I never knew that! That might come in handy in the future.
I also got things working pretty much perfectly here, or at least good enough.
To do this, I still made use of your spinner timer idea, just in a different way.
I got 2 bell sounds, 1 long & 1 short.
AFAIK, that longer bell sound only seems to happen right as the ball is locked. Whether what stops the bell is indeed the spinner stopping or not, that bell still seems to go off for 7 seconds or so, & so it doesn't really matter. Which is all I did for the long bell, its just a 7 or 8 second sound clip.
All other bell sounds seem like short bursts.
So the code that makes everything work as it should is...
Sub bellsound(enabled)
If ballinlock = 1 and locktimer=1 then playsound "longerbellsound"
If ballinlock = 1 and locktimer=0 then playsound "bell"
If ballinlock = 0 and locktimer=0 then playsound "bell"
End Sub
Yeah all 3 of those lines are needed for things to be as they should, at least from what I can tell, for now (until I learn more about the bell IRL that might tell me otherwise).
The ballinlock value is just a variable tied into whether the lock switch is enabled or not.
Then "locktimer" is a variable I added to the spinner timer. If timer is enabled, locktimer = 1. Otherwise it is 0. This was important in getting the long bell to only play when it should. This is likely a hack compared to how the real game works, but it seems to get the job done.
Thanks for the help. Glad to have this out of the way. I got a somewhat big update done on this mod, probably have to wait til tomorrow to get them uploaded.