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Pinball sounds
#295222 - 09/07/12 10:18 AM
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Hi all, I'm calling for anyone with a working pinball machine.
I'd like some sound samples (wav files) of the various mechanical noises that a pinball machine makes, such as the flipper, the knocker, the bumper, chimes, etc.
Can anyone help me with that?
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Re: Pinball sounds
[Re: Robbbert]
#295226 - 09/07/12 02:45 PM
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Re: Pinball sounds
[Re: Robbbert]
#295229 - 09/07/12 03:11 PM
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Hmm, IMO MAME/MESS should stick with the emulation and TTL (like discrete sound). Any mechanical simulation can be handled externally. I wouldn't use the MAME samples device for this. That's what I'm assuming you want generic pinball samples for, right?
How does Visual Pinball do it?
> Hi all, I'm calling for anyone with a working pinball machine. > > I'd like some sound samples (wav files) of the various mechanical noises that a > pinball machine makes, such as the flipper, the knocker, the bumper, chimes, etc. > > Can anyone help me with that?
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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> How does Visual Pinball do it?
They utilize zipped files in the sample folder which would be subfolder of VPinMAME.
Attached is s3250u3 which is used for Bally tables.
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B2K24 |
MAME @ 15 kHz Sony Trinitron CRT user
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here is another one that I have. It's named pinmame and it's located in samples folder as well.
I'm unsure if VP actually uses it though.
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R. Belmont |
Cuckoo for IGAvania
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> What are the devs' views on something like Modal Analysis for sound generation of > mechanical games, given that it is likely that a rigid body simulation will be > required at some point? > > http://graphics.berkeley.edu/papers/Obrien-SSR-2002-07/Obrien-SSR-2002-07.pdf
My view is that if one of the mathletes (OG, Courier, Derrick) wants to do that I won't stop them. But if it's up to me, "rigid body simulation is hard, let's use samples".
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Re: Pinball sounds
[Re: B2K24]
#295242 - 09/07/12 06:03 PM
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> here is another one that I have. It's named pinmame and it's located in samples > folder as well. > > I'm unsure if VP actually uses it though.
Thanks for the sample samples. It's a good start.
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Re: Pinball sounds
[Re: hap]
#295243 - 09/07/12 06:12 PM
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> Hmm, IMO MAME/MESS should stick with the emulation and TTL (like discrete sound). Any > mechanical simulation can be handled externally. I wouldn't use the MAME samples > device for this. That's what I'm assuming you want generic pinball samples for, > right? >
Well, yes, but at this stage I wanted to get an idea if it was feasible to do. If so, users would provide their own sounds just like is done with samples now.
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Re: Pinball sounds
[Re: Robbbert]
#295249 - 09/07/12 08:47 PM
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If you have Future Pinball installed:
1. Open any table, I just opened "Frontier" for example. 2. Go to Table > Sound Manager 3. Highlight any sound. The first one, for example, is "ballrelease", the sound of a ball being inserted into the plunger lane. 4. Click "export" and save to your desktop. In this case, the result is a file called ballrelease.ogg, which is (obviously) a different file format than wav. I'm sure there are other tables that use wav format sounds, or you can use a converter to make wav's from ogg's.
That should about do it.
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drewcifer |
One bad Mutha-(shut yo' mouth!)
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Re: Pinball sounds
[Re: R. Belmont]
#295250 - 09/07/12 08:58 PM
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> > What are the devs' views on something like Modal Analysis for sound generation of > > mechanical games, given that it is likely that a rigid body simulation will be > > required at some point? > > > > http://graphics.berkeley.edu/papers/Obrien-SSR-2002-07/Obrien-SSR-2002-07.pdf > > My view is that if one of the mathletes (OG, Courier, Derrick) wants to do that I > won't stop them. But if it's up to me, "rigid body simulation is hard, let's use > samples".
That project got a decent representation of the sound a single, relatively-solid object makes when colliding in a limited way. Simulating all the components and the way they interact when a flipper flips is 20-30 years from now. Maybe.
It's one of those problems that can be solved in simpler ways in most of the formats that are interested in using it (video games, etc), so the amount of time spent on the problem is going to trail behind graphics for quite awhile I'm guessing.
Andrew
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B2K24 |
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Re: Pinball sounds
[Re: Robbbert]
#295251 - 09/07/12 09:19 PM
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B2K24 |
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Also it seems any table loaded in VP you can access the sound manager option and extract .wav files that are used for that table.
Here is Banzai Run and GRONI says This are High Quality Samples from my Space Station Pinball Machine, that I recorded in a Studio with an HighEnd Microphone.
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italie |
MAME owes italie many thank yous, hah
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> Hi all, I'm calling for anyone with a working pinball machine. > > I'd like some sound samples (wav files) of the various mechanical noises that a > pinball machine makes, such as the flipper, the knocker, the bumper, chimes, etc. > > Can anyone help me with that?
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Re: Pinball sounds
[Re: B2K24]
#295262 - 09/08/12 12:51 AM
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Gyrovision |
so many more levels...
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Re: Name that chime...
[Re: italie]
#295263 - 09/08/12 12:55 AM
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There had to be at least one or two different pinball machines that played those chimes at startup.... and weren't the coin-in chimes usually the cavalry("Charge!") chimes?
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