Posts with «chip tunes» label

Vektor Kollektor Inspector

With the world opening up again, [Niklas Roy] and [Kati Hyyppä] have been busy making a public and collaborative project. Meet the Vektor Kollektor, a portable drawing machine experience, complete with a chip-tune soundtrack. It’s great to see public art meet the maker community with zero pretension and a whole lot of fun!

The build started with an HP7475A pen plotter from the 80s, one that was DOA (or was fried during initial testing). [Niklas] and [Kati] kept the mechanism but rebuilt the controls allowing for easy integration with an Arduino Nano and to be powered with a motorcycle battery.

The magic seems to be less in the junk-bin build (which is great) and more in the way this team extended the project. Using a joystick with arcade buttons as an input, they carted Vektor Kollektor to public parks and streets where they invited others to make art. The Kollekted drawings are available on a gallery website in a very cool animated form, freely available for download, on t-shirts, 3D prints, and on coffee mugs because, why not?

Some select drawings are even spray-painted on walls using a large plotter, and we really hope [Niklas Roy] and [Kati Hyyppä] share details on that build soon. Of course this comes hot on the heels of the workshop window cyborg we saw from these two hardware artists.

Hackaday Prize Entry: 8-Bit Arduino Audio for Squares

A stock Arduino isn’t really known for its hi-fi audio generating abilities. For “serious” audio like sample playback, people usually add a shield with hardware to do the heavy lifting. Short of that, many projects limit themselves to constant-volume square waves, which is musically uninspiring, but it’s easy.

[Connor]’s volume-control scheme for the Arduino bridges the gap. He starts off with the tone library that makes those boring square waves, and adds dynamic volume control. The difference is easy to hear: in nature almost no sounds start and end instantaneously. Hit a gong and it rings, all the while getting quieter. That’s what [Connor]’s code lets you do with your Arduino and very little extra work on your part.

The code that accompanies the demo video (which is embedded below) is a good place to start playing around. The Gameboy/Mario sound, for instance, is as simple as playing two tones, and making the second one fade out. Nonetheless, it sounds great.

Behind the scenes, it uses Timer 0 at maximum speed to create the “analog” values (via PWM and the analogWrite() command) and Timer 1 to create the audio-rate square waves. That’s it, really, but that’s enough. A lot of beloved classic arcade games didn’t do much more.

While you can do significantly fancier things (like sample playback) with the same hardware, the volume-envelope-square-wave approach is easy to write code for. And if all you want is some simple, robotic-sounding sound effects for your robot, we really like this approach.

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Filed under: Arduino Hacks, digital audio hacks, The Hackaday Prize