DOOM Played On Series Of 555 Timers

It’s technically true that any piece of software can be reproduced in hardware, although modern software’s size and complexity generally makes this a non-starter. But if we go far enough back in time, older software becomes easier and easier to implement in hardware. The original DOOM from 1993 might one day be recreated in full this way, but that day is not today. Instead, [Nick] has recreated the original music from that game, playing the opening track in nothing but 555 timers.

The circuit starts with a 555 timer that acts as a system clock with a rate of just over 7 Hz. These pulses feed a binary counter which in turn feeds a decoder, giving the circuit 15 positions. Each output of the decoder feeds to a diode matrix which stores information about what pitch the circuit should play. The circuit only needs to play six pitches so the diodes effectively connect each moment in time to one of these six notes. From there the circuit feeds into a set of switches which select different resistor networks of another 555 which is actually responsible for producing sound. The resistor networks have different values to adjust the timing of the 555 to produce different pitches.

Of course this entire exercise is largely academic as almost any microcontroller would be able to be programmed to play this chiptune quite easily, but it’s not a bad idea to get down into the weeds of digital logic from time to time in order to refine one’s skills and knowledge about what’s really going on in the inner workings of circuits. Or, go even deeper than that and build the logic gates themselves from first principles.

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Child-Friendly Music Player Uses RFID

[David] has a young child who is clever enough to use a computer to play music, but he doesn’t quite want to hand over the mouse just yet. Thus, he set about building an electronic music player that could be operated in an altogether simpler fashion. 

The build is based around an Arduino Nano — its job is to read RFID tags via an RC522 reader, with the tags themselves embedded in a series of small dolls belonging to [David]’s daughter. Upon reading the tag, the Arduino Nano chats over serial with a DFPlayer Mini module, which reads a playlist of MP3 files off of an SD card and plays them over a small 4 ohm speaker that [David] had laying around. It’s a simple build, with the components all neatly wrapped up in a handsome wooden case with a volume control and a skip button for if any one song becomes too annoying for a repeat listen.

We’ve featured other builds in this vein before, too. There’s something satisfying about a music player with such a simple interface—no delicate media to fiddle with, just pop the toy on top and get the playlist you were looking for. If you’re creating your own little musical builds at home, we’d love to see them on the tipsline.

Mic Jammer Relies On Ultrasound

Today’s phone microphones are perfectly adept at picking up sound in all sorts of conditions, and they’re backed by all kinds of processing techniques to filter out noise and capture clean audio. [mcore1976] has been working on a device to jam phone microphones that might be listening in, however, countering fancy processing techniques in turn. 

The build uses a microcontroller brain to control an array of ultrasonic transducers. [mcore1976] has created many revisions of the project, each time improving its ability to jam microphones in modern hardware. The latest revision uses an RP2040 microcontroller and a MOSFET drive stage to control 20-80 ultrasonic transducers. They’re driven with a PWM signal generated from the RP2040 itself. The signal output is specifically modulated to try and confuse the automatic gain control systems used in many modern phones in order to make it difficult for them to record clear audio when the jammer is running. As [mcore1976] demonstrates with an iPhone 17, his voice is completely lost amidst unintelligible garbled noise while the jammer is switched on.

It’s a niche idea, and perhaps most interesting because it affects phone microphones while being largely inaudible to the human ear. We’ve featured other interesting jamming devices of late, too. Video after the break.

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Binaural Microphone On A Budget

For as many speakers as someone can cram into a surround sound system, humans still (generally) only have two ears to listen to those sounds with. This means that, for recording purposes, it’s possible to create incredibly vivid three-dimensional sounds with just two microphones, provided that there’s an actual physical replica of a human ear attached to each microphone. This helps ensure that all the qualities of the sounds are preserved in a way a real human would experience them, and as [David Green] demonstrates, these systems don’t need to be very expensive.

This build doesn’t just use models of human ears for recording sounds through. The silicone ears are mounted on a styrofoam mannequin head as well, which provides some sound isolation between the two microphones, much like a real human head. The ears are mounted in appropriate locations with the microphones installed inside, and the entire microphone apparatus is positioned on a PVC rig with a camera so that binaural audio will be recorded for anything [David] points it at.

Although he had some issues interfacing two microphones using 19th-century technology instead of soldering everything together, the build still eventually came together, and only for around $70 USD. However, this build is a bit dated now, so prices may have changed by now. It’s still a great way to produce realistic stereo sound without breaking the bank, but it’s not the only way of getting this job done.

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Speech Jammer Gets Jammed Up

This project is perhaps the single most passive-aggressive thing we’ve ever seen on this site: rather than tell someone directly to ‘shut up’, [Blytical]’s speech jammer lets you hack their brain from across the room to stop them from speaking. It’s also a bit of an object lesson in why you shouldn’t just copy reference implementations without careful study — by his own implementation, [Blytical] was forced to learn a lot more than he intended going into this project.

The brain hack behind it is called ‘delayed auditory feedback’: by feeding their speech back to the target with a short delay — only 50 to 200 ms — it creates a confounding effect that is apparently very difficult to speak through. The array of ultrasound transducers is used to accurately aim the audio by serving as an inaudible, low-spread carrier wave, as we saw in another project this year. A shotgun mike picks up the audio from the speaker you wish to harass, and an array of audio processing circuitry takes care of the rest.

That’s where problems happen, as [Blytical] admits he just tossed some reference implementations onto a PCB without bothering to think too hard about what he was doing. It’s the datasheet version of vibe coding, and it usually goes about as well — sometimes perfectly, but rarely without a lot of troubleshooting. That troubleshooting is really, really hard when you don’t quite understand why things were laid out the way they were on the datasheet. We don’t blame [Blytical], you can learn a lot when you bite off more than you can chew. The fact that he risked this failure mode rather than do the whole thing in software with a Pi says good things about how he’s conducting his education.

It’s a shame, though, because we’ve been waiting to see another one of these speech jammers in action for quite some time. Perhaps someone will try again; the ultrasonic array portion seems solved, so if the delay circuit was the problem, perhaps a tiny tape loop would suffice. Continue reading “Speech Jammer Gets Jammed Up”

A Digital Audio Recorder For TOSLink

Every now and then in our travels we come upon a project with such an obvious need that it’s almost a surprise nobody has thought of doing it before. So it is with [Elehobica]’s project, an audio recorder for S/PDIF audio streams. It’s the device you could have used, years ago!

S/PDIF, or its optical fiber cousin TOSLINK, is the digital output you’ll find on the back of Hi-Fi equipment, it’s a serial encoding of an uncompressed digital audio data stream dating from the era when CDs were new. Its relative simplicity may be what’s given it longevity — it’s easy to implement so it plugs into pretty much everything.

Perhaps back in the day it might have been a pain for an 8-bit microprocessor to handle, but in 2026 it’s no bother for a Raspberry Pi Pico. The project is a small PCB with the Pico, a few interface components, and an SD card socket, and it sends what it hears on the input to the card as WAV files. We particularly like its smart sample rate and bit depth detection, and the way it cuts up tracks based on periods of silence. If you work with SPD/IF, this is going to be a useful tool.

Perhaps it could even be fed with a laser!

Digital Signal Processing On The Pi Pico

If you want to dabble in audio digital signal processing, you would probably think of grabbing a dedicated DSP chip. But thanks to [WeebLabs], you could just pick up a Pi Pico and use this full-featured DSP library.

The system supports plug-and-play USB audio interface that enumerates on Windows, Linux, macOS, and iOS. It can handle 16- or 24-bit inputs at up to 96 kHz. You can output up to four channels of 24-bit S/PDIF or I2S, or switch to an RP2350 to get eight channels. This lets you drive a DAC easily. There is also a direct output for a subwoofer that doesn’t require a DAC.

Each channel has a pre-amp, and a matrix mixer allows routing with different gains and phases for each input. An equalizer allows ten bands per channel. There are also modules to do volume leveling, loudness compensation, and headphone cross-feed.

The library uses both cores of the CPU and manages up to ten preset configurations. The Pico does get an overclock and uses a fixed-point representation. The Pico 2 (RP2350) doesn’t need overclocking and uses single-precision floating point.

Overall, this looks like a great base for any sort of soundcard-like project. We’ve seen DSP stunts on the Pico before. This might also make a nice base for other audio projects.