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The VP 10.7 beta thread


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#1281 BleedinFingers

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Posted 02 March 2021 - 01:44 PM

Just tried with 10.6 and yes it is the same behaviour, noticibly smoother using PlayAnimEndless.

 

I assigned the dancer using both methods to the magnasave keys to be able to switch it on and off easily and tried to get some slo-mo video but not sure how easy it is to see

 

the good news then is this is not something new in 10.7 ;-) I just did not notice before as lots of things have changed in my rig since last playing

 

..but this should also be then the case if one uses PlayAnimEndless instead. It's a mystery.  :/

Still curious if this also happens on 10.6.X for BleedinFingers.



#1282 BleedinFingers

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Posted 02 March 2021 - 02:10 PM

Original script with ShowFrame

https://youtu.be/A5UwoMdGyAg

 

with PlayAnimEndless

https://youtu.be/8wUeZlBjCn8

 

 

Just tried with 10.6 and yes it is the same behaviour, noticibly smoother using PlayAnimEndless.

 

I assigned the dancer using both methods to the magnasave keys to be able to switch it on and off easily and tried to get some slo-mo video but not sure how easy it is to see

 

the good news then is this is not something new in 10.7 ;-) I just did not notice before as lots of things have changed in my rig since last playing

 

..but this should also be then the case if one uses PlayAnimEndless instead. It's a mystery.  :/

Still curious if this also happens on 10.6.X for BleedinFingers.

 



#1283 roccodimarco

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Posted 02 March 2021 - 04:30 PM

I downloaded the newest beta over the weekend, so I’m sorry if I’m way behind on updates and bugs, or recommendations, but I found two small things. The first small thing, when you reimport a sound, say for example, a flipper sound (I really like the f1 flipper sounds and usually replace my tables with them) when I change them, the new sound no longer plays. On the last official build, when you changed any sounds, after you hit ok, the sound you selected played. This was nice, because it reaffirmed you hit he correct audio file.

Second: when you import an imagine or lut, I have to click from table to pov screen then back to select the image. Or if I’m on the POV screen and want to select the lut I just imported, I have to go to the table screen then back. Again, these are super minor and perhaps they were dropped for a reason.

One last question. I accidentally moved my layers window below the task bar and it was a bitch getting it back to the main screen. Is there a way to reset the layer screen in case this happens again? Great work so far!

#1284 Knorr

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Posted 04 March 2021 - 05:44 PM

Hey Guys! How is the beta coming along? Is there any major stuff to do or are we close to release?

#1285 Thalamus

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Posted 04 March 2021 - 08:52 PM

For me, personally. I would love to have the sound issues addressed before this is considered. For 7.1 users, some tables play out of exciters instead of backglass and that is awful. Main reason for me still using 10.6 as the goto. Except this though. I find it to be very nice, many bugs squashed, phys walls, many layers etc.


Edited by Thalamus, 04 March 2021 - 08:54 PM.

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#1286 toxie

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Posted 04 March 2021 - 09:28 PM

For that issue, there is currently a patch being tested for 10.6 that is then hopefully easy to port over to 10.7.

 

Then there is the whole work still needed to patch up the differences for the new internal ogg, etc support.  :/

 

And a whole lot of 'smaller' issues.  :/

 

But in principle, yes, we're getting closer to a potential release.


 

Original script with ShowFrame

https://youtu.be/A5UwoMdGyAg

 

with PlayAnimEndless

https://youtu.be/8wUeZlBjCn8

Thanks for the vids, but i still have no clue whatsoever how this difference can even happen when staring at the code.

Obviously there is a difference as you demonstrate, but i don't know what to fix.. ..  :(



#1287 Thalamus

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Posted 04 March 2021 - 10:21 PM

I have to test this more Toxie. But, I was given the ssf improved vpx and it seems to improve on what it is supposed to do, not leaking into the backglass. Not, the other way around ?! Btw. First impressions is that I want this to become the default.

I have to backtrack and see if there is still tables where the default sound is misplaced. In that I mean, the rom is played to the exciters. I'm sure I've mentioned examples somewhere, but, I've been patiently awaiting some feedback on it and almost only playing with latest 10.6 since no tables requires 10.7 yet.

 

Update : Seems I'm not alone being happy with the new ssf https://vpinball.com.../3/#post-227495


Edited by Thalamus, 04 March 2021 - 10:53 PM.

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#1288 toxie

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Posted 04 March 2021 - 11:28 PM

Nice to hear, also as i cannot be of much use there, as my cab does not feature such a setup, and i also do not have any other surround sound setup somewhere.



#1289 wiesshund

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Posted 05 March 2021 - 02:19 AM

 i cannot be of much use there, as my cab does not feature such a setup, and i also do not have any other surround sound setup somewhere.

 

I can not help either unfortunately because while i do have 7.1 surround
It is 7.1 using all 8 channels, with no 3rd party audio software such as mixers, EQs, bass redirectors, ASIO drivers etc.

 

So rear channel of front of table

side channel is rear of table
front and center channels are back glass

and LFE channel is the LFE(SUB) channel

 

pinmame goes out the front speakers(back glass) exclusively, cause it is just stereo

 

Table sounds go out the side and rear channels exclusively, the only exception is if i go and apply some kind of artificial environment in windows
like say concert hall, then i get echo effect bleed over into other speakers, which i somewhat expect cause those effects never work terribly well

 

Backbox sounds (If set to backbox in the sound manager), if normal wavs go out the front right and left.
If OGG  (If set to backbox in the sound manager), they will go to any speaker i encode them to, including 12 channel atmos it appears.

I have lots of 3 channel oggs forr EM backboxes for the gears or bells or knocker solenoid etc.

 

And while it works well and good, i do not think the typical cabinet has neither the same audio hardware/wiring
nor probably the same software configuration from what i hear from others.
I know i have shared a table and a couple ogg files with some others, and what played for me exactly as expected, for them wound up totally missing
some sounds absolutely, and some sounds for them appeared in the wrong place.

 

So while 10.7 seems to strictly comply with AC3 channel mapping standards, maybe it is not following along with how people have the outputs mapped for their cabinets?

Or something? Missing something it should be seeing from windows? not sure


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#1290 njk70

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Posted 05 March 2021 - 04:31 AM

@wiesshund thats more or less the normal setup for what I am targeting.  Single 7.1 setup with front/center/sub going to the back glass, side to rear of cabinet, rear to front of cabinet. The problem was/is that the 7.1 surround settings bled the table sounds to the backbox , the new code repositions the table coordinates in 3D space to an area that has no bleed into the backbox speakers and has a better pan/fade range for this application (which is a bit of technical mismatch for surroundsound). With DirectSound3D on 10.6 I think it could only use single channel sound for effects which would then get positioned by DirectSound3D in the the 3D audio space.  Starting to use multichannel sound samples for effects might complicate things and become more driver/manufacturer dependent. I am no expert (at all!, I only JUST learned any of this).  Hopefully everything will be able to co-exist. It looks like 10.7 replaced the DirectSound3D calls with BASS_ calls which appear to have the same model but I don't know if it had the same backbox bleed problem that I fixed for 10.6. I will check it out when I can.



#1291 wiesshund

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Posted 05 March 2021 - 05:26 AM

@wiesshund thats more or less the normal setup for what I am targeting.  Single 7.1 setup with front/center/sub going to the back glass, side to rear of cabinet, rear to front of cabinet. The problem was/is that the 7.1 surround settings bled the table sounds to the backbox , the new code repositions the table coordinates in 3D space to an area that has no bleed into the backbox speakers and has a better pan/fade range for this application (which is a bit of technical mismatch for surroundsound). With DirectSound3D on 10.6 I think it could only use single channel sound for effects which would then get positioned by DirectSound3D in the the 3D audio space.  Starting to use multichannel sound samples for effects might complicate things and become more driver/manufacturer dependent. I am no expert (at all!, I only JUST learned any of this).  Hopefully everything will be able to co-exist. It looks like 10.7 replaced the DirectSound3D calls with BASS_ calls which appear to have the same model but I don't know if it had the same backbox bleed problem that I fixed for 10.6. I will check it out when I can.

 

1st question i must ask is
Why the choice of the sub up in the backbox?
From just a bass stand point, seems the lower you can get it the better.
Which in a cab is in the bottom firing at the floor

 

That aside, no 10.6, as far as running to a full 8 channel set up, does not work the same, it does not seem quite actually aware of what is going on
sound hardware wise.

10.7 though does.

At least as far as running on an actual full 6 or 8 channel set up

 

If you make an appropriate OGG (it wont play back a native ac3 file), you could have cars or space ships fly around your cabinet
and dedicated LFE tracks bounce your cab up off the floor (well if you got enough sub, which is probably waaaay too much sub LOL)

Though you have to set that sound to backbox, and kick the slider to the rear so that the sound file's encoding itself is in charge of what plays where.

 

Tablewise, it is dictated by VPX's audio coding and positioned someplace between the 4 drivers assigned as table
which is pretty much the normal for PC spatial audio since like 199?
which is really all you need to make that work.

 

What you can do with the backbox is fun though
whether is is simply giving a bit of 3d to the backbox to give the illusion that the bells gears and knocker are not all screwed down in the same place on the bottom of it

Or doing some custom sound effects for a themed original table where you want to go a little hollywood and do something no real table could do.

 

10.6 i think i pretty much just ran it in 4 speaker mode, since it did not do exactly what i was looking to make it do anyways
and in 4 speaker mode, it's hard to notice backbox bleed unless it starts coming out of the lockbar
Which for me would be the column speakers sitting to the left and right of my desk, cause i got no cabinet, so i have stupid audio components
1980 called, but i didnt give the speakers back

(not my pic, but same sharp cp-7700's with a jvc center and polk sub that doubles as a foot rest)
maxresdefault.jpg


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#1292 njk70

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Posted 05 March 2021 - 07:04 AM

Sorry I didn't mean the sub was literally in the backbox. More that the sub was paired with the backbox speakers, but I see where we are diverging. Typically folks aren't using the LFE channel and are separating things by front, side and rear channels with separate 2.1 amps for each and using an audio sub for the front and bass shakers on the side and rear for the .1 channel of their respective amps. 

 

So 10.6 is using the DirectSound3D API which takes individual single channel sound effect clips and places them in a 3D audio space. Its an old deprecated API and I don't know if it was ever terribly good. But the backward compatibility mode we are using now doesn't seem to do a great job spatially positioning the sound (getting sound on just the side speakers is difficult). With 10.7 VPX seems to be using bass.dll which I think might be implemented on top of a newer windows API but seems to provide an interface very similar to the DirectSound3D system. I'll have to try it out to see if it has the same issues. My fixes for 10.6 spatially place the effect fairly well I think and you can easily hear the sound effects localized to different areas of the table.

 

I like your setup but it actually (I think) fundamentally demonstrates the disconnect between surround sound and virtual pinball. If you have actually positioned the speakers around you (the real listener) then you have a real surround sound system. But for most people (with cabinets) they have speakers positioned around the table and they (the real listener) are essentially sitting outside the sound stage. The difference can be a little subtle but I think it explains why it seems a bit off. That and how DirectSound3D positions things in 3D audio space defied my brain's ability to make sense of it. The sound was certainly 'moving' but not where I expected.

 

In any event I see how your setup differs from most now. I hope everything can be made to co-exist. I don't really know what I am doing but I will help with what I can.  Having the option to use ogg files is interesting, just hope it falls back nicely on non-surround systems. Now I want room level surround sound as another layer of sound to add to virtual pinball media..... or maybe I need to finish building my cabinet.

 

Please no one take me as an expert or even particularly knowledgeable about audio, mostly I am just a stubborn programmer who heard mechanical sound effects coming out of the backbox and didn't like it and decided to try to fix it. Am happy to learn more from anyone who is working on this.



#1293 wiesshund

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Posted 05 March 2021 - 08:45 AM

Sorry I didn't mean the sub was literally in the backbox. More that the sub was paired with the backbox speakers, but I see where we are diverging. Typically folks aren't using the LFE channel and are separating things by front, side and rear channels with separate 2.1 amps for each and using an audio sub for the front and bass shakers on the side and rear for the .1 channel of their respective amps. 

 

So 10.6 is using the DirectSound3D API which takes individual single channel sound effect clips and places them in a 3D audio space. Its an old deprecated API and I don't know if it was ever terribly good. But the backward compatibility mode we are using now doesn't seem to do a great job spatially positioning the sound (getting sound on just the side speakers is difficult). With 10.7 VPX seems to be using bass.dll which I think might be implemented on top of a newer windows API but seems to provide an interface very similar to the DirectSound3D system. I'll have to try it out to see if it has the same issues. My fixes for 10.6 spatially place the effect fairly well I think and you can easily hear the sound effects localized to different areas of the table.

 

I like your setup but it actually (I think) fundamentally demonstrates the disconnect between surround sound and virtual pinball. If you have actually positioned the speakers around you (the real listener) then you have a real surround sound system. But for most people (with cabinets) they have speakers positioned around the table and they (the real listener) are essentially sitting outside the sound stage. The difference can be a little subtle but I think it explains why it seems a bit off. That and how DirectSound3D positions things in 3D audio space defied my brain's ability to make sense of it. The sound was certainly 'moving' but not where I expected.

 

In any event I see how your setup differs from most now. I hope everything can be made to co-exist. I don't really know what I am doing but I will help with what I can.  Having the option to use ogg files is interesting, just hope it falls back nicely on non-surround systems. Now I want room level surround sound as another layer of sound to add to virtual pinball media..... or maybe I need to finish building my cabinet.

 

Please no one take me as an expert or even particularly knowledgeable about audio, mostly I am just a stubborn programmer who heard mechanical sound effects coming out of the backbox and didn't like it and decided to try to fix it. Am happy to learn more from anyone who is working on this.

 

To be honest, on 10.6, i am not sure

maybe it uses Xaudio2 for all i know? which kind of never did work as intended after XP, as in later OS's it did a terrible job of properly identifying some audio configurations.
I suppose i could find out actually, but trying to feed it a different set of xaudio DLLs and see if it winds up loading them.

 

As for my speaker setup, partly i kind of have no choice, aside from the backbox speakers which sit beside the monitor, they kind of wont sit on the desk, well they might
but even i have Some style standards
and well, it is my main PC so it kind of has to also play a movie or do other things that are not pinball.
 

If i was building a cab, i would use the same set up, aside from stupid big column speakers

The lockdown bar would have the rear (front of table) speakers underneath it, firing up, yes it would make the lockdown wider then standard, but it's only metal, i can fab metal
The side (front of table) speakers would be under the backbox in a blacked out riser
The backbox itself would have the backglass speakers, and the center channel above the backglass screen made from an array of small speakers.
2" drivers should work with out needing too much extra room

And the only place for the sub to go, is obviously firing out the bottom of the cabinet.

 

And me being kind of anal when it comes to audio stuff, they would all be internally enclosed and ported.

I am not sure why the 2.1 systems that i know people use a lot?
I guess some audio hardware (or drivers) maybe especially USB, lacks any kind of crossover to allow some of the non LFE bass to be played out of the sub, or does a terrible job of it.
I can set that in my audio driver, but i generally just let the receiver do it as it does a better job of it, it has much better bass management than the audio driver does
as i can set different cut offs for different channels

Now you are right in that the way windows generally does sound as far as game engines go, is that it assumes REAR speakers are actually REAR as in behind you
Where as theater standard, REAR is not really REAR as in behind you, in an optimal setup in 5.1 REAR is 90 degrees from the tip of your nose, or directly overhead
and in 7.1 it is over head, with the sides being like 80 or 90 degrees off the tip of your nose to the side.
Obviously peoples house are not generally built to conform to that, so you adapt as needed.
Windows basically has 2 schools of 3d sound
Game Sound, where rear means behind you

and Theater sound, where nothing is actually behind you

 

But in pinball, REAR is still generally in front of you, not behind and not beside.
But you can work with that some, by adapting the playfield
The game plots the sound position based on the dimensions of the table
In many tables, the table actually ends short of the cabinet, one thing you can do is increase the table length so that there is table all the way under the lockdown bar
which is usually just sitting in null space.
That is not hard to do to an existing table, you do have to add the extra surface to the playfield art, but what you are adding is unseen, so technically can just be transparent.
I just make a new image of the now different length, then put in the original art as a new layer and align the top.

Now the tables Y coordinates are larger, so the flipper sound for example, or slingshot or drain is now spatially more in front of you.
It is not a huge amount, but it is noticeable.

 

Another little trick, for like when it just feels like the ball drained behind your back because of how the sound gets played

is to take a simple prim, non rendered, non collidable etc, name it what ever, drainaudio lets say
throw drain audio on the table

and go make the drain_hit do a PlaySoundAt "sound name", drainaudio
Now fiddle with drainaudio's position until it suits you.

Yes technically if you go sticking your head individually at the speakers, you are going to say wait, i am hearing the drain sound
bleeding through the speakers at the front of the table.
But that is how the 3d illusion works, you are not supposed to move around and critique each speaker, you are supposed to see how the illusion works from your listening position, your friend standing beside the table watching you play can bugger off, and wait his turn in the theater chair so to speak.

You can't change the reality (how the hardware was designed) but you can manipulate the illusion

 

Not that i would expect table authors to run about trying to redo existing and make new tables trying to fiddle with all that.
They can't, they dont have your set up, it would always be wrong for someone.
I figure it is just part of making your stuff the way you want it to be.
Play it as it is and be thankful to the person that make it, or learn to modify it a bit to suit your particular setup.

 

I do the prim thing a lot for sounds tables play but have no actual object for, solenoids and relays etc.
If i find a table manual, i will try to put the sound objects in the right place, if not i will borrow a position from one that i could find a manual
or take a logical guess.

 

Maybe sounds kind of dumb, and maybe it is, but i like hearing the ball lift solenoid kick the ball from someplace that sounds like the right area
or hear the target reset solenoids fire off near the correct bank of targets and stuff.
Especially on older tables that have little to no ROM sounds to fill in the gaps and generally blur everything.

 

And yes, i would not want to see options taken out of 10.7, but instead more options put in to allow tuning VPX
for more audio setups.

It would be great if it would simply ask
Hi you have X channel audio, which channels are you using?
which channels are serving which table area?
Ok thank you, here is your sound setup


Edited by wiesshund, 05 March 2021 - 08:49 AM.

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#1294 toxie

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Posted 05 March 2021 - 12:32 PM

It looks like 10.7 replaced the DirectSound3D calls with BASS_ calls which appear to have the same model but I don't know if it had the same backbox bleed problem that I fixed for 10.6. I will check it out when I can.

 

If i remember correctly, then i kept both paths alive. The plan is though to only use BASS going forward (post 10.7 though, so god knows when that will happen ;)).
 


Edited by toxie, 05 March 2021 - 12:34 PM.


#1295 njk70

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Posted 05 March 2021 - 06:26 PM

Interesting. The Theatre vs Game surround was not something I was thinking about and could explain some of the odd behaviors I was seeing.

 

The usual SSF cabinet setup puts exciters on the cabinet walls and if you use impact enhancement (SSFImpactor or SSFThump) then front and rear bass shakers are added to the bottom of the cabinet.  The .1 on the 2.1 amps are to drive those bass shakers and be able to target simulated effects to different shakers (SSFImpactor in particular can configure impact/gear/shaker effects). Its not an audiophiles system/setup for certain and is based on pretty cheap components that would certainly make audiophiles cringe.  I like the result, but I am no audiophile so don't know any better :).

 

And I agree 100% about wanting to hear sound effects from the right area of the table and I think I have is a big improvement in that. I'm not really sure what needs to be done differently between the two setups but I am happy to help test how things work on the SSF cabinet I have vs what you are envisioning and help with coding if I am capable (I can really only do isolated fixes though).



#1296 wiesshund

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Posted 05 March 2021 - 09:03 PM

I may be wrong, but it seems that unless you are affixing a shaker in a tactile area
such as by the flipper buttons, the bass would be non directional (provided you have a large enough transducer)

 

So providing that ones system actually has functional bass management (which it may well not)

seems a single well placed transducer tapping the LFE output would do
Still needs it's own driver (amp)

 

Well, at least the few that i have would, as normal speaker output level current is not enough to operate it
one is a driver from an EV 15" dump with basket removed, the other is from an 18", i am not sure what the typically used components are designed around
so they might be much different and need less to run them.
I am thinking a single 8" driver would be more than enough for a cabinet though, the 18" used to shake the bejeesus out of an entire simpit

 

I did play around with some home made exciters, which was comical, being that a wooden desk has strange hollows that a cabinet definitely does not
i mean they worked technically, but an ancient desk is not an optimal environment for them, sound kind of came from weird places.
I ran them parallel with with the speakers for a 4 ohm load.
They probably would have worked better if i could have affixed them to the bottom side of the desktop itself, but there is a damned drawer in the way there too.

 

Mind you trying to play with exciters when the whole mess is surrounded by stupidly big speakers kind of is not a fair test anyways, because the stupidly big speakers

vibrate everything.


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#1297 njk70

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Posted 05 March 2021 - 10:07 PM

There is certainly an appeal to stupidly big speakers!

 

I agree single large shaker would do the trick, trying to balance the sound effects I often have a hard time figuring out which one is thumping. With SSFImpactor there are two uses for having both.  In the recommended parts list that many people follow one shaker is smaller than the other. SSFImpactor has a "low impact" option which will direct the thumps to just one of the shakers, or in normal operation it would go to both so you have additional control of how much shakin' you want. More importantly it provides a way to separate two longer duration effects (shaker, gear motor) which did not combine well on a single shaker (I don't know the technical reason why, I imagine its signals reinforcing/canceling each other in weird ways... ). This was my first experience with exciters and bass shakers/transducers. So just giving a layman's experience with it. Its a very nice effect that you feel more than hear and works well even with the rest of the system at lowish volume. Not sure how realistic the effect is as its more thumpy than clacky, but you can balance that to taste... i liked things quieter so my wife doesn't yell at me.

 

Sorry I seem to have siderailed the 10.7 beta discussion with this.

 

To be on topic... I'm going to refactor my 10.6 changes so they can be easily moved to 10.7 if they are needed. I will test this weekend. Feedback on the 10.6 changes have been 100% positive with some people quite enthusiastic with the change.



#1298 wiesshund

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Posted 05 March 2021 - 10:24 PM

 

 

There is certainly an appeal to stupidly big speakers!

There is, but in total honesty, it is an unrealistic appeal, that does not remotely resemble any pinball table ever made.
We create a 3d sound environment that no real table has.
You go play a real machine in an arcade, and there just is not that much spatial clarity and separation going on
Once the noise is not right under your face, like the flippers, it's just kind of all in front of you.
The sound stage is too small and too close, and you are too big.
And unless you are talking about dropping Hercules down a flight of stairs, i doubt any pinball machine ever shook the walls and floors :)

 

Love to see/test your 10.6 changes


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Spend it on Hookers and Blow


#1299 kiwi

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Posted 06 March 2021 - 06:49 PM

It seems like a new feature, but maybe it's due to the fixing of the light inserts not working with the reflections enabled.

 

The playfield image merges with the light inserts image, if a different playfield image is selected for the light inserts.



#1300 njk70

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Posted 06 March 2021 - 08:15 PM

Looks like 10.7 doesn't have the 7.1 table sound audio bleed to the backbox speakers that 10.6 had so my changes aren't needed. I think my version has somewhat better (enhanced) pan/fade effects but I don't think its worth fiddling with. If I had known this I might have saved myself a lot of time and just waited for 10.7 :)

 

Actually now that I think about it I know one fix for 10.7 that might enhance the pan/fade effect a bit. I'll experiment with it and update here.