Thanks for the update Bigus!
Very good find you did with that wall, especially as it was an intermittend problem, but nevertheless very annoying when it happened.
Now, I gave it a test run today and it looks very much all right so first thoughts are good but as the problem didn't occur every game I will do more testing upcoming days.
I do want to suggest a small modification:
My cab has full SSF, surround 4 speakers and 1 bass speaker for SSF.
Now: when the ball rolls over the ramp at the moment the ball is into a curve a way to loud 'umph' comes out of mainly the bass speaker.
I found out that there are a couple of triggers in that ramp that fire this sound:

These are used in the Sub RandomSoundRamp() , somewhere around line 1155.
What I did:
- around line 18 I added a line to define a constant variable calle VolRamp and gave it after testing the value 1.1 and lowered the standard plastic volume as well so it looks like this:
Const VolDiv = 2000 ' Lower number, louder ballrolling/collition sound
Const VolCol = 10 ' Ball collition divider ( voldiv/volcol )
Const VolPla = .015 ' Plastic ramp rolling volume was .03
Const VolRamp = 1.1 'Ramp edges
and in the sub around line 1155 I put in this constant: need to do it 3 times
Sub RandomSoundRamp()
Select Case Int(Rnd*3)+1
Case 1 : PlaySound "fx_rampbump1", 0, VolRamp, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 2 : PlaySound "fx_rampbump2", 0, VolRamp, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
Case 3 : PlaySound "fx_rampbump3", 0, VolRamp, AudioPan(ActiveBall), 0, Pitch(ActiveBall), 1, 0, AudioFade(ActiveBall)
End Select
This did it for me, thanks again for your great mod!
Edited by Joppnl, 14 April 2020 - 07:10 PM.