mockband/docs/NOTES.md

1.7 KiB

Sample Rate

The number of samples taken since the last HID report is sent as the second Y axis. If you use the included gamepad tester, it will show the approximate number of samples as an integer, for Y axis 2.

This is approximate, because the browser encodes the value as a real number between -1 and 1. We convert it back, but may lose a little precision. It's close enough for me, hopefully it's close enough for you.

Debouncing

Using millis() time to debounce the switch roughly halved my sample frequency. So instead, I do some preprocessor arithmetic to calculate how many samples to take after an edge, in order to debounce switches.

The drum controller was a partcular pain: in addition to the switch bouncing, the stick was bouncing on the rubber pad. I settled on a 40ms silence window as feeling pretty good. You can adjust this if you want to.

USB Junk

Gamepad Buttons

The buttons struct member is a bitmap, each bit mapping to one of the 12 buttons reported through HID. Here's what each bit means:

  • 0o00: Blue
  • 0o01: Green
  • 0o02: Red
  • 0o03: Yellow
  • 0o04: Orange
  • 0o05: Tilt Switch / 2x kick
  • 0o06: Solo modifier (second row of buttons on guitar)
  • 0o07: ???
  • 0o10: Minus
  • 0o11: Plus
  • 0o12: Drum pad modifier
  • 0o13: Cymbal modifier
  • 0o14: Select

hatAndConstant

Here's what the values mean:

  • 2: right
  • 6: left
  • 0: up
  • 4: down
  • 8: nothing

velocity

I don't know how I can verify that I'm setting this right, but the rbdrum2midi program looks at these bytes to detect hits. I set them to 127 when a hit is detected on the digital pin.

Sending these values does not seem to cause problems with my Wii games.