# Title Team Members TA Documents Sponsor
46 Hip Hop Express Window Equalizer
Anushrav Vatsa
Colin Sandstrom
Ioan Draganov
Jonathan Hoff design_document2.pdf
This project was pitched by Dr. Patterson and involves collaborating with Architecture and School of Music students on outfitting the Double Dutch Boom Bus.

Dr. Patterson is trying to repurpose a school bus to serve as a mobile musical laboratory where kids can learn about creating music through an interactive experience, and he needs help outfitting the bus with appropriate technology to make that happen.

**Solution Overview:**
We want to enhance the Boom Bus experience by integrating the windows as a part of the audio mixing process by using them to control an audio mixer. We will fit the windows with optical sensors, which will be hooked up to a microprocessor that can apply effects to audio. The windows sliding up and down will provide a visualization of how a mixer works and can demonstrate a crucial part of the music making process.

This project will try to address the most important aspect of Dr. Patterson’s presentation and that is pull more people, especially the younger generation into the music experience. We believe the best way to do that is to let the audience be a part of musical experience themselves.

Plenty of equalizers and mixers have been created before using both hardware and software solutions. Our project is unique in that rather than directly using a knob or slider to control the equalizer and sound effects, we will use proximity sensors to control the effects’ strength. In addition, our mixing will be done through a microprocessor, making our unit more condensed as opposed to using software on a personal computer, phone, or similar.

Window-Mounted Sensors:
School buses have vertical sliding windows that don’t quite open all the way, so we will attach IR sensors in the gap at the bottom of the windows to measure how open they are without interfering with their function as windows.

Centralized Receiver:
We will make a PCB to discretize the signals from the sensors and route them to a microprocessor.

The microprocessor will take in the signals from the PCB and generate a filter, which will then be applied to the sound input from an AUX or RCA cable and then outputted to an AUX or RCA cable connected to the amplifier for the sound system.

**Criteria for success:**
A successful demonstration would involve sliding the windows of the bus up and down while our device is connected and turned on, and being able to hear the difference in musical qualities, such as differing volume for certain pitches or effects such as distortion, reverb, or tremolo.

VoxBox Robo-Drummer

Craig Bost, Nicholas Dulin, Drake Proffitt

VoxBox Robo-Drummer

Featured Project

Our group proposes to create robot drummer which would respond to human voice "beatboxing" input, via conventional dynamic microphone, and translate the input into the corresponding drum hit performance. For example, if the human user issues a bass-kick voice sound, the robot will recognize it and strike the bass drum; and likewise for the hi-hat/snare and clap. Our design will minimally cover 3 different drum hit types (bass hit, snare hit, clap hit), and respond with minimal latency.

This would involve amplifying the analog signal (as dynamic mics drive fairly low gain signals), which would be sampled by a dsPIC33F DSP/MCU (or comparable chipset), and processed for trigger event recognition. This entails applying Short-Time Fourier Transform analysis to provide spectral content data to our event detection algorithm (i.e. recognizing the "control" signal from the human user). The MCU functionality of the dsPIC33F would be used for relaying the trigger commands to the actuator circuits controlling the robot.

The robot in question would be small; about the size of ventriloquist dummy. The "drum set" would be scaled accordingly (think pots and pans, like a child would play with). Actuators would likely be based on solenoids, as opposed to motors.

Beyond these minimal capabilities, we would add analog prefiltering of the input audio signal, and amplification of the drum hits, as bonus features if the development and implementation process goes better than expected.

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