Roman Black developed a way to compress sound using a Binary Time Constant (BTc) algorithm. This allows sounds to be saved in sizes that fit on chips like PICs. For more information, and Roman's encoder program, see: http://www.romanblack.com/picsound.htm
<img src="http://www.romanblack.com/picso_00.gif">
Here's a simple "btc Player" that can use any bitrate/btc model.
It has an easy IMPORT function that embeds the sound in the program data.
There are 2 "PLAY" functions. PlaySound, and RepeatSound.
I've changed the format of the ASM files, so this won't be very useful without modifications to the btc encoder. Or an external program can be used to convert the existing ASM/btc files to the new format. I've knocked up a simple program to do that here, but it's really, really ugly. Works for me, but it would be a nightmare for anyone else.
The new ASM format looks like this ...
; Simulated output for DT's suggestion to Roman Black btc_bitrate = 22050 ; Playback Bitrate btc_length = 4270 ; Sound Length in bytes btc_btc = 64 ; bt Constant btc_model = 1 ; btc model (0=1bit 1=1.5bit) btc_wordbits = 16 ; 8=retlw, 14=16F's, 16 for 18F ;--------------------------------------------------------- DB 0xB5,0x6A,0xAA,0x52,0xCA,0xA9,0x4B,0x35,0xAD,0xB6,0xB5,0x9A,0xDB,0x56,0xAA,0xAA DB 0xB5,0x55,0x52,0x52,0x52,0x12,0x42,0x20,0x84,0x52,0x99,0x6B,0x5A,0xEE,0xF6,0xF7 DB 0xBB,0xB7,0x75,0xAC,0xA9,0x14,0x52,0x89,0x25,0x28,0xA9,0x4C,0xA5,0x2A,0x52,0xAA ; etc.
INCLUDE "DT_RBSound.pbp" @ ImportSound Space, "SpaceNew.asm" @ ImportSound Bang, "Bang1New.asm"
Then to play the sound, you simply ...
@ PlaySound Bang @ RepeatSound Space, 3
This is a test program that plays a few sounds from a space game, and a line from kirk and spock.
I've just taken the filtered output from the PIC and fed it into the Line-in of my laptop.
I think the input is loading down the filter, as it sounds much better when I plug it directly into the sound input of my Viewsonic monitor. An op-amp buffer would probably help.
Here is the recorded sound from the example.
http://www.pbpgroup.com/files/picout.mp3
;-- Target = 18F -- @ __CONFIG _CONFIG1H, _OSCS_OFF_1H & _HS_OSC_1H DEFINE OSC 10 btc_Pin1 VAR PORTC.2 btc_Pin2 VAR PORTC.3 X VAR BYTE Y VAR BYTE LATE_LED VAR PORTC.5 INCLUDE "DT_RBSound.pbp" @ ImportSound Space, "SpaceNew.asm" @ ImportSound Bang, "Bang1New.asm" @ ImportSound Hit, "HitNew.asm" @ ImportSound Shoot, "ShootNew.asm" @ ImportSound Fascinating, "FascinatingNew.asm" @ ImportSound Kirk, "BeamUpNew.asm" @ ImportSound BigGun, "RazorNew.asm" T1CON = 0 Main: high LATE_LED pause 500 low LATE_LED FOR Y = 1 to 2 FOR X = 1 to 2 @ PlaySound BigGun Pause 500 NEXT X @ PlaySound Shoot Pause 500 NEXT Y @ PlaySound Hit Pause 500 @ RepeatSound Hit,10 Pause 1000 @ RepeatSound Shoot, 4 @ RepeatSound BigGun, 2 pause 1000 @ RepeatSound Space, 3 @ PlaySound Bang Pause 500 @ PlaySound Kirk Pause 1000 @ PlaySound Fascinating goto Main
The zip file contains the module, demo program and all the sound files needed to compile it.
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And Below example from ScaleRobotics: A number player using Darrel's DT_RBSound include file:
Here are some number sound files and Darrel Taylor's example program that allow your PIC chip to talk out numbers to you. The RB sound files are pretty scratchy, so if you want a professional sounding product, this is not the way to do it. But it is understandable, and sure beats counting the flashes of an LED. It also uses a lot of storage space for the sound files. But the fact that you can store them on a chip, is pretty cool. Darrel's RB_Sound include file was used, as well as his testRBsound program . Check out post # 5 for his post in this thread.
Here is the suggested filter (Roman Black) that may make it sound a little better.
; R = 25968 ohms
;
; Digital -----------R-----*----- Analogue
; | out
; |
; |
; C = 0.22 uF
; |
; |
; |
; Gnd
;
'********************************************************************* '* Name : TestRBsound.pbp from Darrel Taylor * '* Author : Darrel Taylor, modified by Walter Dunckel for numbers * '* Date : 5/24/2010 * '* Version : 0.1 * '* Notes : This version is limited to 18F's * '* : with only 1 sound at a time * '********************************************************************* ;-- Target = 18F4550 -- asm __CONFIG _CONFIG1L, _PLLDIV_5_1L & _CPUDIV_OSC1_PLL2_1L & _USBDIV_2_1L __CONFIG _CONFIG1H, _FOSC_HSPLL_HS_1H __CONFIG _CONFIG2L, _PWRT_ON_2L & _BOR_OFF_2L & _VREGEN_ON_2L __CONFIG _CONFIG2H, _WDT_ON_2H & _WDTPS_512_2H __CONFIG _CONFIG3H, _PBADEN_OFF_3H __CONFIG _CONFIG4L, _LVP_OFF_4L & _XINST_OFF_4L endasm DEFINE OSC 48 btc_Pin1 VAR PORTC.1 'sound output pin btc_Pin2 var portC.3 'dummy pin to keep DT_RBSound.pbp happy LATE_LED var PORTD.0 DEFINE btc_DATA db INCLUDE "DT_RBSound.pbp" @ ImportSound n0, "zero.asm" @ ImportSound n1, "one.asm" @ ImportSound n2, "two.asm" @ ImportSound n3, "three.asm" @ ImportSound n4, "four.asm" @ ImportSound n5, "five.asm" @ ImportSound n6, "six.asm" @ ImportSound n7, "seven.asm" @ ImportSound n8, "eight.asm" @ ImportSound n9, "nine.asm" @ ImportSound n10, "ten.asm" @ ImportSound n11, "eleven.asm" @ ImportSound n12, "twelve.asm" @ ImportSound n13, "thirteen.asm" @ ImportSound n14, "fourteen.asm" @ ImportSound n15, "fifteen.asm" @ ImportSound n16, "sixteen.asm" @ ImportSound n17, "seventeen.asm" @ ImportSound n18, "eighteen.asm" @ ImportSound n19, "nineteen.asm" @ ImportSound n20, "twenty.asm" @ ImportSound n30, "thirty.asm" @ ImportSound n40, "forty.asm" @ ImportSound n50, "fifty.asm" @ ImportSound n60, "sixty.asm" @ ImportSound n70, "seventy.asm" @ ImportSound n80, "eighty.asm" @ ImportSound n90, "ninety.asm" @ ImportSound n100, "hundred.asm" @ ImportSound n1000, "thousand.asm" Main: 'says one hundred forty thousand two hundred fifty nine @ PlaySound n1 pause 100 @ PlaySound n100 pause 100 @ PlaySound n40 pause 100 @ PlaySound n1000 pause 100 @ PlaySound n2 pause 100 @ PlaySound n100 pause 100 @ PlaySound n50 pause 100 @ PlaySound n9 pause 3000 goto main
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