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Some questions about how to properly use some built-in sounds as well as to add new sounds for object hits in my table (TOM).
Custom Sounds: I have access to the VPX TOM custom sounds captured from a Theatre of Magic IRL pin. Some examples are the sound that the trap door mechanism makes when it pops up and down. Others are the variety of sounds of the trunk hit.
When I'm looking to add new sounds, for objects where there is a Hit event, based upon the AIO tutorial I should follow the PinMechSound pattern and add new Subs similar to below. I would also add the sounds to the sound manager.
Custom ball rolling sounds: Also from the VPX TOM, I have table specific ball rolling sounds when the ball is on its ramps and metal wireforms. Is it fine to add these sounds to the music manager and update code in things like "BallRolling_Wireramp" to be specific to the TOM plastic and wire ramps?
For custom models: with material of metal, I think I can use the default metal hit sounds that FizX provides for things like ball guide models, since these models currently do not have a Name. But I also read in the FizX that I should perhaps use a Diverter model type and set the name to "Metal..."
So what way gets the best FizX experience: Should I make them of type Diverter and Name them "Metal..." to get the FizXMetalHitEvent experience, or should I just rely on the generic "Auto_Generated" hit sound experience?
In looking at the code it doesn't seem like there is any real difference in relying on the Auto Generated or specific except the downside for using\relying on Auto Generated is that I could experience too many sounds. Is that accurate?
Custom Sounds: I have access to the VPX TOM custom sounds captured from a Theatre of Magic IRL pin. Some examples are the sound that the trap door mechanism makes when it pops up and down. Others are the variety of sounds of the trunk hit.
When I'm looking to add new sounds, for objects where there is a Hit event, based upon the AIO tutorial I should follow the PinMechSound pattern and add new Subs similar to below. I would also add the sounds to the sound manager.
C#:
Sub PinMechSound_LaunchRampExit_Hit
PinMechSound ("mech_Ball_Drop_"&Int(Rnd*5)+1), TriggerLaunchRampExit, 1, , , ""
End Sub
Sub PinMechSound_RampExit_Hit
PinMechSound ("mech_Ball_Drop_"&Int(Rnd*5)+1), TriggerRampExit, 1, , , ""
End Sub
Custom ball rolling sounds: Also from the VPX TOM, I have table specific ball rolling sounds when the ball is on its ramps and metal wireforms. Is it fine to add these sounds to the music manager and update code in things like "BallRolling_Wireramp" to be specific to the TOM plastic and wire ramps?
C#:
Sub BallRolling_WireRamp 'needs to be called using a trigger at ramp entrance
if PUP_SSF_enabled = false then
BallRolling_Sound = "mech_ballroll_wire"
PlayMusic FP_BallRolling_Channel, BallRolling_Sound, true ,0 ,0
if BallRolling_Debug_enabled = true then AddDebugText "FP Ball Rolling on Wire Ramp"
end if
if PUP_SSF_enabled = true then
'PUP_BallRoll_Max_Volume = 0 'PUP can't change sound file for ball rolling, so we mute it while on the ramp
'AddDebugText "PUP Ball Rolling on Wire Ramp"
end if
End Sub
For custom models: with material of metal, I think I can use the default metal hit sounds that FizX provides for things like ball guide models, since these models currently do not have a Name. But I also read in the FizX that I should perhaps use a Diverter model type and set the name to "Metal..."
So what way gets the best FizX experience: Should I make them of type Diverter and Name them "Metal..." to get the FizXMetalHitEvent experience, or should I just rely on the generic "Auto_Generated" hit sound experience?
In looking at the code it doesn't seem like there is any real difference in relying on the Auto Generated or specific except the downside for using\relying on Auto Generated is that I could experience too many sounds. Is that accurate?