rtl19 Posted March 22, 2015 Posted March 22, 2015 Hi, I'm helping someone create an EM visual pinball table. I've recorded the sounds from the real pin when it goes thru different scoring scenarios. What I've noticed is that when these score sounds are played, they are being stomped on by the score sounds from the directb2s. Is there some way to disable the score sounds from the directb2s? If I comment out this call 'Controller.B2SSetScore 1, Score' the sounds play fine. (Obviously this isn't a permanent solution because the score never updates in the backglass ) I just did this to determine where the sounds were coming from. Thank you!
rtl19 Posted March 23, 2015 Author Posted March 23, 2015 Would changing the backglass type from 'EM' to "SS' or 'Original' have any effect?
Content Provider Itchigo Posted March 23, 2015 Content Provider Posted March 23, 2015 I'm guessing you are talking about the sound of the reels moving on the backglass? By commenting out that line you're stopping the reels from moving/scoring, that's why that works. I thought there was a way to make the reel sounds in the DB2s file, but I've never done it this way. I don't see a way to add them in the backglass, so I'm guessing it's in the table itself. Does this table have EMReels (desktop)? If it does, look in the script to see when they are updated. The sound should be right after/in that sub. Example: Sub Addscore() score=score+points Emreel1.Setvalue (points) Playsound "reel"
rtl19 Posted March 23, 2015 Author Posted March 23, 2015 I'm fairly certain the sounds are coming from "within" the backglass. I thought I saw in the b2s.vbs there were calls to playsounds. Below is the addscore section of the table. It doesn't make a call to the emreel that I noticed. sub addscore(points) if tilt=false then bell=0 if int((points+score)/10) <> int(score/10) then scn=1 ' see if 10s digit changed if int((points+score)/100) <> int(score/100) then scn=5:bell=1 ' see if 100s digit changed if points=1 then playsound "oneone" '1 bell at 1 point if points=5 then playsound "onefive" '5 bells at 1 point if points=10 then playsound "tenone" '1 bell at 10 points if points=50 then playsound "tenfive" '5 bells at 10 points if scn>0 then scn1=0:scntimer.enabled=true end if score=score+points truesc=truesc+points if score>9999 then score=score-10000 rep=0 end if Controller.B2SSetScore 1, Score if score=>replay1 and rep=0 then credits=credits+1 if credits>9 then credits=9 playsound "Knocker" Controller.B2SSetCredits Credits 'Update Credits rep=1 ' playsound "relay" end if if score=>replay2 and rep=1 then credits=credits+1 if credits>9 then credits=9 playsound "Knocker" Controller.B2SSetCredits Credits 'Update Credits rep=2 ' playsound "relay" end if if score=>replay3 and rep=2 then credits=credits+1 if credits>9 then credits=9 playsound "Knocker" Controller.B2SSetCredits Credits 'Update Credits rep=3 'playsound "relay" end if end if end sub sub scntimer_timer scn1=scn1 + 1 if scn1=scn then scntimer.enabled=false if bell=1 then playsound "hundred",,0.5 else bell=0 end if end if end sub
manples Posted December 12, 2016 Posted December 12, 2016 I'm wondering how to do that as well, I want to disable the EM reels sound which is way too loud... Any help appreciated folks :-)
Content Provider allknowing2012 Posted December 13, 2016 Content Provider Posted December 13, 2016 As a quick test ... load the table in VP then with the table in view, the options should show Table Sound Volume 0..100, try changing that to a lower value. See if that works for you otherwise the option would be to export the bell sounds, make them quieter with a sound program like audicity then reimport them back to the table.
manples Posted December 17, 2016 Posted December 17, 2016 Thanks but it doesn't work. That EM reel sound must be coming from the directb2s file and triggered by the b2sserver. Maybe something to change in the B2S.vbs ? Sub b2sScoreTimer_Timer() Dim i Dim ri If b2sPlayer>0 And b2sTilt<3 Then ri=(b2sPlayer-1)*6 For i =6 to 1 Step -1 If ReelPulses (ri+i,1)>0 Then PlaySound b2sScoreSounds(i) ReelPulses (ri+i,1)=ReelPulses (ri+i,1)-1 ReelPulses (ri+i,2)=ReelPulses (ri+i,2)+1 If ReelPulses (ri+i,2)=10 Then If i=b2sRollOverReel Then ' Overflow ' This is where you turn on the rollover lights If b2sRollOverLights= TRUE Then SetB2SData b2sPlayer+23,1 ReelPulses (ri+i,1)=0 ReelPulses (ri+i,2)=0 PlaySound b2sScoreSounds(7) Else ReelPulses (ri+i-1,1)=ReelPulses (ri+i-1,1)+1 ReelPulses (ri+i,2)=0 End If End If SetB2SData (ri+i-1), ReelPulses (ri+i,2) 'Check replay scores If i=b2sRollOverReel+1 Then If ReelPulses (ri+b2sRollOverReel,2)=b2sReplayLevels(b2sAddBall(b2sPlayerPlayer)+1,1) Then If ReelPulses (ri+b2sRollOverReel+1,2)=b2sReplayLevels(b2sAddBall(b2sPlayerPlayer)+1,2) Then b2sAddBall(b2sPlayerPlayer)=b2sAddBall(b2sPlayerPlayer)+1 'Action replay level reached ReplayAction 'This Sub must be present in the table script '=====================
Content Provider allknowing2012 Posted December 17, 2016 Content Provider Posted December 17, 2016 directb2s are pretty much interchangable .. take another directb2s that works fine for you and copy and rename it to match the table that is causing you problems. See if that corrects your sound issue or not.
rtl19 Posted December 17, 2016 Author Posted December 17, 2016 I wish I could remember what I did to solve this problem before. For some reason I'm thinking I changed from the EM score wheel to something more generic? Perhaps you can open the backglass for the Bank-A-Ball table and see what we did there.
Westworld Posted December 18, 2016 Posted December 18, 2016 I did not found a way to disable the reel sound using the editor - but it seems it is possible using a text editor. Open the .direct2s file Scroll to the <Scores section. Inside you will see 3 or 5 lines of "<Score". One for each group of reels, and another one for credit. In each of them, add Sound1="" Sound2="" Sound3="" ... Sound10="", as in this example: <Scores ReelCountOfIntermediates="0" ReelRollingDirection="Up" ReelRollingInterval="20"> <Score Parent="Backglass" ID="1" B2SStartDigit="1" B2SScoreType="1" Sound1="" Sound2="" Sound3="" Sound4="" Sound5="" Sound6="" Sound7="" Sound8="" Sound9="" Sound10="" B2SPlayerNo="1" ReelType="EMR_T4_0" ReelIlluImageSet="1" ReelIlluLocation="1" ReelIlluIntensity="3" ReelIlluB2SID="30" ReelIlluB2SIDType="5" ReelIlluB2SValue="1" ReelLitColor="255.69.0" ReelDarkColor="15.15.15" Glow="900" Thickness="1400" Shear="10" Digits="5" Spacing="66" DisplayState="0" LocX="96" LocY="246" Width="266" Height="39" /> For each possible number this overwrites the default sound with "nothing". In a quick test this seems to work, hopefully it helps you.
manples Posted December 18, 2016 Posted December 18, 2016 Westworld: it works and it's awesome ! Thanks !!
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