#4807411
hi guys

spongeface and I have written a small tutorial how you can change the sounds on the pack blaster chip.
ok, lets go:

How you change the Pack Blaster Sounds !!!


The device that holds the sounds is located in the center of the Sound Board:
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It is a 16 pin module and the orientation of the part is critical. The board can be damaged if the sound module is plugged in upside down or if the pins do not properly line up in the socket.

A quick overview of the process:
- Install the software and programmer on your computer.
- Edit or modify the sounds you wish to change.
- Load up the programmer software and modify the entries to point to your new files. Save the changed programmer files.
- Carefully remove the 16 pin module and place it in the programmer. The part is sensitive to static discharges.
- Tell the software to program the part. Takes a few minutes and then says your part is done.
- Carefully put the part back into your Sound Board.

You now have new sounds!


Sound editing software.
Many options are available. I use the free Audacity software to edit and convert the sound files from various formats into the required mono formats that the sound module requires.
http://audacity.sourceforge.net/

The preferred wav file should be mono (single channel) and do to the number of sounds desired to be stuffed in this module, a 12KHz sample rate was used. The sound module also supports 12KHz, 14KHz, 16KHz, 18KHz, 20KHz, 22KHz, though mixing several different rates may be problematic.

You may delete a bunch of the sounds you will not be using and then free up enough space to have the song running at a higher sample rate. This can increase the sound quality of the song.

The sound module has a limited amount of space for wav files and the supplied files take up 99.98% of the available space. So either keep your replacements similar in size or you may need to delete some sounds you are sure you will not be using.


Sound Module File organization:
The wav files are loaded in the left side of the software window.
Click the right mouse button and load the files in the windows. You can play the sounds too.
The wav numbers are sequentially assigned, but do not really matter. The wav files were all originally loaded in order, but have gotten messed up somewhat as I revised and updated sounds.

The Equation number in the middle of the software window is a very important number and is what the microcontroller uses to play a sound.

Each equation number can play in order up to about 90 sounds. Many of the equations only play a single sound, but several will build up longer sounds by playing multiple sounds in a row.

Some sounds need an accurate length, so try and keep the length similar to prevent timing coordination issues light boards. The length of each sample is shown in the left hand side of the programmer window as well as most editing software. For example, if you change the vent sound length the lights would not be synchronized with the played sound.

Here are the main TVG pack sounds:
Image

When the pack is powered up in TVG mode without Hum, equation 0Ah is played. This will play the “PK010 protongun_powerup.wav” sound file followed by the “PK013 protongun_powerup_fade.wav” and then be silent.

When the pack is powered up in TVG mode with Hum selected, equation 5Ch is played. This will play the “PK010 protongun_powerup.wav” sound file followed by 79 plays of the “PK020 protongun_amb_hum_loop”.

Here are the Vent, Overheat Beep and Song sounds:
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Here are the Movie Pack sounds:
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And here are the interactive sounds:
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Programming the default sounds

Starting up the programmer software, I will select the English menus (click on the 6th menu selection):
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Now load in the file:
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And now you can see the WAV files and associated equations:
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Click on the Hammer to see the required settings:
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Then click on the compile symbol to the left of the hammer if you made any changes to the files or configuration and after a few seconds a Saved message will appear:
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With the programmer connected to a USB port, click on the download symbol to the right of the Hammer and a new window will appear:
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Click the connect button:
Image

Now load in the sound module 16 pin part into the programmer.

*** CAUTION !!! ***
The 16 pin part is static sensitive, so ground yourself to the computer before grabbing the sound module and removing the part. Try and minimize your movements while handling the parts since that can cause static charges to build up. Do not lift just one side of the 16 pin module or the pins may be damaged. You can slightly rock the part to remove it from the socket.

Place the part in the programmer board. The sound module must be oriented in the correct direction and location in the socket:
Image

Then press the “OnekeyDownLoad” button and in a few minutes the following should indicate the sound module has been programmed:
Image

Click the Cut button, remove the part from the programmer and put it back in the Sound Board.

*** CAUTION !!! ***
The 16 pin part is static sensitive, so ground yourself to the computer before grabbing the sound module and installing the part. Try and minimize your movements while handling the parts since that can cause static charges to build up.

Place the part in the sound board. The sound module must be oriented in the correct direction in the socket. Damage to the sound module or sound board could occur if the part is improperly installed.


Example change of Song with Audacity:

Open Audacity and load Footloose.mp3 (you are not required to use Footloose, it was just the first file I ran across on my computer):
Image

First convert to mono:
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Then change the Project Rate in the lower left hand corner to 12000 Hz (12KHz):
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Then File>Export as “Footloose.wav” in the same directory as you have the PBV10a.winprog file (not the PBV10a.winproj.sound subdirectory). Then exit and do not save when it asks.

Now start the programmer software and File > Open Project and load the “PBV10a.winprog” file.

*** CAUTION *** Each add or delete is not reversible (no undo) so make sure you save a copy of the directory and all of the files in some separate place before you start playing with the programmer software.

Find the old ghostbusters song, PK070 ghostbusters… in the left hand side of the window and left click on it so it is highlighted and then right click and select the Delete and it will be gone:

Image

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See that the sound module is now only 57.49% full (lower right hand side of window).

You can check Equation 39h and verify that it no longer has a wav file associated with it since we just deleted the wav file that it used to call out.

Now load the new file. Right click anywhere in the Wav file section of the window and select “Load”. Select the Footloose.wav file and “Open” it. The %flash used should now read nearly full, though you can’t see the newly added file. The files you add will always go to the bottom of the Wav file list so scroll to the bottom and now you can see the file you just loaded:

Image

Now to add it, scroll the Equation number in the center column of the window until you can see 39H, the one that is associated with Song as indicated by the list at the beginning of this document. Click on it to highlight the desired number and you can see that no song is associated with it.

Now add the song to 39H by simply double clicking on “Footloose.wav”, wave file entry number 96.
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See that the Footloose.wav has been added. Additional sounds could also be added by double clicking on them so that those sounds would play immediately after the song. You can also select the sounds or put in silence by right clicking in the right hand side window and selecting your desired item.

For this example I will add a ½ second of silence after the song and then play four separate words “1” “9”, “8” “4” by adding 5 items to Equation 39H. When done it looks like this:
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Adding items to equations does not take any additional space – only the wav files you load will consume space in the flash.

Now compile (the icon to the left of the hammer) and then program like described before.


Example change of TVG proton stream sounds:

Look at the Equation No. list at the beginning of this document to see which equation number plays which sound. You can change every sound if you want!

It’s best if you use wavform lengths that are similar to the original sounds because it can affect the timing of lights: a shorter sound (for example VENT) could end and the gun/packlight (VENT LIGHT) could still be blinking.

The TVG proton stream sound is separated into 5 parts: Head, Loop, Loop with Beep, Tail, Tail with Beep.
This is due to the way the sound module can play sounds. It can play a sound repeatedly (loop), so you do not want to have the start or end sounds of the stream, just the middle portion so it could be looped indefinitely.

Use your favorite audio editing software and start with the full stream sound that includes the start and end sounds. Cut the sound into 3 separate files, a starting sound (Head, PK024), the middle portion (Loop, PK026) and the end sound (Tail, PK023). Generally you want to cut the sound waveform when it is at or very close to the zero value (approximately midway between high and low peaks of the waveform).

The sound module cannot mix sounds together, so to enable the overheat beeping you need to manually generate separate sound files with the beeping. Look at the included files to see what beep spacing is needed (time between beeps) and also use the included single beep sound file to mix in with you stream sound.
This is needed for the loop (Loop with Beep, PK027) and the tail (Tail with Beep, PK025)

Edit your sounds, delete the old sound files from the left side of the window and then load in the edited sounds the left window. (PK023, PK024, PK025, PK026 and PK027).

Be sure the flash used status in the lower right hand corner of the window is not over 100%. If it is, you must delete a sound in the left window you will never use, or edit some sound to be smaller, delete the old sound file and then load in the new smaller one.

Now that the new sounds are loaded in the module, we need to assign these new sounds to the correct Equation No.

Go to the Equation No. 11H. Add the PK024 (Head) sound file to the right hand window.
Go to the Equation No. 13H. Add the PK024 (Head) sound file to the right hand window. Then add the LOOP sound in the right windows 19 times under the HEAD sound.
Image

You could add it more time if your loop sound file is shorter. The TVG sounds cannot loop forever since they will overheat which will cause the other sounds with the Beeps to play.
Go to the Equation No. 14H and add the LOOP with Beep.
Go to the Equation No. 10H and add the TAIL.
Go to the Equation N0. 12H and add the TAIL with Beep.

When finished, compile your project by clicking on the compile symbol to the left of the hammer. Though you should save the file, the software does that for you automatically and without an UNDO, so prior to modifying anything it is best to copy all files to some backup location.

Then program the sound module part as described above in the “Programming the default sounds section”.

The Equation No. and what they are used for are controlled by the microcontroller, so cannot be changed from the list given at the beginning of this document without changing the microcontroller code. The microcontroller code is completely separate from the sound module and cannot be changed with the sound module programmer.

finish !!!
have fun :-)

if anybody have question, so write me...
#4807413
This is beautiful. Thank you so much for doing this!
I have a question but it relates to the Heavy Props / Crix board, though it might fall into general troubleshooting territory.
I can't seem to get the software to recognize my sound module. I get an error that reads, "failed to initiate the module" when I attempt to send the sound files to the board.
Is this something you have encountered while working on the GBFans sound chips?
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