Unlimited Run Sound modules for props and costumes $49.99 +s

Excellent thankyou. Sorry for all the questions as im new to all the electronics in costumes but do you offer the whole solution too? Like speakers and the sound bites with switches?

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Excellent thankyou. Sorry for all the questions as im new to all the electronics in costumes but do you offer the whole solution too? Like speakers and the sound bites with switches?

Sent from my GT-I9505 using Tapatalk now Free
I stick only to the stuff I can provide a warranty to. Since I don't manufacturer anything other than the sound module I do not sell them. Besides, everyone has different requirements depending on the project so it would be impossible to have everything. I leave the rest to you.
Goto my website www.replicaprops.com and click on the sound module page to see a video tutorial at the botom. On my website on the left side there is a link to different suppliers who will have all the parts you need. If you get stuck, I am only a PM, Email or phone call away.
 
Say I wanted a prop with something like two different "play lists" of sounds, and two control switches. If I wanted a random sound from list #1 to play each time switch "A" is pressed, and a random sound from list #2 to play each time switch "B" is pressed, could your module do that?
 
Say I wanted a prop with something like two different "play lists" of sounds, and two control switches. If I wanted a random sound from list #1 to play each time switch "A" is pressed, and a random sound from list #2 to play each time switch "B" is pressed, could your module do that?
Like a Quantum leap hand link? The sound module does not have a random seek function. Everything is direct. Now that is not to say we cant program it so it seems random. If you had a bunch of files, I can organize them in a seemingly random order of play.
 
Good guess. :)

So if I had a small number of files in each play list, say hypothetically 5 files each for example, you could fill up 50 slots of list #1 files by putting the same 5 files in 10 different orders, so that as the module steps through them the sequence continually changes? And the same thing with 50 slots for list #2, and the module keeps track of where it is in each play list? That could be acceptable.
 
The sound module allows for 1 list. So if you have 10 sounds, and you want them to play in 10 different orders so it seems random I would just put them all on 1 switch and make them in different orders so the total play through before it reset and repeated would be 100 plays.
You can only have 1 play to next feature per sound module.
My suggestion when thinking about the hand link, would be to utilize 10 switches. Make one an impact sensor, one a tilt switch and make the rest contact switches. Because on that prop the method of activation was exactly that.

Good guess. :)

So if I had a small number of files in each play list, say hypothetically 5 files each for example, you could fill up 50 slots of list #1 files by putting the same 5 files in 10 different orders, so that as the module steps through them the sequence continually changes? And the same thing with 50 slots for list #2, and the module keeps track of where it is in each play list? That could be acceptable.
 
The sound module allows for 1 list. So if you have 10 sounds, and you want them to play in 10 different orders so it seems random I would just put them all on 1 switch and make them in different orders so the total play through before it reset and repeated would be 100 plays.
You can only have 1 play to next feature per sound module.
My suggestion when thinking about the hand link, would be to utilize 10 switches. Make one an impact sensor, one a tilt switch and make the rest contact switches. Because on that prop the method of activation was exactly that.
Say what? The actual handlink props didn't make any sound, so there were no tilt or impact switches. I can't find any info on exactly what each of the touch switches did, other than a vague "change the pattern of the flashing LEDs".

The only switch function I know for sure is the master on/off slide switch, and even in that case I don't know with certainty which direction was "on" and which was "off", and whether it was a normal switch or a spring-loaded momentary switch. If the inward direction was "on" it would make it easy to turn the prop on just by grabbing it and squeezing it, but it would also be easy to accidentally turn it on when it's in a pocket and drain the battery unnecessarily. That could be avoided by using a momentary switch, but there were times in the show when the handlink was seen to be on when it was not being held. So then reversing the switch direction would avoid the accidental turn-on problem, but it would be difficult to simply grab it and turn it on in one motion; sliding the switch outward is awkward. The solution I came up with for all these issues is a three-position, center-off slide switch, designated ON-OFF-(ON), where parenthesis "( )" indicates momentary (spring-return to off) function. Squeezing the switch inward turns the prop on only as long as you hold it, but if you want it to be on when not being held, slide the switch outward instead.

The problem I have with your suggestion is that there were several different "squeals" that Ziggy would make when Al would whack the handlink, as well as several different "pops" and other cartoon effects when he was inputting questions or data. So it seems there are a couple of different options for a work-around:
1. Install 2 of your sound modules in the prop,
-OR-
2. Find/make a different module that will do what I want.
 
Well if you want to get literal, I guess you are correct. The prop did not make any sound. LOL!
2 Sound modules would allow for 2 separate lines like you want. I have a new sound module that is 50% the size and has 5 switch locations, so that might be your solution. It won't take up any more space than my current module and it will give you the functionality you want.
I am using this new module for the Voyagers Omni I am building. Here is what it looks like.
Say what? The actual handlink props didn't make any sound, so there were no tilt or impact switches. I can't find any info on exactly what each of the touch switches did, other than a vague "change the pattern of the flashing LEDs".

The only switch function I know for sure is the master on/off slide switch, and even in that case I don't know with certainty which direction was "on" and which was "off", and whether it was a normal switch or a spring-loaded momentary switch. If the inward direction was "on" it would make it easy to turn the prop on just by grabbing it and squeezing it, but it would also be easy to accidentally turn it on when it's in a pocket and drain the battery unnecessarily. That could be avoided by using a momentary switch, but there were times in the show when the handlink was seen to be on when it was not being held. So then reversing the switch direction would avoid the accidental turn-on problem, but it would be difficult to simply grab it and turn it on in one motion; sliding the switch outward is awkward. The solution I came up with for all these issues is a three-position, center-off slide switch, designated ON-OFF-(ON), where parenthesis "( )" indicates momentary (spring-return to off) function. Squeezing the switch inward turns the prop on only as long as you hold it, but if you want it to be on when not being held, slide the switch outward instead.

The problem with your suggestion is that there were several different "squeals" that Ziggy would make when Al would whack the handlink, as well as several different "pops" and other cartoon effects when he was inputting questions or data. So it seems there are a couple of different options for a work-around:
1. Install 2 of your sound modules in the prop,
-OR-
2. Find/make a different module that will do what I want.
 
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So, could two of these Omni modules share a speaker, without either of them being damaged when the other is playing? What about if both are playing at the same time?
 
So, could two of these Omni modules share a speaker, without either of them being damaged when the other is playing? What about if both are playing at the same time?
There is a issue if they play at the exact same time. But nothing that will damage them. There will be overdrive. What I would suggest is since the speaker is going to be small just use 2 speakers to eliminate that possibility.
 
As I'm sure you're aware, despite being much larger than the Omni, space inside the Handlink is very tight since it's mostly transparent and those areas that are occupied by non-transparent parts are well defined. So I would rather use just one speaker. To avoid speaker damage, what ratings should it have to withstand the overdrive if two connected modules were activated simultaneously? Simply double the power rating from a normal one-module, one-speaker setup?
 
As I'm sure you're aware, despite being much larger than the Omni, space inside the Handlink is very tight since it's mostly transparent and those areas that are occupied by non-transparent parts are well defined. So I would rather use just one speaker. To avoid speaker damage, what ratings should it have to withstand the overdrive if two connected modules were activated simultaneously? Simply double the power rating from a normal one-module, one-speaker setup?
I don't see that as a workable solution because it is not the watts its the ohms. Let me look into that a little further and get back on this question.
 
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