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Overiding subway sounds


Best Answer BilboX , 18 July 2015 - 06:38 PM

Actually, ball hiting rubber/metal/plastic/glass have a default sound, so has the drop target RESET Solenoid (drop target down sound is missing => TODO).

Here are all the defauklt sounds that yoiu can modify using some imported from fp:

 

SetDefaultSound("BallVsRubber",  "rubber");
SetDefaultSound("BallVsMetal",  "metalhit");
SetDefaultSound("BallVsPlastic",  "collide9");
SetDefaultSound("BallVsPlayfield",  "glass_hit");
SetDefaultSound("BallRolling",  "ballrolling");


// On/Off solenoid sounds
// ----------------------


SetDefaultSound("SolenoidOn", "solenoid");
//SetDefaultSound("SolenoidOff", "");


SetDefaultSound("BumperOn",   "bumper2");
//SetDefaultSound("BumperOff",   "");


SetDefaultSound("DiverterOn", "diverter");
//SetDefaultSound("DiverterOff",  "");


SetDefaultSound("SlingshotOn", "slingshot2");
//SetDefaultSound("SlingshotOff",  "");


SetDefaultSound("SpindiskOn",  "solenoid");
//SetDefaultSound("SpindiskOff",  "");


SetDefaultSound("AutoPlungerOn",  "solenoid");
//SetDefaultSound("AutoPlungerOff", "");


SetDefaultSound("FlipperOn",  "flipperup");
SetDefaultSound("FlipperOff", "flipperdown");


//SetDefaultSound("CoilMagnetOn", "");
//SetDefaultSound("CoilMagnetOff", "");


SetDefaultSound("DropTargetResetOn", "solenoid");
//SetDefaultSound("DropTargetResetOff", "");


SetDefaultSound("KickerOn",  "solenoid");
//SetDefaultSound("KickerOff", ""); 
SetDefaultSound("KickerIn",  "scoopenter");
SetDefaultSound("KickerOut",  "scoopexit");


SetDefaultSound("KnockerOn",  "knocker");
//SetDefaultSound("KnockerOff", ""); 


SetDefaultSound("PopUpOn",  "popup");
//SetDefaultSound("PopUpOff", ""); 


SetDefaultSound("PoweredGateOn", "solenoid");
SetDefaultSound("PoweredGateOff",  "solenoid2");


SetDefaultSound("EMReelSpin", "reelclick");


SetDefaultSound("SubwaySolenoidRelease", "solenoid");
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#1 chepas

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Posted 18 July 2015 - 05:51 PM

Default sounds here are getting pretty tedious and loud.

 

I have tried removing all default sounds from FP and setting the sound inside for the drain but these sounds are being called from the Unit3D directory?

 

Could overwrite them if that's the case but shuts off option for other games.

 

Is there some way in the subManager to change? Along the same lines as this?

subManager.audio.clip = Global.Sound.TryFindAudioClip("SD-BallRelease");

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#2 BilboX

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Posted 18 July 2015 - 05:57 PM

Yes. It is not well commented, but the two function AddEntrance and AddExit have a last optionnal parameter string for the sound of input/output kickers:

public virtual BxSwNode AddEntrance(string kickerIn, int switchSlot=-1, bool destroyBall=true, string soundIn="")
public virtual BxSwNode AddExit(string kickerOut, int solenoidSlot=-1, float releaseTime = 0.25f, BxSwNode.SolenoidReleaseType releaseType = BxSwNode.SolenoidReleaseType.ON_RISING_EDGE, string soundOut="")

It will use the default sounds indeed if not set in...


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#3 chepas

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Posted 18 July 2015 - 06:05 PM

Ah nice one. I have seen the params before now but didn't check that.

 

We have to create method to assign a collection to sounds like rubber? Do you have one already?


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#4 chepas

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Posted 18 July 2015 - 06:19 PM

Would drop targets be the same?


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#5 BilboX

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Posted 18 July 2015 - 06:38 PM   Best Answer

Actually, ball hiting rubber/metal/plastic/glass have a default sound, so has the drop target RESET Solenoid (drop target down sound is missing => TODO).

Here are all the defauklt sounds that yoiu can modify using some imported from fp:

 

SetDefaultSound("BallVsRubber",  "rubber");
SetDefaultSound("BallVsMetal",  "metalhit");
SetDefaultSound("BallVsPlastic",  "collide9");
SetDefaultSound("BallVsPlayfield",  "glass_hit");
SetDefaultSound("BallRolling",  "ballrolling");


// On/Off solenoid sounds
// ----------------------


SetDefaultSound("SolenoidOn", "solenoid");
//SetDefaultSound("SolenoidOff", "");


SetDefaultSound("BumperOn",   "bumper2");
//SetDefaultSound("BumperOff",   "");


SetDefaultSound("DiverterOn", "diverter");
//SetDefaultSound("DiverterOff",  "");


SetDefaultSound("SlingshotOn", "slingshot2");
//SetDefaultSound("SlingshotOff",  "");


SetDefaultSound("SpindiskOn",  "solenoid");
//SetDefaultSound("SpindiskOff",  "");


SetDefaultSound("AutoPlungerOn",  "solenoid");
//SetDefaultSound("AutoPlungerOff", "");


SetDefaultSound("FlipperOn",  "flipperup");
SetDefaultSound("FlipperOff", "flipperdown");


//SetDefaultSound("CoilMagnetOn", "");
//SetDefaultSound("CoilMagnetOff", "");


SetDefaultSound("DropTargetResetOn", "solenoid");
//SetDefaultSound("DropTargetResetOff", "");


SetDefaultSound("KickerOn",  "solenoid");
//SetDefaultSound("KickerOff", ""); 
SetDefaultSound("KickerIn",  "scoopenter");
SetDefaultSound("KickerOut",  "scoopexit");


SetDefaultSound("KnockerOn",  "knocker");
//SetDefaultSound("KnockerOff", ""); 


SetDefaultSound("PopUpOn",  "popup");
//SetDefaultSound("PopUpOff", ""); 


SetDefaultSound("PoweredGateOn", "solenoid");
SetDefaultSound("PoweredGateOff",  "solenoid2");


SetDefaultSound("EMReelSpin", "reelclick");


SetDefaultSound("SubwaySolenoidRelease", "solenoid");

UP2


#6 chepas

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Posted 18 July 2015 - 06:47 PM

Thanks a lot, this clears up loads.

 

I had tried SetDefaultSound but with a table object, nice to know what this was for.


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#7 chepas

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Posted 19 July 2015 - 01:22 PM

Much better. Ball rolling works good too.


Bump maps are the new auto-tune :BDH:
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