Well, at that time of posting, the first batch is already sold, the high demand took over a pre-announcement post like I used to do.
However, here we are, I've finally finished it. I apologize about the wait, the demand is overwhelming whatever it is (saber, blaster, props). More boards will be made during the summer for thos who couldn't get one. I'm going to phase it in to TCSS too asap along with the pico crumble (working on this this week)
Blaster Core V5:- same size as the previous versions
- added secondary trigger and font switching (not implemented yet, to be used on custom version of the firmware for specific props)
- added (optional) background hum allowing the blaster to "buzz" a bit in the background. If you want to use the hum, you need to mix the sound fx just like a saber sound font
- larger ammo counter (16 bits)
- same font menu as the CF + audio skinning. Menu is mixed in real time, font description (font.wav) relocated in each sound bank, just like the saber boards.
- up to 6 sound banks, no need to have all them on the card, dynamically found by the menu
- up to 16 blaster sounds (you need at least the same amount as the range sounds if you used the "ranged" sound selection method)
- up to 16 full auto sounds (number must match the number of blaster sounds)
- improved full auto with dedicated sound slots played in loop, and trigger release sound for end of fire.
- ray progression animation synched with full auto
- trigger polarity (normally open / normally closed) just like it was done on the clip detection
- an override file to better organize the settings
- PLI on bargraph. When no screen is used, you can use the MENU pin to activate the PLI on the accent bargraph. Pressing on the MENU switch plays the PLI on sound, which ramps up to the current energy level (blinks the max). Releasing the switch plays the PLI off sound. This allows to keep the bargraph multimodal.
Why (still) 6 sound banks and not the expected 12 ?I kept the bargraph display system to display many information during the blaster use, including the font selection. With 6 LEDs, and though I could use more visual coding, I decided to stay with 6 sound fonts. I also believe it's already a fair amount of fonts to play with.
full auto mode(s): if the full auto sounds are found, firing in full-auto will randomly select a full-auto sound and will play it in loop for a proper fx. When releasing the trigger, a final shot is fired using the corresponding single shot sound. For example, full auto sound 5 ends, blaster5.wav is played.
If the full auto slots aren't populated, it works like in blaster core 4, a loop point is created on the blaster sound (less realistic)
User's manual will follow soon but for now you can use the BC v4 manual, wiring is really similar.