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By now everyone should know about the awesome Fleep mechanical sounds used in some tables.
I've ported the code to get them into Future Pinball within the limits of my ability. Although stuff like sound paning is not working I believe it is already a nice improvement over the default static FP currently provides.
I also provide the sounds themselves. They're in the original .wav format and the ones in .ogg are as such because for some reason, music doesn't seem to be imported as .wav in FP (If you know FP does accept .wav as music, let me know so I can look on my side). In any case the .wav originals are also in there for you to use as you see fit.
Some sounds have multiple instances, like bumpers or ball on flippers hit so there will be some sound variations. On top of that, some sounds will also sound louder the harder the ball hit the object.
I'll leave it to you to fine tune to your table.
Instructions:
- Import the sounds into your table (no need to import all, just the ones you need)
- call the .vbs as external script or simply c&p paste it to your table script (probably the better option)
- replace your PlaySound lines with calls to provided Sub's in the script
- adjust sounds *factor variables to get louder / lower volumes. They're not fine tuned. They do work on my test table though
Note on ball hit flipper sounds (this one requires a little more work):
In the Sub OnPrehitFlipperSettings() add the bold lines as indicated below. Beware the 1st one might be already there or some other situation inside that Sub. I can help if you're in doubt.
This has the problem of not hearing the rubber sound when the flipper is up. The solution is this (with caveats too):
This works if your table is using at least DFv2 (pre-FizX) otherwise you'll have to define "SwingAngle" variable and set it to the same angle you set for your flippers in FP GUI.
Disclaimer:
There's still a lot that can be done (I would like to try to integrate this with smoke's rolling ball sounds next for added pan effect) and there are certainly things I can still add quickly like some other routines in Fleep's original code for VPX.
It is not my intention to change the Sub names however so when I update this to something new should be as easy as replacing the script or just add the new code for newer stuff. But I'll let you all know if otherwise.
I've ported the code to get them into Future Pinball within the limits of my ability. Although stuff like sound paning is not working I believe it is already a nice improvement over the default static FP currently provides.
I also provide the sounds themselves. They're in the original .wav format and the ones in .ogg are as such because for some reason, music doesn't seem to be imported as .wav in FP (If you know FP does accept .wav as music, let me know so I can look on my side). In any case the .wav originals are also in there for you to use as you see fit.
Some sounds have multiple instances, like bumpers or ball on flippers hit so there will be some sound variations. On top of that, some sounds will also sound louder the harder the ball hit the object.
I'll leave it to you to fine tune to your table.
Instructions:
- Import the sounds into your table (no need to import all, just the ones you need)
- call the .vbs as external script or simply c&p paste it to your table script (probably the better option)
- replace your PlaySound lines with calls to provided Sub's in the script
- adjust sounds *factor variables to get louder / lower volumes. They're not fine tuned. They do work on my test table though
Note on ball hit flipper sounds (this one requires a little more work):
In the Sub OnPrehitFlipperSettings() add the bold lines as indicated below. Beware the 1st one might be already there or some other situation inside that Sub. I can help if you're in doubt.
Before the "End Sub" add this line:
If not FlipperExt.IsSolenoidOn and FlipperExt.Hit Then SoundBallOnFlipperHit()
End Sub
This has the problem of not hearing the rubber sound when the flipper is up. The solution is this (with caveats too):
If ((not FlipperExt.IsSolenoidOn and FlipperExt.Hit) or (FlipperExt.AngleDiff >= SwingAngle)) Then SoundBallOnFlipperHit()
This works if your table is using at least DFv2 (pre-FizX) otherwise you'll have to define "SwingAngle" variable and set it to the same angle you set for your flippers in FP GUI.
Disclaimer:
There's still a lot that can be done (I would like to try to integrate this with smoke's rolling ball sounds next for added pan effect) and there are certainly things I can still add quickly like some other routines in Fleep's original code for VPX.
It is not my intention to change the Sub names however so when I update this to something new should be as easy as replacing the script or just add the new code for newer stuff. But I'll let you all know if otherwise.
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