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  • 琶音合成器(蚊子i)

    它全部更新,现在应该是正确的。

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  • 琶音合成器(蚊子i)

    这真是太棒了,很高兴(主要是)工作。至于LED,我很高兴你说了些什么。我刚注意到我在我的原理图中有错误。在原理图中,当它应该进入PIN 4时,我的LED不正确地进入纳米的销钉4.两个按钮应该进入引脚2和3,因为这两个引脚是唯一具有内置中断的引脚。(我怀疑PIN 4关闭的按钮只能偶尔适用于你的问题)。PIN指定在Arduino码中是正确的,因此在LED引脚上的接线上切换,按钮应将其全部运行的东西。我将很快更新我的github上的原理图。感谢您指出了这一点。

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    • 琶音合成器(蚊子i)
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  • Keytar Hero(使用Wii吉他控制器作为合成器)

    好的!我没有鼓子,所以我不能自己尝试一下,但看起来你必须通过很多东西来实现这一工作。这是有趣的那些小的“我奇迹 - 我可以”的项目将我们带到兔子洞:)我希望人们可以利用它。

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  • Keytar Hero(使用Wii吉他控制器作为合成器)

    是的,它应该,但是,因为每个GH控制器都使用略有不同的数据结构,所以您需要自定义Wiighcontroller.py以了解鼓。但我认为这不太努力,至少在I2C部分,特别是因为人们已经制定了映射。首先,您可以通过查看本网站上的表格来检查字节的结构:http://wiibrew.org/wiki/wiimote/extension_controll...表显示了数据包如何从中查看的细节鼓,还有其他信息可以帮助设置。大多数内容已经在我的Python代码中致力于与鼓的总体连接(因为它们看起来或那么多于吉他),因此您只需要更改与Drum-Specory的工作

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    是的,它应该,但是,因为每个GH控制器都使用略有不同的数据结构,所以您需要自定义Wiighcontroller.py以了解鼓。但我认为这不太努力,至少在I2C部分,特别是因为人们已经制定了映射。首先,您可以通过查看本网站上的表格来检查字节的结构:http://wiibrew.org/wiki/wiimote/extension_controll...表显示了数据包如何从中查看的细节鼓,还有其他信息可以帮助设置。大多数内容已经在我的Python代码中致力于与鼓的总体连接(因为它们看起来或那么多于吉他),因此您只需要更改与鼓式特定的映射工作的东西。这是一个关于I2C的东西发生的事情的一般想法。从控制器获取数据基本上有三件事:1)解密I2C信号,2)读取六个字节,3)获取所需的那些字节内的特定位中的值。解密非常简单,我不认为需要更改任何现有代码。但只是为了清楚起见,这是在Python代码的第51行开始完成的。我们将值0x55发送到设备0x52上的地址0x40,然后我们发送0x00的值。然后,这允许发送解密的数据。 Looking at that webpage, these lines should still work for the drums without any changes since all the values for addresses appear to be the same as far as I can tell.The second step, reading the byte is done in the function called read() at line 63. This simply reads 6 bytes of the data and returns those as a list with each item being one byte. I think this should work for the drums as-is also without any modifications.The last thing to do is to extract out the specific bits you need from each byte. That is done in the various functions after the # Guitar Hero Mappings comment on line 73. For these, you'll need to change these functions (or make new ones) to suit the drum data based on the table from the website. Each function follows the same general pattern, for example the red button function at line 99 first reads the 6 bytes with the self.read() call. On the guitar, the red button is in byte 5 in the 6th bit so to get that data the next line looks like :br = (data[5] >> 6) & 0x01So basically, when you're trying to access a specific single bit in the table, you change the data index to be the row from the table you need (5 in this case) and you shift the bits by the column you need (6 in this case). Looking at the drum's table, they're close to the guitar mappings (red and orange are in exactly the same spot, the others are also on bytes 4 and 5 just in different bit positions) so those should be fairly straightforward to modify.Some of the data uses more than one bit, for example on the guitar the whammy bar needs 5 bits and the joystick x and y values each use 6 bits, so getting the data is slightly different. For the joystick x, for example, I only need the last six bits of byte 0. So I cast that bit as binary and then grab the last six digits using the lastSix = fullbyte[4:]. Finally, in the return statement, I cast the value as a two digit integer which can then be used in the rest of the program as needed.While overall accessing the data is the same, it looks like, from that website, the drums have a lot of extra functionality that manages the velocity each drum is struck. I think it basically works like, if there is velocity, it sets byte2, bit 6 to a value of zero. Then it uses some bits on bytes 2 and 3 to indicate which drum the velocity is for, an how hard it was hit. So you'd probably have to add some functions to read those bits and return velocity values. That webpage lists the details on what bits are for what, and what values they send back. When working this out it'd probably be helpful to reference the table I'm using for the guitar to see how my code compares to the table for the guitar: https://wiibrew.org/wiki/Wiimote/Extension_Control...Sound like this could be a cool approach for driving a synth or drum module. I'd be curious to see how it turns out. Maybe if you get new controller code, we could add it to the git hub repository for others to benefit from.Hope this helps.

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  • 仅使用离散组件的令人敬畏的模拟合成器

    好的项目!谢谢特别是为了发布有关组件选择的所有细节以及您如何到达电阻器的值等。我发现我发现大多数原理图和教程都没有真正进入其中,并且当你新的时候可能会令人沮丧它所以它非常感谢。

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  • 穆格风格合成器

    好工作!我真的很喜欢加入琶音。与莫格拉一样的声音完美地适合。当我试图建立我的第一个模拟合成赛时,我遇到了那个Pete Mcbennett的示意图。我不完全了解他在那里做的一切,但它很有趣,乱搞。在我的时候,我最后用他煮熟的两个RC放松振荡器后面使用他的LDR片。但现在你让我想要重新审视它并至少在你的琶音器中添加。谢谢你发帖!

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