Quoted from aeonblack:Install the board in your pin, update the firmware to the latest, either find an existing mix to use the sounds from or do your own rip from a factory ROM file to get all the sound files the game uses.
Step 1: Find a bunch of music you like, preferably in high quality .wav format
Step 2: Download Audacity (it's free!)
Step 3: Using Audacity, cut out the most awesome parts of those songs to use during gameplay. The speed of the game, the theme and the average ball time length will all affect what will work best here. Just use what you like.
Step 4: In Audacity, export those files into the "music" folder for the selected pin, replacing each individual track with your new track.
Step 5: Load it into the board, test it.
Step 6: Put a text file named "gain" into each specific folder you want to increase or decrease the volume of. Open "gain" text file and put a number from 1-20 in there (10 being no difference, 11-20 being plus, 1-9 being minus)
Step 7: Test again.
Step 8: Continue until sounds are balanced.
Step 9: ?????
Step 10: Enjoy your pin a lot more.
Optional Step 11: Replace callouts you have always hated with something better, or, using the technique Schwaggs mentioned, just add more so it's not as repetitive.
This is a really good and simple way to think of it.
Optional steps to consider as well -
Step 12: Pay attention to how the sounds you are replacing interact with the game and other sounds. Using Audacity, you can take your sample and cut and splice it so it "loops" the part of the audio you want. So for example - with an OST soundtrack, you can have the initial part of the sound file be a dramatic cue and then have it settle into a part of the audio that is more looping in nature and lasts a long time so that you don't have it loop back to the original section if it reaches the end of the track before the next sound file is called up by the game.
Step 13: if you are replacing the soundtrack and don't like that the game doesn't pull in more voice or sound effects that would be appropriate in your opinion to what you want in your head for that section of gameplay, simply use Audacity to lay in extra audio tracks in your timeline for the music file you are creating and insert them into the timeline. It can all save as a single .wav file when you export it.
Step 14: Depending on how you create your audio, some of the files that the stock folder structure has may need moved around. Items that labeled as jingles may need to be moved to singles and vice versa.
I'm currently working on my version of a SWDE soundtrack. My goal is to get 100% away from all of the Data East files with the exception of a couple of the pinball specific voice files. So far, it's been incredibly fun to dive deep into 3 films worth of John Williams soundtracks and Ben Burtt's sound effects. The hard part is figuring out exactly which file is being called during gameplay as they aren't always labeled correctly. I'm tempted to replace all of the sound files I'm having trouble figuring out with .wav files of just a recording of the name of the track and then play a few simulated games to learn when and where they get called up.