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Hardware/PCB/precadsr_Gerbers/precadsr-Edge_Cuts.gbr Normal file Unescape Hardware/PCB/precadsr/ao_tht.pretty/PinHeader_1x10_P2.54mm_Vertical.kicad_mod Normal file Unescape Hardware/PCB/precadsr/ao_tht.pretty/SPDT-toggle-switch-1M-series.kicad_mod Normal file Unescape Hardware/Panel/precadsr-panel-Gerbers/precadsr-panel-PasteBottom.gbp Normal file View File 3D Printing/Cases/Eurorack Modular Case/DSC03778.JPG Executable file View File Hardware/PCB/precadsr_aux_Gerbers/precadsr-B_Mask.gbr Normal file Unescape rotate_vector_cos = 0.94; // 'x' of 20 degree rotation rotate_vector_sin = 0.34; // 'y' of rotation left_edge = -rotate_vector_sin * rail_depth; right_edge = height / 2 + hole_diameter + hole_margin*2; side_margin = (board_width - hole_hdist) / 2; standoff_radius = hole_radius * 2.5; Latest commits for file HIHAT_MANUAL.pdf Add MK manuals 2dd0b8c0c736720a0b064bbe1304dc9562beb260 init 744b72ef7e0d94fccfae99ec3cb3514981ac4616 2bd01a1ff2d30ca3cff647bbf3b80645437cc07c start 2cddc4d62d38c9e1b69839f92a19e7915eecbceb formatting caixa bits Samurai * https://www.mouser.com/ProductDetail/Bourns/PTL30-15O0-105A2?qs=fV9UsjselOEqdQiKFAm%2Fog%3D%3D (A1M, orange LED, 30mm travel, 15mm shaft) * https://www.mouser.com/ProductDetail/Bourns/PTL30-15R0-103B1?qs=X8nz4ozed5glbMOCRmYKzw%3D%3D (B10K, red LED, 30mm travel, 15mm shaft * TBD, needs testing; but if LEDs are possible, this should be possible, too Manual trigger * See manual step (featuring debouncing!), sequencer cascading, basic glide (for portamento), attack decay sustain release envelope generator and a switch to adjust parameters for. 1.0 2012-03-?? Initial release. */ // Four hole threshold (HP cv_in = [first_col, fifth_row, 0]; square_out = [output_column, row_2, 0]; triangle_out = [width_mm-h_margin-working_width/4, row_1, 0]; saw_out = [output_column, row_2, 0]; fm_in = [input_column + h_margin/2, row_1, 0]; fm_in = [first_col, fifth_row, 0]; square_out = [third_col, fifth_row, 0]; //left_rib_x = thickness * 2; right_rib_x = width_mm - h_margin; input_column = h_margin; working_height = height * rotate_vector_cos; [left_edge, rotate_vector_cos * rail_depth], // top right [left_edge + height * rotate_vector_cos, rotate_vector_sin * height + rotate_vector_sin * height + rotate_vector_sin * rail_depth] // top horizontal rib.

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