(Topic ID: 179619)

Rebuilding sound for DataEast & WPC using a pi

By steve45

7 years ago


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  • Latest reply 10 days ago by Ashram56
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#708 4 years ago
Quoted from Kneissl:

Where's the rc1.25? Is there a link from the new homepage?

There was a link, but it's now 404.

#713 4 years ago

Hey Steve, don't know if it's a known issue, but when using the small image, and having the data folder on an usb drive, tiltaudio can't find the license file with version 1.25rc9. Everything else loads fine from USB.

Relavant part of the log:

2019-01-21 22:16:59.521 INFO RasPiSnd [main] [despi.c:733] TILT!Audio starting, version 1.25rc9, serial: 64*****16, on: Raspberry Pi 3 Model B Plus Rev 1.3
2019-01-21 22:16:59.816 INFO RasPiSnd [verifyKey] [crypt.c:218] trying to load key from 64*****16.key
2019-01-21 22:16:59.816 ERROR RasPiSnd [readFromFile] [crypt.c:78] could not read 64*****16.key
2019-01-21 22:16:59.899 INFO RasPiSnd [main] [despi.c:759] loading settings from ta.ini
2019-01-21 22:16:59.899 DEBUG RasPiSnd [readConfig] [fileutil.c:272] reading config from: ./ta.ini
2019-01-21 22:16:59.899 WARN RasPiSnd [readConfig] [fileutil.c:315] config ta.ini not found in .
2019-01-21 22:16:59.899 ERROR RasPiSnd [readSettings] [despi.c:139] open settings for reading
2019-01-21 22:16:59.899 DEBUG RasPiSnd [readConfig] [fileutil.c:272] reading config from: /media/usb/data/sound/raspisound.ini
2019-01-21 22:16:59.899 DEBUG RasPiSnd [readConfig] [fileutil.c:276] read raspisound.ini from /media/usb/data/sound/raspisound.ini

64*****16.key file is present in the data directory (I just copied a working data directory over from a working 1.24 full sized memory card, which recognized the license. )

2 years later
#1854 2 years ago
Quoted from Zigzagzag:

Yeah, it would have been interesting to know which games had this kind of bidirectional communication.
So far I have only noticed this on TAF of the games I have placed a Tilt audio card in.
Let me know if there´s anything I can do to assist.

DrWho has an effect, that toggles the selected doctors synced to the beat of the shooter groove, if you don't plunge the ball for a while on ball 1. When using the original sound board, flasher effects will be synced to this, but with tiltaudio, it will not run iterate through the doctors on it's own. (Only tested with the old raspisound board without the "black pill" mcu.)

Funhouse syncs the "after jackpot" lightshow to the audio if using the new cpu&sound eprom combo.

Champion Pub flashes the healthbars to the music when fight is ready.

The latter 2 has not been tested with tiltaudio, but I know the effect is missing if sound board ribbon is disconnected, so I assume the behaviour would be the same with an alternate sound board.

#1855 2 years ago
Quoted from Grangeomatic:

What I can't get it to do is give me an active list of what sound is being called when it is called. For example, I'd love to find out what sound it IS playing on the SECOND shot into the Super Charger, so I can copy that sound into the one trying to be played on the first shot. But I can't seem to get that kind of data to display. I've gone through all the "Live Log Level" choices, and none of them appear to be "all".
Does anyone have any suggestions?
Thanks,
Jeff

Just a wild guess, you sure it's not just a cacheing issue with the first supercharger?

It's been a while since I used tiltaudio, so there might be an easier built in debug solution to this, I don't remember from the top of my head (probably can be done with adjusting logging level or something), but I would fire up pinmame, and shoot a few superchargers in the simulator. If you press f4 to open sound command mode, you can see the last few commands sent by the cpu.

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