Project

# Title Team Members TA Documents Sponsor
88 Catching Z's
Prineet Parhar
Srikar Palani
Suprathik Vinayakula
Zhuchen Shao design_document1.pdf
proposal1.pdf
# Title
**Catching Z’s**

## Team Members
- Suprathik Vinayakula (sv53)
- Srikar Palani (palani3)
- Prineet Parhar (pparhar2)

## Problem
Sudden environmental noises such as sirens, loud neighbors, barking dogs, or door slams are a primary cause of sleep fragmentation, which negatively impacts cognitive performance and long-term health. Conventional white noise machines operate continuously at a fixed volume, which can be unnecessary or ineffective against short, intermittent disturbances. There is a need for a smart bedside system that continuously monitors room acoustics and activates noise masking only when disruptive sounds occur, while remaining off during quiet periods.

## Solution
We propose **Catching Z’s**, a bedside embedded system that monitors ambient audio in real time and adaptively generates masking noise in response to disruptive sound events. Using a high-sensitivity microphone and onboard signal processing, the system establishes a baseline ambient noise profile and detects sudden sound spikes based on amplitude and frequency characteristics. When a disturbance is detected, Catching Z’s smoothly fades in white, pink, or brown noise to mask the event, then gradually fades out once the environment returns to baseline. This adaptive response minimizes unnecessary noise while preventing the masking system itself from waking the user.

## Solution Components

### Acoustic Sensing Subsystem
This subsystem continuously monitors the ambient sound environment.
- **Microphone Module:** Electret microphone with pre-amplifier (MAX4466) to capture low-level room noise with sufficient gain and low distortion.
- **Analog-to-Digital Conversion:** The ESP32-S3’s built-in ADC samples the microphone signal at 10–20 kHz for envelope and spectral analysis.

### Processing and Audio Output Subsystem
This subsystem performs sound analysis and generates masking audio.
- **Microcontroller:** ESP32-S3-WROOM-1, selected for dual-core operation, allowing one core to handle real-time audio sensing while the other manages audio synthesis and playback.
- **Audio Amplifier / DAC:** I2S Class-D amplifier (MAX98357A) for efficient digital-to-audio conversion and speaker drive.
- **Speaker:** 4 Ω, 3 W full-range speaker (50 mm) for producing broadband masking noise.

### User Interface and Power Subsystem
This subsystem provides user control and power regulation.
- **User Input:** Rotary encoder (PEC11R-4215F-S0024) to adjust detection sensitivity and masking intensity thresholds.
- **Power:** 5 V USB-C input with on-board regulation to 3.3 V using an AMS1117-3.3 LDO regulator.
- **Indicators:** Status LEDs to indicate detection events and system state.

## Criterion for Success
1. **Detection Latency:** The system shall trigger masking noise playback within **100 ms** of detecting a sound event exceeding the ambient baseline by **≥ 10 dB**.
2. **Output Capability:** The audio subsystem shall produce masking noise over a controllable range of **40 dB to 75 dB SPL** at the bedside.
3. **Continuous Operation:** The system shall operate continuously for overnight use without performance degradation or audible artifacts.

## Risks and Mitigation
- **Overreaction to brief harmless sounds:** Mitigated by minimum-duration thresholds.
- **Environmental variability:** Adaptive baseline recalibration during extended quiet periods.

Drum Tutor Lite

Zhen Qin, Yuanheng Yan, Xun Yu

Drum Tutor Lite

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Team: Yuanheng Yan, Zhen Qin, Xun Yu

Vision: Rhythm games such as guitar hero are much easier than playing the actual drums. We want to make a drum tutor that makes playing drums as easy as guitar hero. The player is not required to read a sheet music.

Description: We will build a drum add-on that will tutor people how to play the drums. We will make a panel for visual queue of the drum and beats in a form similar to guitar hero game. The panel can be a N*10 (N varying with the drum kit) led bar array. Each horizontal bar will be a beat and each horizontal line above the bottom line will represent the upcoming beats.

There will be sensors on each drum that will fire when the drum heads is hit. The drums will be affixed with ring of light that provides the timing and accuracy of the player according to the sensors.

Of course with a flip of a switch, the drum could be a simple light up drum: when the player hits the drum, that particular drum will light up giving cool effects.

The system will be on a microprocessor. Or for more versatile uses, it could be connected to the computer. And a app will be written for the tutor.

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