packblaster sound module programming - ghostbusters · packblaster sound module programming ... it...
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ProgrammingSoundswiththeSoundChipProgrammerfromGBFans
PackBlaster Sound Module Programming This document will describe how to setup and program the sound module that is located in the center of the GBFans’ “Pack: Amplified Sound Board”. The device that holds the sounds is located in the center of the Sound Board:
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.
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Carefully put the part back into your Sound Board. You now have new sounds!
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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, 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. 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.
Here are the first sounds that are only used in the test mode of the sound board:
DescriptionEquation
No:WAV file
Testing
"test" 00h PK000 test.wav
"1" 01h PK001 1.wav
"2" 02h PK002 2.wav
"3" 03h PK003 3.wav
"4" 04h PK004 4.wav
"5" 05h PK005 5.wav
"6" 06h PK006 6.wav
"7" 07h PK007 7.wav
"8" 08h PK008 8.wav
"9" 09h PK009 9.wav
When test mode is entered on power up, the board announces “test” when the micro controller issues a command to play equation 00h. From the above list you can see that equation 00h will play the “PK000 test.wav” file.
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Here are the main TVG pack sounds: TVG Pack Common
PK010 protongun_powerup.wav
Powerup No Hum 0Ah PK010, PK013
Powerdown 0Bh PK011 protongun_shutdown.wav
Change to Secondary 0Ch PK012 player_proton_holster.wav
PK013 protongun_powerup_fade.wav
PowerUp Hum Long 5Ch PK010, PK020^79
Proton Mode
Proton Hum 0Dh PK020 protongun_amb_hum_loop.wav
n/a 0Eh PK021 protongun_amb_hum_loop_beep.wav
n/a 0Fh PK022 protongun_ai_burst_loop.wav
Proton Stream Tail 10h PK023 protongun_ai_burst_tail.wav
Proton Stream Head 11h PK024 protongun_beam_contain_loop_head.wav
Proton Stream Tail Beep 12h PK025 protongun_ai_burst_tail_beep.wav
PK026 protongun_beam_contain_loop.wav
Proton Stream Head + Loop 13h PK024, PK026^19
Proton Stream Loop Beep 14h PK027 protongun_beam_contain_loop_beep.wav
Boson Dart 15h PK028 protongun_fire_upgrade2.wav
Boson Dart Beep 16h PK029 protongun_fire_upgrade2_beep.wav
Slime Mode
Slime Pack Open 17h PK030 proton_pack_slime_open.wav
Slime Pack Close 18h PK031 proton_pack_slime_close.wav
Slime Hum 19h PK032 slimer_tank_airvent_loop.wav
Slime Blower Head 1Ah PK033 slimegun_head.wav
PK034 slimegun_loop.wav
Slime Blower Head + Loop 1Bh PK033, PK034^19
Slime Blower Tail 1Ch PK035 slimegun_tail.wav
Slime Blower empty (overheat) 1Dh PK036 slimegun_empty.wav
Slime Tether 1Eh PK037 slime_tether_fire.wav
n/a 1Fh PK038 slime_tether_fire2.wav
Stasis Mode
Stasis Open 20h PK040 proton_pack_ice_open.wav
Stasis Close 21h PK041 proton_pack_ice_close.wav
Statis Hum 22h PK042 proton_ice_freezing_loop.wav
Stasis Stream 23h PK043 proton_stasis_loop_head.wav
PK044 proton_stasis_loop.wav
Stasis Stream Head + Loop 24h PK043, PK044^19
Stasis Stream Tail 25h PK045 proton_stasis_tail.wav
Stasis Stream Loop Beep 26h PK046 proton_stasis_loop_beep.wav
Stasis Stream Tail Beep 27h PK047 proton_stasis_tail_beep.wav
Shock Blast 28h PK048 proton_shotgun_fire.wav
Shock Blast Beep 29h PK049 proton_shotgun_fire_beep.wav
Meson Mode
Meson Open 2Ah PK050 proton_pack_rail_open.wav
Meson Close 2Bh PK051 proton_pack_rail_close.wav
Meson Hum 2Ch PK052 pack_rail_arc_loop.wav
n/a 2Dh PK053 pack_rail_arc_loop_beep.wav
Overload Pulse 2Eh PK054 railgun_alt_fire_stage_3_loop.wav
Overload Tail 2Fh PK055 railgun_alt_fire_stage_3_tail.wav
Overload Pulse Beep 30h PK056 railgun_alt_fire_stage_3_loop beep.wav
Overload Tail Beep 31h PK057 railgun_alt_fire_stage_3_tail_beep.wav
Meson Collider 32h PK058 railgun_bolt_fire_1.wav
Meson Collider Beep 33h PK059 railgun_bolt_fire_1_beep.wav 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.
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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:
Vent
Dry Vent 34h PK060 protonpack_dry_vent.wav
Overheat Beep 35h PK061 protonpack_overheat_beep 1 time.wav
n/a 36h PK062 protonpack_overheat_beep 8 loop.wav
Vent Long 37h PK063 pack_overheat vent slow.wav
Vent Short 38h PK064 pack_overheat vent faster.wav
Song
Song 39h PK070 ghostbusters.wav
Here are the Movie Pack sounds:
Movie Sounds
PK080 SGBP_1_PowerUp_connect_0_3p546.wav
PK081 SGBP_2_PowerUp_fade_connect_3p546_1p992.wav
PowerUp 3Ah PK080, PK081
PowerDown 3Bh PK086 SGBP_7_PowerDown.wav
PK082 SGBP_3_PowerUp_connect_3p546_2p512.wav
PK083 SGBP_4_Hum_fade_in_4p139_1p920.wav
PK084 SGBP_5_Hum_Loop_6p058_13p224.wav
Hum Loop 3Ch PK083, PK084^79
PowerUp Hum Long 5Bh PK080, PK082, PK084^78
PK087 SGBP_10_Stream_start_0_1p669.wav
PK088 SGBP_11_Stream_loop_1p669_11p935.wav
Stream Start Long 3Dh PK087, PK088^79
StreamEnd 3Eh PK089 SGBP_12_Stream_wind_down.wav
2nd startup 5Dh PK140 SGBP_1_PowerUp_Short.wav
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And here are the interactive sounds: Monster Sounds
slimer 3Fh PK100 0_32_39_a_12K (slimer munching a).wav
slimer 40h PK101 0_32_39_b_12K (slimer munching b) R what a disgusting blob.wav
slimer 41h PK102 0_33_05_b_12K (slimer fly by).wav
slimer 42h PK103 0_33_32_12K (slimer laugh and growl).wav
slimer 43h PK104 0_33_59_b_12K (slimer growl P screaming) shorter version.wav
slimer 44h PK105 0_36_15_12K P give me one high and outside Ray.wav
gozer 45h PK106 1_27_59_12K P lets show this prehistoric bitch how we do things downtown.wav
staypuft 46h PK107 1_31_02_12K R its the staypuft Short.wav
staypuft 47h PK108 1_31_04_b_12K (staypuft roar b).wav
staypuft 48h PK109 1_32_18_a_12K (staypuft roar c).wav
cross_streams 49h PK110 1_33_03_12K cross streams _edited_.wav
scoleri 4Ah PK111 0_32_34_a_12K (scoleri brothers a).wav
scoleri 4Bh PK112 0_32_34_b_12K (scoleri brothers b).wav
scoleri 4Ch PK113 0_32_34_e_12K (scoleri brothers e) S Oh my God the Scoleri Brothers.wav
vigo 4Dh PK114 1_36_59_12K (V growl).wav
Movie Responses
slimer only 4Eh PK120 0_35_34_12K R I did that that's my fault P its ok the table broke the fall.wav
4Fh PK121 0_36_35_12K P oh nice shootin tex.wav
slimer only 50h PK122 0_37_22_12K P maybe now youll never slime a guy.wav
51h PK123 0_38_05_12K R now that wasnt such a chore.wav
52h PK124 0_38_15_12K P we came we saw we kicked.wav
53h PK125 1_28_31_12K P wasnt so hard.wav
54h PK126 1_28_39_12K R we neutronized it you know what that means a complete partical reversal.wav
55h PK127 1_28_44_12K W we have the tools.wav
cross_streams 56h PK128 1_36_00_12K R Smells like bbq'ed dog hair, oh venkman.wav
staypuft only 57h PK129 1_37_27_12K L Boy the superintendent is going to be pissed.wav
scoleri only 58h PK130 0_36_28_12K All Two in the box ready to go we be fast but they be slow.wav
Vigo 59h PK131 1_34_16_12K W That was really stupid.wav
Misc
Silence 5Ah 10 mS Silence
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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):
Now load in the file:
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And now you can see the WAV files and associated equations:
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:
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:
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:
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Then press the “OnekeyDownLoad” button and in a few minutes the following should indicate the sound module has been programmed:
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.
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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.
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Example change of Song with Audacity: Open Audacity and load Footloose.mp3:
First convert to mono:
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Then change the Project Rate in the lower left hand corner to 12000 Hz (12KHz):
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:
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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:
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.
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Now add the song to 39H by simply double clicking on “Footloose.wav”, wave file entry number 096:
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:
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.
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ProgrammingaReplicaProps,Crix,GBFansorotherchip.The process for programming a Replica Props, Crix or GBFans chip isn't much different from the PackBlaster
programming procedure. Start by plugging in your sound board programmer into the computer. Make sure it is
connected and then load up the program. "WT588D VoiceChip"
You'll notice right away the language is all in chinese. Switch to English by clicking on the 2nd menu button from
the right and selecting English.
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Start a new project and save it in a spot you will remember.
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The mode used on the Replica Props / Crix / GBFans chips is different from the mode used on the Pack Blaster
board. The mode you need will be "Key" mode. This will link up the different input pins to different sound files
contained on the board. You will be able to trigger different sounds through those pins in the same way you
would with a purchased Replica Props or Crix chip.
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Right click on the left side of the screen and click "Load". Select your sound files and load them in. Make sure you
set them up to the right bitrate and file type. For reference we use:
‐WAV Files
‐Mono Sound
‐16 Bit
‐12000Hz to 20000Hz
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With your files on the left side. You can then select an equation No. The equation No is related to the pin on the
chip. 00H is the first slot, 01H is the second, 02H is the third and so on. On the standard 28 pin chips from Replica
Props, Crix and GBFans there are 10 slots that can be triggered right away. 00H ‐ 09H.
With each slot, you can copy over as many of the sound files as you want. Take the sound files from the left and
drag them to the right.
In the above example, slot 1 has the pack start up sound, and then dozens of copies of the hum sound. This means
in slot 1 the pack start up sound will play and then the hum will loop for a few minutes.
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With your files all setup (in this above image they are not) click the compile button. This will create a "BIN" file
that you can save (and share with others) that can be downloaded on to the chip.
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With your BIN file and programmer board connected. You can click the download button when it is time to burn
the sounds to the chip. (Don't worry these chips can have sound files changed on them over and over.)
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Install the chip as shown in the picture. There is a little notch in the top of the chip to indicate that it is the top. On
the Replica Props chip there is a indent in the resin casing of the chip to indicate the top.
*** CAUTION !!! *** The sound chip 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.
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With the chip installed. You can click the connect button to connect your computer to the chip.
Select your BIN file in the BinPath.
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When it is time to program the sounds you can click "OnekeyDownLoad" this will erase the old sounds and install
the new ones. Alternatively you can press Erase to clear the chip and Download to download new sounds.
When finished press "Cut" which means disconnect. You can then remove your chip from the programmer.