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#1 Smeghead

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Posted 03 November 2020 - 12:43 AM

Hopefully this is a simple question
On all my tables, the flipper noises, bumpers etc are really loud but the voices and music for the tables are really quiet
Are those defaults somewhere I can mess with?
Thanks



#2 wiesshund

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Posted 03 November 2020 - 02:50 AM

youd have to name a specific table as not all roms are the same

but some roms for example use the keys 8 and 9 as volume control inputs

 

other ROM's you have to open the coin door and enter the set up menu

there is a tutorial thread for the various different types, do a search for ROM volume


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#3 Smeghead

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Posted 03 November 2020 - 08:18 PM

A good example is 'Scared stiff'
Lots of music and talking but its so quiet. Meanwhile the bumpers and flippers are deafening


This is what im talking about. My phone mic normalizes the sounds a bit but I can tell you the music and speaking is a vol level 5 and the flippers and bumpers are level 15!
https://youtu.be/HuedV7kgUSo



#4 templarjh

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Posted 03 November 2020 - 09:13 PM

I know there's a help thread somewhere here, but off the top of my head, some tables use the + / - keys, some the 8 and 9, and for some you'll need to use the "end" key to open the coin door and then use 8 and 9.



#5 Smeghead

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Posted 04 November 2020 - 02:46 AM

yeah unfortunately that changes ALL the sounds music voices flippers, bumpers etc

I need to raise the specific game sounds while lowering the volume of the flippers, bumpers etc
I cant hear the in game talking because the bumpers and flippers etc are so loud

If its in the code somewhere ill dig through that and alter each one



#6 bigus1

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Posted 04 November 2020 - 03:51 AM

In Table options, the "sound effect" volume is for the mechanical sounds. On some tables you don't hear much difference until you go below 10.



#7 Smeghead

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Posted 04 November 2020 - 04:26 AM

yeah was as easy as that DUH
gDmtgjO.jpg

Now how to make that default for all?   :)



#8 wiesshund

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Posted 04 November 2020 - 04:40 AM

yeah was as easy as that DUH
gDmtgjO.jpg

Now how to make that default for all?    :)

You just did, but i am not sure that is really the route you want

Many williams based roms for example factory default to little to no rom sound track volume, and you have to access the roms controls to turn that up

Attack from Mars for example, it defaults to no volume on the background audio track, but you just have to turn it up.

BigBangBar is another one
So is Starwars etc.

There are a bunch of rom tutorials for turning up the ROM audio depending on ROM manufacturer
which may be a better solution than killing all the table object volume globally


Edited by wiesshund, 04 November 2020 - 04:41 AM.

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#9 Smeghead

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Posted 04 November 2020 - 04:51 AM

Yeah I get what you say
Certainly headed in the right direction thanks for your help!



#10 cv2065

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Posted 04 November 2020 - 05:31 AM

Not sure if you have SSD, but that was my issue. I had the front speakers acting like surrounds on a few games. Changed the wiring up and a setting or two and all is good.



#11 Smeghead

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Posted 05 November 2020 - 06:59 PM

Not sure if you have SSD, but that was my issue. I had the front speakers acting like surrounds on a few games. Changed the wiring up and a setting or two and all is good.

Since lowering all the volume levels has helped a great deal, that probably was most of the issue.
With the levels up, the trebles were too defined whereas the background music and lowering pitch voices were being understated.
 



#12 Thalamus

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Posted 06 November 2020 - 08:25 AM

Sound will always be something that we kind of disagree on how to make perfect because of the way we build or cabs. Some put exciters in, others regular speakers and then you have the more casual users that plays on desktop with or without surround sound. First and foremost. All the pinmame recreated machines will use roms. There is software emulating the sound chips. There is a very wide range of these, and getting the volume to be the same over them all, requires time and patience. A very good tool in this process is to use MJR's pinvol.It remembers volume settings based on the rom name. It should be distributed with VP if you ask me. You will have to learn how to adjust the rom volumes though, and you will find info about it on this site, in the main menu.

 

Tutorials -> Volume Adjustments. You have to become a pinball technician I'm afraid.

 

On some machines, Old Sterns is a good example, the default sound for me is pretty high, hit F12, there will be a small dialogue box coming up and you can use that to lower the volume with. It is kind of a volume meter - turned upside down. 0 is max volume, -32 is the lowest and almost all the way turned down. On some machines, I've put in the value of -6 to get it in the ballpark of where I want it and then we have the already mentioned pinvol. http://mjrnet.org/pinscape/ - I link here to MJR main page, because everything that MJR makes is recommended read and utilities that are of the best quality. Everyone that want to learn something VP, should read this stuff. It might look like PinVol is for cabinet users, it is not, again - everyone should use it.

 

Because there is a huge range of different hardware and sound options out there, from single channel mono machines to fully populated surround setups. You might end up needing to learn how to use Audacity to get the "build in" samples adjusted. Personally I prefer that the samples in the table has enough headroom so that I can fine tune the sounds via either sound manager or the script. So, I might end up going to the sound manager, exporting all sounds and running them through Audactiy, normalizing them, re-importing and adjusting. I know, much work, but, far from as much work as the authors themselves have put into creating these for us. So, we should not complain. Maybe though, nudge them a bit, telling them that it is a bad idea to use samples that doesn't have the potential of getting loud. Example table, today, uses pr. example, ball rolling sounds that is way too low. On SS tables in the wild, you will hardly hear the ball at all, because the rom will be the playing sound effects and music with a volume higher than the ball itself. On old EM's though, you will hear the sound of the ball much better, simple because of the lack of "other" sounds.

 

In short, you've got a huge job on your hands getting all machines to sound the way you want them to, but, fortunately tools and documentation is all there, free and ready to use.


Edited by Thalamus, 06 November 2020 - 08:26 AM.

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#13 wiesshund

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Posted 06 November 2020 - 09:05 AM

Running the in table audio through audacity is always a great idea.
And you can batch run the whole table in one shot.

You can always go and turn something down, but it is hard to turn it up.

I had JP look at some bell sound samples the other day.
1st thing he said was On my, these are loud.
I had to giggle, i said all my table audio is like that, easier to turn it down than up.

But that is part of the fun to me

Soundwise, as far as ROM audio goes, we are spoiled by the audio hardware our PC's have.
Many of these machines in real life have less than stellar audio, they do not need to, they dont sit in someone's otherwise quiet home
And a good number of then had known distortion issues if they were turned up.
But in their typical environment, it really does not matter.


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#14 Ltek

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Posted 02 May 2023 - 05:01 PM

You can always go and turn something down, but it is hard to turn it up.

 
Can we map keys to each VPx -> Audio Options (sound effects / music) separately? I'd like to map buttons or USB knobs to control each separately.