NOT available for purchase yet.

NOTE!

The instructions on this page only apply when the sound card is used directly with generic RC equipment. If you are using the sound card in combination with the TCB (Tank Control Board) then the instructions and sound files will be different. In that case do not refer to this page, instead Click Here

General Features

Open Panzer Sound Card The sound card is actually made up of two components. First, a PJRC Teensy 3.2 is used as the onboard processor. The Teensy is then plugged into a socket on our custom carrier board that adds a Micro SD card slot (max 32 GB), a Maxim 9768 10 watt mono amplifier, and headers for external connections.

  • Supports 16 bit 44,100 Hz WAV files (CD quality)
  • Controlled by up to 5 channels of standard RC input. Each channel can be configured for multiple types of control, including switches of up to 6 positions.
  • Board settings are defined by an “ini” file (a specially formatted text file) which the user must include on the micro-SD memory card along with their sound files. A convenient INI Creator Utility can be downloaded which makes generating the ini file a breeze (Windows only).
  • Volume control - either with a physical potentiometer or directly from a knob on your transmitter. In fact you can use both volume control sources and the card will intelligently respond to whichever control is currently being adjusted.
  • Three switchable light outputs, and one servo output used for a recoil servo.
  • A full complement of engine sounds is supported.
  • Cannon and machine gun sounds (with synchronized light outputs for both and recoil servo for the cannon)
  • 20 custom user sounds, directly accessible
  • An additional two banks of 20 sounds each that can be controlled like a typical playlist, for example play next, play previous, play random, etc…
  • Some sounds support multiple versions, for example you can assign up to 5 distinct idle sounds and the card will choose a different one each time the vehicle returns to idle. But if you don't have 5 idle sounds don't worry, the firmware is smart enough to automatically use as few or as many as you put on the memory card.
  • Sound functions are identified automatically by the file name, see below for a complete table.

Micro SD Card Notes

SanDisk Ultra MicroSD Not all SD cards are created equal. To get reliable simultaneous sound performance, we recommend using SanDisk Ultra SD cards such as these. They can be any capacity up to 32 GB. Format should be FAT32.

Hookup

LED Key

LED Patterns for the Open Panzer Sound Card The sound card has two status LEDs, one blue and one red. On startup, the red LED will blink rapidly if unable to read the memory card, otherwise it will blink slowly until an input signal is received, either from the serial port or an RC channel. Whichever type is detected first is the mode the sound card will use until the next reboot. Once a signal is detected the red LED will turn off.

If a memory card error is indicated, turn off power to the device. Check to make sure your memory card is present and inserted all the way, and that sound files on the card are in the correct format and named correctly (see the table below for file names).

So long as the input is active the blue LED will remain solid. If in RC mode and connection is lost on all 5 channels, the blue LED will blink rapidly. If in Serial mode the blue LED may blink slowly if no command has been given for a length of time - this is not an error, it simply indicates idle status.

Test Mode

When the sound card is powered up with a jumper attached to RC input 1 such that the signal pin is held to ground, it will enter a test routine. During this mode the device will sequentially play in full each sound that it finds on the memory card, or at least each sound that it knows to look for (see the full list below). Debugging information will be printed out the USB port while this occurs. When every sound has been played it will start over from the beginning and repeat this process continuously until the jumper is removed. This can be useful in identifying which sounds the device thinks it can find, and whether they sound as you expect, etc…

Sound Files

The sound card identifies the function of each sound by its file name, so you must name your files exactly as shown in the table below. Note we are limited to the 8n3 format, meaning file names cannot exceed 8 characters. You do not need to include every sound, any that are omitted will simply be ignored by the sound for that function.

Sound files must be saved as 16 bit 44,100 Hz WAV files. It doesn't matter if the files are in mono or stereo format, but since the card can only drive a single speaker any stereo files will be output as mono.


Sound Effects
Effect File Name Optional Notes
Machine Gun Fire mg.wav mg_start.wav
mg_stop.wav
The optional start and stop sounds will play at the beginning or end of the repeating portion, if present. When the machine gun sound is playing, the Light 1 output will blink at the frequency defined in INI Creator.
Second Machine
Gun Fire
mg2.wav mg2start.wav
mg2stop.wav
The optional start and stop sounds will play at the beginning or end of the repeating portion, if present. When the machine gun sound is playing, the Light 2 output will blink at the frequency defined in INI Creator.
Third Machine
Gun Fire
mg3.wav mg3start.wav
mg3stop.wav
The optional start and stop sounds will play at the beginning or end of the repeating portion, if present. When the machine gun sound is playing, the Light 3 output will blink at the frequency defined in INI Creator.
Cannon Fire cannonf.wav When the cannon is fired the Light 1 output will flash for the length of time specified in INI Creator. Additionally the recoil servo output will initiate a recoil action using the times and endpoints defined in INI Creator.
Second Cannon Fire cannonf2.wav When the second cannon is fired the Light 2 output will flash for the length of time specified in INI Creator. There is NO recoil servo action for the second cannon.
Third Cannon Fire cannonf3.wav When the third cannon is fired the Light 3 output will flash for the length of time specified in INI Creator. There is NO recoil servo action for the third cannon.
Light 1 Sound light1.wav Will play when Light 1 is turned on, off, or toggled (sound will not play for blink or flash - if you want a sound with a flashing effect using one of the Cannon functions).
Light 2 Sound light2.wav Will play when Light 2 is turned on, off, or toggled (sound will not play for blink or flash - if you want a sound with a flashing effect using one of the Cannon functions).
Light 3 Sound light3.wav Will play when Light 3 is turned on, off, or toggled (sound will not play for blink or flash - if you want a sound with a flashing effect using one of the Cannon functions).
Squeaks squeak1.wav
squeak2.wav
squeak3.wav
squeak4.wav
squeak5.wav
squeak6.wav
Squeak frequency is defined by the controlling device, ie the TCB (see the Sounds tab of OP Config)
Track
Overlay
Sounds
tracks1.wav
tracks2.wav
tracks3.wav
tracks4.wav
tracks5.wav
tracks6.wav
tracks7.wav
tracks8.wav
tracks9.wav
tracks10.wav
trkstart.wav
trkstop.wav
Track/tread overlay sounds when vehicle moving, with tracks1.wav played at the slowest speed and higher numbers being faster speed. Not all sounds are required, as many as are included will automatically be evenly distributed across the entire speed range. Optional start and stop sounds can be added that will play when the vehicle first begins to move or just comes to a stop.
User Sounds user1.wav
user2.wav
user3.wav
. . .
user18.wav
user19.wav
user20.wav
You can play, repeat or stop any of up to 20 user sounds.
Sound Bank A a_bank1.wav
a_bank2.wav
a_bank3.wav
. . .
a_bank18.wav
a_bank19.wav
a_bank20.wav
Sound Bank A is a collection of up to 20 sounds, rather than controlling each one individually as in the case of user sounds, they can be controlled in the same way as a playlist on an MP3 player - play next, play previous, play random, etc...
Sound Bank B b_bank1.wav
b_bank2.wav
b_bank3.wav
. . .
b_bank18.wav
b_bank19.wav
b_bank20.wav
Sound Bank B is a collection of up to 20 sounds, rather than controlling each one individually as in the case of user sounds, they can be controlled in the same way as a playlist on an MP3 player - play next, play previous, play random, etc...
Confirmation Beep beep.wav
Engine sound file names are as follows:

Engine Sounds
Effect File Name Notes
Engine Start enstart1.wav Default/Cold start
Engine Hot Start enstart2.wav Optional, if present will use on second and subsequent starts
Engine Idle enidle1.wav
enidle2.wav
enidle3.wav
enidle4.wav
enidle5.wav
If multiple idle sounds specified, a different one will be played each time vehicle returns to idle.
Engine Idle
- Damaged State
enidle_d.wav An optional alternate idle sound that will be played when the vehicle has sustained damage in IR battle (in the manner of Tamiya).
Engine Accelerate enaccl1.wav
enaccl2.wav
enaccl3.wav
enaccl4.wav
enaccl5.wav
The acceleration sound is played as a transition from idle to moving. If multiple sounds specified, a different one will be played each time vehicle begins moving.
Engine Decelerate endecl1.wav
endecl2.wav
endecl3.wav
endecl4.wav
endecl5.wav
The deceleration sound is played as a transition from moving to stopped (idle). If multiple sounds specified, a different one will be played each time vehicle stops moving.
Vehicle Moving enrun1.wav
enrun2.wav
enrun3.wav
enrun4.wav
enrun5.wav
enrun6.wav
enrun7.wav
enrun8.wav
enrun9.wav
enrun10.wav
Engine sound when vehicle moving, with enrun1.wav being the slowest speed and higher numbers being faster speed. Not all sounds are required, as many are specified will automatically be evenly distributed across the entire speed range.
Engine Shutdown enstop.wav

Further Resources

wiki/sound/start.1536547680.txt.gz · Last modified: 2018/09/10 02:48 by opadmin