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Unity 3D and VPinMAME!


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#1241 BilboX

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Posted 16 December 2013 - 08:50 PM

 

Speaking of sounds... Is it possible to define separate audio output for the mechanical sounds and keep pinmame using the default sound card? I understand that it's not a top priority thing at this point but it's a really nice feature with VP to direct the cabinet sounds to speakers inside the cab. Makes a surprisingly huge difference in my opinion.

And the videos looks stunning by the way!! Great work!

 

Have never thought about that. Is there any video of this? Is it mono setup inside the cabinet?

Can you hear the ball rolling from inside the cabinet?

 

Honestly, I don't know. I will need to check Unity sound capapbilities. For now, there is 3D sound for all mecanical objetcs, that's all I coded. But as we use VPM for roms, maybe there can be a windows trick to do it the easy way...


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#1242 hotdp

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Posted 16 December 2013 - 08:55 PM

 

 

Speaking of sounds... Is it possible to define separate audio output for the mechanical sounds and keep pinmame using the default sound card? I understand that it's not a top priority thing at this point but it's a really nice feature with VP to direct the cabinet sounds to speakers inside the cab. Makes a surprisingly huge difference in my opinion.

And the videos looks stunning by the way!! Great work!

 

Have never thought about that. Is there any video of this? Is it mono setup inside the cabinet?

Can you hear the ball rolling from inside the cabinet?

 

Honestly, I don't know. I will need to check Unity sound capapbilities. For now, there is 3D sound for all mecanical objetcs, that's all I coded. But as we use VPM for roms, maybe there can be a windows trick to do it the easy way...

 

Can't wait for the alpha, and to see if my PC can run it with all the nice effects and everything.

 

Btw. how will you handle bug reports? Will it be a thread here? Git? Or how will you manage the process? (asking as a developer) 


Edited by hotdp, 16 December 2013 - 09:04 PM.


#1243 lio

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Posted 16 December 2013 - 09:11 PM

Wow, just wow!

Love the real time ball reflections in the last video, that adds so much... probably more than all the other reflection stuff ("the pinball arcade" just does reflections on the ball plus it reflects the ball into the playfield much like the current vp dailys do but no other reflections and I think those two are the most important reflections).

The lights looked overly powerful and blinding in the earlier videos but seeing how customizeable these values are I'm really convinced that there will a great looking "sweet-spot" that just needs to be found.

The complex flipper physics are very much appreciated! All of this looks so promising :-)

Back when this thread started I didn't pay that much attention to this project fearing it might lead nowhere and I didn't want to get my hopes up too much for nothing but now I'm really really looking forward to this!

Thank you guys!



#1244 Guus

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Posted 17 December 2013 - 01:31 AM

Amazing man!! That new video looks so promising.

For that reason I got a request to the VPforums staff: Make a new section for this project ! The time is NOW, because the first release is close.

 

This is going to be the next gen pinball simulation. This project deserves a own section on this forum !!

 

I can't wait for the first release (as all of us, that follow this awesome thread).

 

ps. Don't forget to disable/remove the gameroom :) the gameroom looks so cheap compared to all the detail in the table.



#1245 vulbas

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Posted 17 December 2013 - 06:47 AM

amazing  :love39:

 

tres beau boulot



#1246 teppotee

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Posted 17 December 2013 - 09:26 AM

If Unity just allows selecting from available sound devices (and not only the default one) then that should do it.  I really... really hope that's possible! Multiple sound card support needs to be built into the application because Windows 7 doesn't provide any OS level alternative to map different applications to different sound devices (and I can't understand why). Even if it's not supported out-of-the-box I'm sure there will be some solution in the long run!



#1247 Argo

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Posted 17 December 2013 - 09:40 AM

Just.... AWESOME. Also the antialiasing looks very good.



#1248 freshflesh1

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Posted 17 December 2013 - 10:49 AM

If Unity just allows selecting from available sound devices (and not only the default one) then that should do it.  I really... really hope that's possible! Multiple sound card support needs to be built into the application because Windows 7 doesn't provide any OS level alternative to map different applications to different sound devices (and I can't understand why). Even if it's not supported out-of-the-box I'm sure there will be some solution in the long run!


I never even considered a speaker directly under the playing field for the ball roll sound, I can imagine it making a huge difference.

#1249 teppotee

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Posted 17 December 2013 - 11:34 AM

Also drain, bumper, slingshot sounds etc. (basically all mechanical sounds) coming from inside the cab is really cool. When playing other than VP -> it really feels like something is missing when the sounds come from the back box. I tried searching information from Unity forums but couldn't find any real information about defining the sound device. I hope the option is there somewhere...

 

But like I said -> it's not priority 1 issue at this point as I'm sure these guys are busy enough preparing the pre-alpha version without any additional requests! However with all the talent available in these forums I would be surprised if a solution doesn't come up sooner rather than later :)



#1250 marauder

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Posted 17 December 2013 - 11:37 AM

I am truly amazed how far and how quickly this project has gone! This will definitely be the next gen pinball simulator for hobbyists. I've just donated and will happily donate again to keep the project going. Fantastic work, guys!



#1251 arngrim

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Posted 17 December 2013 - 12:08 PM

For the mechanical sounds, in vp i removed almost all of them on all my tables because they are redundant with the ledwiz toys, there's not much left in fact, like ball rolling, collides, kicker enter, sensor.

The latest CV has the option to remove these sounds in once, but yes, that doesn't cover every sounds

#1252 hotdp

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Posted 17 December 2013 - 12:11 PM

For the mechanical sounds, in vp i removed almost all of them on all my tables because they are redundant with the ledwiz toys, there's not much left in fact, like ball rolling, collides, kicker enter, sensor.

The latest CV has the option to remove these sounds in once, but yes, that doesn't cover every sounds

 

Good suggestion. I am no VP expert, but is it possible to do a generic setting so that you can check if you want etc. flipper sound on all/none tables. Or do you have to do it manually on each table? My toys would also make many of the sounds unnecessary. 



#1253 arngrim

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Posted 17 December 2013 - 03:09 PM

it is not posible as there is no official naming convention for the events of the tables, and although pinballs are somehow all the same, they are in fact not all the same :)

 

Also not everybody has all the toys DOF can emulate, best solution now is like CV, the author can exclude sounds from a predefined list, the excusion can ben choosen or not from a variable, and the list can be incremented or decremented with more or less sounds depending of your ledwiz config

 

But that has anything to do with Unity3d, DOF is not possible there for the moment :)



#1254 Slydog43

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Posted 17 December 2013 - 04:05 PM

DOF needs to be figured out at some point, as its so great playing tables with feedback and so much work has gone into DOF with all the table configs.



#1255 BilboX

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Posted 17 December 2013 - 04:18 PM

Hi. Thanks guys (thanks Marauder for donation ;)).

 

You lost me with "CV", if somebody has a link please...  I saw the DOF thread and it will be on TODO list.

 

Regarding sound, I think there might be another solution. Instead of redirecting the mecanical sounds from unity (which seems not implemented by now), I will take a look at VPM source. Thus, if possible, I'll add first a function to control sound volume directly (common to ALL roms) and then, maybe another function to use a second device. So you will have to switch outputs but that should do the job.

 

But as you said, not the priority now ;).


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#1256 Slydog43

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Posted 17 December 2013 - 04:33 PM

CV is Circus Voltaire, or at least the latest Cirqus Voltaire (platinum Edition) http://www.vpforums....s&showfile=7212, which has an awesome F6 menu that has many options in it (sound, color, b2s, etc)



#1257 toxie

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Posted 17 December 2013 - 05:11 PM


Regarding sound, I think there might be another solution. Instead of redirecting the mecanical sounds from unity (which seems not implemented by now), I will take a look at VPM source. Thus, if possible, I'll add first a function to control sound volume directly (common to ALL roms) and then, maybe another function to use a second device. So you will have to switch outputs but that should do the job.

 

I think there was a bit too much confusion with this.

What is implemented in VP is pretty stupid: The user can simply select a soundcard from the ones installed on his/her system. That's it.

This way all sounds that VP generates (typically all the mechanical and ball rolling, etc) can come from a different soundcard then from the one VPM uses.

 

Very simple  :)



#1258 BilboX

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Posted 17 December 2013 - 05:19 PM

 

I think there was a bit too much confusion with this.

What is implemented in VP is pretty stupid: The user can simply select a soundcard from the ones installed on his/her system. That's it.

This way all sounds that VP generates (typically all the mechanical and ball rolling, etc) can come from a different soundcard then from the one VPM uses.

 

Very simple  :)

 

That's it. But as it is not (yet?) possible in unity to select sound card (no directsound access), I want to do the exact opposite: adding functions in VPM to select sound card and make it run on it... (I am making some tests recompiling VPM)


Edited by BilboX, 17 December 2013 - 05:20 PM.

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#1259 toxie

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Posted 17 December 2013 - 05:29 PM

Ah, okay, that's of course also possible..



#1260 hotdp

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Posted 17 December 2013 - 05:34 PM

BilboX have you made any thoughts about how to manage the application in the future? How to report/track bugs etc.