So, i discovered that VPX will use all channels in a 5.1 AND 7.1 setup (it wont use 9.1 or more but who the hell could put that in a pin cab anyways)
This includes sort of discrete use of the center channel
But here is the kicker...
I discovered that, when doing table audio, if you wanted something to accurately pan @ object based on
PlaySound soundname, loopcount, volume, AudioPan(tableobj), randompitch, pitch, useexisting, restart, AudioFade(tableobj)
You needed to provide the sound file in MONO form, otherwise the panning was pretty bad, to non existent, especially if the left and right channels were dissimilar.
OK, actually makes sense, and not really different than how some other game engines handle 3d positional audio.
You give them a 44.1k mono sound and they handle how much goes to what channel, and if there should be any delay between channels
which is easier that trying to figure out what the hell to do with the other channel of audio, or what you lose when you try dumping it etc.
But, and here is the kicker.
I found that IF you assign a sound to the backglass
AND you set the sound to play at the rear of the backglass
The sound will try to play discretely out of the center channel only.
BUT
Only if the sound is STEREO, if the sound is MONO, it will default to hard right pan
and if you nudge the balance even a wee bit to the left it pans hard left.
If the sound is stereo, then setting to backbox, and then sliding position to REAR, the sound will come out mostly from the center, but with unwanted bleed over into the right channel (right rear of cabinet, right front as identified in standard surround terms)
And again, if you nudge said sound a wee bit to the left, it pans hard left.
Now i went a bit further.
I encoded some different versions of same sound.
Mono, Stereo, and various forms of multi channel, shifting the mono sound to the various speaker locations, leaving the other channels present but
silent.
I thought well, since it can actually identify and use the center channel, perhaps it is looking for the sound to be designated at a specific channel location, so i tried it left right center l and r rear surround, l and r side surround, and even tried the 4 front and rear ambient positions, even though no one runs 12 channel dolby in a cabinet..
It did not do AC3 or AIFF, said no 3D support
so i tried as multi channel wav, since windows can read and play a multi track wav format file
got Can not create static sound buffer on import error.
So next thing i tried was Ogg
Now when set to backglass, a 7.1 channel Ogg worked
All 7 discrete channels.
Only in backglass mind you.
When set to table, the only channels it played was front left and center, and both of those it played blended between the center and front right channels (or center and rear right in cabinet terms)
That part is OK as the table can shift sounds as needed as determined in the table script, and it does not need more than 4 discrete channels because physically a real pinball machine is a lot less discrete audio wise than what we can digitally create here.
Ok so back to the backglass, So Ogg works, fully positional via the backglass, the downside is you have to set the volume to about -0.96
or the Ogg files play back terribly over driven and distorted.
At -0.96 they play back at normal volume, no idea why as they play back perfect outside of VPX, via media player or what not without turning them down.
Seems like VPX does a gain boost on Ogg or something?
This may seem silly to write about, maybe is for most people, but i will give an example of what i am presently going to do with it right now.
I am updating a VP9 table to VPX.
It is an old 70's era table, it has chimes in the backbox.
Now, you do not really want the chimes popping out the same speakers that your rear most bumpers and targets etc are playing out of.
Chimes are object mounted inside the backbox away from the playfield.
So, i am having the chimes play out of the center channel, where nothing else is.
If i was making a cabinet, i could tuck a skinny little row of small speakers discretely above the back glass, and presto, there is my centered audio
for what ever i wish to have on the backglass, in this case some bells.
There is a lot more creative things one could do of course, especially on a custom original table.
In a 7.1 set up, it would really let you do some nifty audio stuff, you could actually bring something from the backbox and have it run right up
to the player so to speak.
And surround Ogg is easy for anyone to do in audacity, so wav/ac3/aiff formats are not really a big deal, but the artificial gain boost on them kind of is, so maybe that could be looked at?
And this is probably asking alot, not to mention i think you are the wrong guy to ask, but do you think would it be possible to get an option in pinmame to direct where the audio is going?
Oh, and the backglass will send out LFE channel too (and man how)
If you trigger a table sound, and a backglass sound that only has the LFE channel, at the same time, you can make yourself believe that your cabinet just blew up.
I was tinkering with that with a bumper sound just to see, and you would have though someone fired a 50 cal MG under my desk.
[EDIT]
And since i forgot to hit submit earlier, i just wanted to add.
I just finished the bell sounds in 5.1 Ogg, with empty channels except for center channel.
set center speaker on something, behind the monitor that serves as a backglass.
damn it sounds convincing, with them coming from dead center, totally separate from any other sounds