[Ben Heck] the uber modder has posted a new project. He has made a breath controlled kick pedal for all of the Guitar Hero style games. Though the tutorial focuses on Guitar Hero World Tour, he does explain how it could be done for Rock Band at the end. This is intended for someone in a wheelchair who couldn’t actually use the kick pedal and needed their hands free to play the rest of the drums. He took apart the kick pedal that came with it to get the piezoelectric switch out of it. Then, he made a little chamber and placed the switch on a diaphragm at one end. When you blow, the diaphragm moves and triggers the switch. Pretty simple really. There is a video available of [Ben] trying it out as well.
[Raphael] sent us this nice kick pedal mod for Guitar Hero: World Tour. After breaking his kick pedal repeatedly, he decided to build something a bit more robust. He went to the music store intending to pick up a cheap kick pedal to start with and happened to start a conversation with an employee who had a practice pad to get rid of. [Raphael] relieved him of his practice pad and promptly made a base to hold it in position. After attaching his piezo sensor to the back of it, he had a very robust kick pedal. we can’t imagine him breaking this one any time soon.
Embedded above is [egyokeo]’s solution for using MIDI drums with Guitar Hero. He’s playing a DrumKAT MIDI kit. It connects to a PC running his MIDI Hero software, which handles timing and multinote combinations. The PC uses a USB ToolStick microcontroller to send commands to the console using an FPS adapter or soldered into the instrument. It’s a fairly good solution if you’re building a generic controller and need to modify the signaling.
When Rock Band was first released, modders sought to adapt their MIDI drum kits for use with the game. The easiest solution they found was Highly Liquid’s MSA-P. It’s a photorelay based MIDI decoder. You need to solder directly to the brain in the Rock Band drums. If you’re planning on modding any instrument, check the compatibility matrix first. Hopefully you’ll end up with something that can be used across multiple games.