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 Post subject: Rollling Ball Sound Volume
 Post Posted: Mon Jul 29, 2019 1:31 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 151
Is there anyway to increase the sound level of the rolling ball sounds? I find that the sound on tables that have it incorporated are very faint as opposed to the flipper or bumpers?

I'd like for the rolling ball sound to be very pronounced. I haven't pulled a audio file from a table that has ball rolling to check if maybe it's the file itself.


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Mon Jul 29, 2019 3:12 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2815
Location: Ontario, Canada
If you go to script with ball sounds, you should see this:

try playing with "'ZRBvolNormLevel = 0.40"
try removing the apostrophe in 'ZRBvolNormLevel = 0.40
try increasing the number


'*****************************
'*****************************
' TO ADJUST TO YOUR NEEDS
'*****************************
'*****************************
'ZRBrampHeight=18
'ZRBtablewide = 520

ZRBsoundballchan = 5
'ZRBvolNormLevel = 0.40
'ZRBrollingSound="zfx_ballrollingb2"
'ZRBPitchTunning=-40

ZRBrampSoundballchan = 6 'set to -1 to disable rampsound roll
'ZRBrampVolNormLevel = 0.80
'ZRBrampRollingSound="zfx_ballrolramp"
'ZRBrampPitchTunning=40
'*****************************
'*****************************


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Mon Jul 29, 2019 3:36 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2479
Location: Arkansas, USA
It appears Gimli beat me to posting a response but this might help:

I have never added this mod to a table so I don't know very much about it. I looked at Slam's Star Trek table and you should be able to change volumes by changing these two parameters:

ZRBvolNormLevel = ?
ZRBrampVolNormLevel = ?

You can set the values from 0 to 1.0. I seem to remember these parameters being added to most tables that have the sounds.

If you can't increase the volume enough, you can try increasing the sound level of the audio files using a program like Audacity (which is free). You don't want to increase the sound level so much that there is clipping which causes distortion. Audacity shows clipping as red in the display. This is the name of the library of sounds:

ZBRrollingballsoundslib.fpl

You can extract the audio files from the library using the FP editor by clicking on the the "File" pull down menu and clicking on "Resource Library Editor".

George


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Mon Jul 29, 2019 4:09 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 151
ahhh ok I will test it out tonight!


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 1:42 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 151
Ok so i tested on Jaws and right before I knocked out I think I got it it where you can hear it really prevalent. I haven't messed too much but here's what I set it as:

ZRBrampHeight=18
ZRBtablewide = 516

ZRBsoundballchan = 1
ZRBvolNormLevel = 2.0 <-----------

ZRBrampSoundballchan = -6 'set to -1 to disable rampsound roll
ZRBrampVolNormLevel = 0.40

Oddly these are all the lines there are in the table, unlike what's in the instructions. Also a funny thing about the ZRollingsounds.fpl is that it doesn't contain actual audio files. It has a varying amount of folders with other files that didn't appear to be audio. So i'm wondering if need to add different coding because I tried copying that exact code that's in Jaws to pinbot for example and the sounds didn't generate.

I'll need to do further looking, but for now if you want to hear the ball roll around, bump ZRBvolNormLevel line to about 1.5 or more for a very pronounced sound during gameplay


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 4:25 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2815
Location: Ontario, Canada
I played with this yesterday...the way to figure it out is to try to install ball sounds on a "new table" .That way you won't be distracted by all the other added code that Slam has used for his specific table, Jaws or whatever.

Use smokes instructions
1. Copy and paste the "use external script" line at the top of script along with the "Adjust to your needs" code block
2. Copy and paste the tracking init code and start and stop tracking code where described (Sub FuturePinball_begin , under Plungerkicker.createball, Plumgerkicker.destroyball)
3. Put the script file in the FuturePinball/Scripts dir
And the lib file in /Libraries dir
4. This part was missing in instructions. Import the sound files using Music Manager in table editor from the library file

The Sounds you are looking for are there...

Check Smokes demo table to see if you did it correctly


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 4:32 pm 
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Joined: Sun Mar 10, 2019 5:13 pm
Posts: 151
Oh ok.

Yeah like i said i only briefly touched it last night as I ended up asleep. I'll try again. I have so many things I'm doing at the same time lol

Thanks Gimli!


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 5:13 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2479
Location: Arkansas, USA
djlunchbox wrote:
Ok so i tested on Jaws and right before I knocked out I think I got it it where you can hear it really prevalent. I haven't messed too much but here's what I set it as:

ZRBrampHeight=18
ZRBtablewide = 516

ZRBsoundballchan = 1
ZRBvolNormLevel = 2.0 <-----------

ZRBrampSoundballchan = -6 'set to -1 to disable rampsound roll
ZRBrampVolNormLevel = 0.40

Oddly these are all the lines there are in the table, unlike what's in the instructions. Also a funny thing about the ZRollingsounds.fpl is that it doesn't contain actual audio files. It has a varying amount of folders with other files that didn't appear to be audio. So i'm wondering if need to add different coding because I tried copying that exact code that's in Jaws to pinbot for example and the sounds didn't generate.

I'll need to do further looking, but for now if you want to hear the ball roll around, bump ZRBvolNormLevel line to about 1.5 or more for a very pronounced sound during gameplay


You can set the level above 1 but the volume only increases up to 1 and then it says the same no matter how high the value.

I opened the ZRollingsounds.fpl file myself and found it has 9 *.ogg files. Most of them are already maxed out on the sound level.

I noticed these six files appear to be duplicated. The ones with the 2 B's (in the red) appear to be louder versions of the ones with one "B". I am guessing the softer version is the default. Maybe there is a way to switch to the louder one?

zfx_ballrolling.ogg
zfx_ballrolling2.ogg
zfx_ballrolling3.ogg
zfx_ballrollingb.ogg
zfx_ballrollingb2.ogg
zfx_ballrollingb3.ogg

Obviously, I have never tried to do anything with the ball sounds before.

George


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 5:44 pm 
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Joined: Thu Aug 16, 2012 11:12 pm
Posts: 2479
Location: Arkansas, USA
I reviewed the script even though I don't have a clue how it works. These appear to be the only commands to play sounds. I don't know why there are 9 sounds in the library and only 3 are played unless I am missing something.

ZRBrollingSound="zfx_ballrollingb2"
ZRBrampRollingSound="zfx_ballrolramp"
ZRBwireRollingSound="zfx_ballrolwire"

George


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 Post subject: Re: Rollling Ball Sound Volume
 Post Posted: Wed Jul 31, 2019 9:01 pm 
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Joined: Mon Jan 27, 2014 12:36 pm
Posts: 2815
Location: Ontario, Canada
You probably can use any of them
Though like so:

ZRBrollingSound="whatever soundname"


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