Quoted from Zedmaniac:
Hey does anyone know if there is progress being made within Pinsound re the following?
1. Development of PinSound Studio.
2. Documentation on how to use PinSound Studio.
3. Documentation on replacing sounds and file naming conventions.
My thoughts on the items above...
You don't really need to use the software at all. After a psrec of a game has been made, all you need to work with is the "numbered" folders and maybe some moving of those folders around into the 5 named category folders and using some gain.txt files to balance things out.
What is needed is a better understanding of what the named category folders do along with an understanding of what the numbered folders the psrec file creates do for your actual game. The way the Pinsound tech works is pretty simple. Everything that gets recorded in the psrec gets a numbered folder associated with it. When the game starts up and the CPU calls for a sound, the numbered folder is referenced and the board plays anything that's in the numbered folder randomly. Where you stick the numbered folder changes how the clip is treated.
The category folders I think confuse people because their names don't do enough to describe what they accomplish. I try not to even think of "jingle" as something meaningful. Instead of that, I just try to think of the following:
jingle = clip that pauses anything that was playing in the music folder and once finished, resumes playing the music track.
music = CPU controlled tracks that play continually via looping repeat until either the CPU tells it to stop or a single is played.
sfx = CPU controlled clip that plays once when called and can play multiple tracks simultaneously. Behaves the same as voice.
single = clip that stops any music file that is playing and doesn't resume any music track when completed unless the CPU calls for it.
voice = CPU controlled clip that plays once when called and can play multiple tracks simultaneously. Behaves the same as sfx.
So, basically - you've got 2 "clip" folders that act the same in voice and sfx that when the game needs the file, it will play once over the top of anything else that's playing. The three other folders differ in terms of how they interact with each other in terms of playing once, pausing and then resuming what was playing, or looping indefinitely until the CPU tells it to do something else.
The "hard part" of making your own mixes isn't how the Pinsound works... it's figuring out how your specific game references its sounds.
In short... this part sucks.
For my SWDE remix, you can't really rely consistently on what the numbered folder is labeled. Through trial and error, you've got to slowly figure out how and when each sound gets called. For example, something labeled "multiball" may not be what actually gets called up. Although, I haven't gotten stuck and done this yet - I've thought about making short audio clips with the difficult to figure out how they get used folder names so that when I play the game it would simply say the name of the folder and I can make note of it.
Of course, you then add the extra steps of getting all of your replacement sound clips made. Using Audacity is a good way to get things extracted and converted from a CD/DVD rip. I go ahead and normalize the clips volume at this point. I then can use the Pinsound gain files to increase/decrease the specific folders effects if needed.
My SWDE remix is getting close to being finished. The firmware update has made a huge improvement. I'm still getting some minor delays; but, they aren't too bad.
I've got a bit more tweaking to do before I upload a copy. I want to add some more Return of the Jedi clips and do some gain changes to balance things out a bit.
Making the mixes are really fun. I've already got ideas about trying to do something massive with Funhouse and I've even been tempted to pick up a Shadow just to make an OST mix for it.