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Bally Party Zone Sound, sounds horrible


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#21 Thalamus

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Posted 18 December 2018 - 12:40 AM

I'm a bit on thin ice here but, pinsound 0.8 used a file structure that pinmame understood right away. Then came 0.9 and a few roms/samples would not play ( believe it was gottlieb ) - at this point you needed to have pinsound running and "map" the rom in the program to what sound collection you where going to use. The latest release I haven't tried yet. Still in my download folder waiting :)

 

I believe. If the collection you start from is of the 0.8 - I would guess you could get it to work if you kept the file names like you suggested.


Edited by Thalamus, 18 December 2018 - 12:43 AM.

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#22 SPARKY70

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Posted 18 December 2018 - 12:47 AM

thalamus, i think you may be correct. i was just reading about the "old" system, and how it is no longer compatible.

i think i may need a party zone original pinsound zip that was intended for the "old" system so i could get it to work with altsound 1.

 

i would imagine that the only difference between the old and the new could be the # for the folder containing the wav file. the wav file is still a wav file,

 

 

 

C:\GAMES\Visual Pinball\VPinMame\altsound\pz_f4\voice\0046772740-it_s_request_time

[from here to --------------here shouldnt make a difference][im guessing the difference is here]

 

does this part matter what its name is?-it_s_request_time

what if i just call it  "request time"?

 

thanks


Edited by SPARKY70, 18 December 2018 - 01:14 AM.


#23 Carny_Priest

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Posted 18 December 2018 - 01:12 AM

PinSound Studio runs in the background while you play the table. You've loaded the mix through PinSound Studio so PinSound Studio knows where the mix is. (In Win 7 or greater, loading the mix means that PinSound Studio copies it over to your protected User/<account>/AppData folder. I don't know about XP). VPinMAME running in SoundMode 2 accesses the soundmix through PinSound Studio.

 

Thalamus in referring to your only other solution if PinSound Studio simply doesn't work in XP. VPinMAME running SoundMode 1 has integrated support. It still works AFAIK but it only works with deprecated mixes that use an unencrypted file naming system based on memory addresses. These are in fact unlicensed and were distributed prior to PinSound's agreement with the Bally/WMS IP owners. These old mixes are not around for a good reason. But another good reason is that the new mixes are straight from the license holder's vault and are as good as you can possibly get short of somebody coming up with the analog masters from the studio recording session. Given that the old mixes are unlicensed, I can't be further help with that option.  



#24 SPARKY70

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Posted 18 December 2018 - 01:20 AM

thanks carny, that clears up alot.

 

also, please see my post above your last post. i was writing it while you were posting.

 

i cant seem to get pinsound studio running with my XP,

 

so if i use altsound 1 with my own recordings i think i should be able to get something working.

 

what would i need to do to get the file directory name to be correct? .

 

C:\GAMES\Visual Pinball\VPinMame\altsound\pz_f4\voice\0046772740-it_s_request_time

[from here to --------------here shouldnt make a difference][im guessing the difference is here]

 

thanks



#25 Carny_Priest

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Posted 18 December 2018 - 01:52 AM

The number part of the folder name is an encrypted number that replaced the memory address from the older mixes. The memory address was where the sample was stored in the original sound ROM. For a given game event that causes VPinMAME to play a sample in a certain address within the original sound ROM, Sound Mode 1 option simply plays the file in the mix at that same address instead. With the address encrypted, Sound Mode 1 can't find the correct file to play. That's why Sound Mode 1 does not work with the updated mixes. 

 

Assuming you get something working, you can overwrite the original. You can give it a new name. You can add additional clips to the same folder and PinSound Studio will randomly play one of the files, adding some more flexibility and interest into the original mix. Lots of possibilities.


Edited by Carny_Priest, 18 December 2018 - 02:02 AM.


#26 SPARKY70

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Posted 18 December 2018 - 02:10 AM

i wonder if the older version of pinsound studio runs on XP? anyplace to still download that?

 

if so, i would be able to try out my personal recordings during a game.

 

earlier you mentioned a "ball controller" to activate switches. how do i activate that option?

 

i ve already re-created 35 voice callouts out of the 70 in the voice folder.

i just figured out what one of the really bad ones is saying, so i will have to re-record that one, plus there are a few other voice call outs mixed into a different folder.

 

i'll finish this all anyway while i have the mic set up, and can remember how to do it.

sparky

 

'''''


Edited by SPARKY70, 18 December 2018 - 02:33 AM.


#27 Carny_Priest

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Posted 18 December 2018 - 02:59 AM

Older versions - not sure. I think someone might have posted one of the older versions in the pinsound-community.org forums. Older versions also lack features (BSMT and Whitestar support, etc.)

 

Glass off/ball control w/ mouse - I know the feature exists but I haven't tried it. 



#28 SPARKY70

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Posted 18 December 2018 - 08:16 PM

ok, so i got vp installed on my wifes windows 7 laptop.

 

i start up and play a game of party zone, so all is good there.

 

i right click dmd window, and change alt sound to 2.

 

i close that table, and re-open the table.

 

i have the pinsound studio running in the background, and i associated the party zone file to pz_f4.

 

i have my new recordings in pinsound studios/audio/party-zone-original/voice/123456789xxxx/xxxaudiofile

 

i am still hearing the original sounds.

 

for what it worth, i tried changing altsound to 1 to see if i only get mechanical sounds, but i still get ALL sounds.

 

what am i doing wrong here? thanks/sparky

 

i just noticed that VP studio connection status says i need to run as admin.

 

its my wifes work laptop. i dont think i will be able to run as admin.

 

lets pretend i could run as admin, does everthing else i did look correct?

 

thanks 

sparky


Edited by SPARKY70, 18 December 2018 - 08:37 PM.


#29 Carny_Priest

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Posted 18 December 2018 - 09:47 PM

Yes, seems right.

 

I tend to run everything pinball-related as Administrator.

 

My tutorial is rather old, but AFAIK it still applies.

 

https://vpinball.com...dtrack-remixes/



#30 greeze

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Posted 19 December 2018 - 10:44 AM

Slightly off topic but how does Party Zone sound in Pinball FX3? Is it the same, better? I don't have this table in PBFX3 to compare, sorry.


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#31 SPARKY70

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Posted 19 December 2018 - 05:48 PM

Hi greeze, i dont have pbfx3 ...sorry

#32 ludovids

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Posted 19 December 2018 - 09:48 PM

Hey Sparky, if you make some room in your messenger storage, I can send you a link to pinsound 0.8 zip file.


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#33 SPARKY70

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Posted 08 January 2019 - 03:54 AM

thanks ludovids, just found your post,

 

yes, my box looks full. it says 10 messages is my limit, but i seem to have 19.

 

"Your messenger storage

100% of your quota (10 messages)"

 

does anybody know when they changed the limit to 10? ...thanks


Edited by SPARKY70, 08 January 2019 - 03:58 AM.


#34 Thalamus

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Posted 08 January 2019 - 05:15 AM

Only one man knows.


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#35 SPARKY70

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Posted 08 January 2019 - 08:15 PM

LOL...



#36 SPARKY70

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Posted 10 January 2019 - 02:17 AM

OK, i can now confirm, that 0.8 doesnt  work on XP either, and it needs to be run as admin on win7.

 

im still out of luck here.....



#37 Thalamus

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Posted 10 January 2019 - 03:04 AM

Unfortunately - that is something you just have to get used to. I would seriously consider a hardware upgrade if that is why you are still running it.


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#38 SPARKY70

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Posted 14 January 2019 - 05:14 AM

hi guys, i am making good progress on this project.

 

i have most voice callouts recorded, and i am able to us the altsound 1 option on XP.

 

however the volume of the voice callouts is much too low.

 

can someone please help me figure out how to raise the volume when using altsound 1?

 

the usual keyboard keys(8&9) dont seem to make a difference, because those keys control the ROM volume, and the sound does not come from the ROM with altsound-1.

 

getting closer to a finished product.....

thanks//sparky



#39 Carny_Priest

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Posted 14 January 2019 - 02:50 PM

If the info is not in Mr_Tantrum's guide on Pinside then this post may have a tip:

 

https://pinside.com/...nd#post-3765428



#40 SPARKY70

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Posted 15 January 2019 - 05:03 AM

THANKS