(Topic ID: 186644)

Mr. Tantrum's Guide to PinSound

By Mr_Tantrum

5 years ago


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  • 1,188 posts
  • 128 Pinsiders participating
  • Latest reply 4 days ago by Mr_Tantrum
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    There are 1,188 posts in this topic. You are on page 24 of 24.
    #1151 5 months ago
    Quoted from Marcdaddy:

    Anyone have this problem? Everytime I pull the USB stick out of the pin ( only after full shut down ) the USB is always corrupted. I've tried numerous brand new sticks, I'm also having issues where it will do a double call put on a sound effect. Thoughts?

    Never had an issue with any USB drive. Be sure to format in FAT 32 on your PC before utilizing and upgrade your PinSound firmware.

    #1152 5 months ago

    Thanks!! So I reformat the stick, put the sound file on , put it in the pinsound and it works. I then altered some wav files ( added using replacing the old wav files as well as some call outs )
    Load it up, plays fine. Then after 30 minutes or so songs start popping, sone audio call outs now call out twice or audio us slow to play. Tried a few diffrent sticks. Any thoughts?

    #1153 5 months ago
    Quoted from Marcdaddy:

    Thanks!! So I reformat the stick, put the sound file on , put it in the pinsound and it works. I then altered some wav files ( added using replacing the old wav files as well as some call outs )
    Load it up, plays fine. Then after 30 minutes or so songs start popping, sone audio call outs now call out twice or audio us slow to play. Tried a few diffrent sticks. Any thoughts?

    Try the one I listed above.

    they work really well if you have trouble.

    #1154 5 months ago

    Hey guys, new on this sub post but I've had a pinsound in my DE JP for a couple years now. (I also have a BSD that I'm planning on moving it when I get board of JP).
    So I've been working on a couple remixes of the OST. Actually just one but I've done so many changes I'm planning on sharing 2 versions of it. The thing is, I can't find any info on how and where to upload it to. I'm guessing it's somewhere in the 'pinsound community' but google is failing me. Can anyone help?

    #1156 5 months ago

    Ahh... found it, there's a little 'Create' button at the top.

    1 month later
    #1157 4 months ago

    I have an odd issue. I just installed Pinsound in my IJ TPA. I need to unseat the J1 cabinet speaker and reseat after turning on the game for any bass/ having the cabinet (and Polk powered sub) to come on. I have the same set up on my Creature and don’t have this issue. The only difference being IJ is DCS.

    Anything I’m missing?

    #1158 4 months ago
    Quoted from dmacy:

    I have an odd issue. I just installed Pinsound in my IJ TPA. I need to unseat the J1 cabinet speaker and reseat after turning on the game for any bass/ having the cabinet (and Polk powered sub) to come on. I have the same set up on my Creature and don’t have this issue. The only difference being IJ is DCS.
    Anything I’m missing?

    To follow up, it didn’t like that I had the Polk sub tied to cabinet sub like I did when stock. Solution was 3.5mm Jack to rca (single/left) to sub using headphone Jack on PS board. Odd that it isn’t issue on pre DCS but is on DCS. Easy fix.

    #1159 4 months ago

    Glad you figured it out.

    1 week later
    #1160 4 months ago

    Regarding the pinsound sound packages, I'm a bit puzzled about the 10 digit prefix on the folder names (e.g. "0882143512-add_player") and their relation to the actual 2 bytes sound id's being transmitted on the sound bus.
    Some sound id's are identical with the prefix number (with a lot of leading 0's...), but most seems to be "hashed" to this 10 digit number.

    I'm trying to get a list of sound id's and the name of the sounds provided by the pinsound zip files.
    Specifically for Doctor Who where I'm working on mods that are triggered by specific sounds, sniffed from the sound bus.
    A list of id's and sounds would save A LOT of time. My alternative is to activate all sounds and note their id's down

    And ideas or insight is highly appreciated

    #1161 4 months ago
    Quoted from Coyohtay:

    Hi everyone,
    I am working on a sound package for Indianapolis 500 and I have run into a issue with the Pinsound base files. When I activate wrong turn mode in the machine, it's supposed to be playing a certain music file. There's a directory for 'wrong turn' but the callouts are never used, it seems to default to the music previously playing. I wonder if the numeric code on the folder is wrong? Anyone know of a source for callout codes so I can diagnose this? directory for the wrong turn has 2472069349 at the beginning of the folder. This happens with the downloaded original package, so it's not just my remix.

    Did you finish the sound package for Indy? I am considering an upgrade to my machine and wondered how it turned out.

    2 months later
    #1162 48 days ago

    Hello. Can someone help me with Pinsound Studio? Now that I have figured out how to keep it from crashing every time I open a config file (must run the program as an adminisitrator in Windows 10), I want to modify the shaker events for my STTNG sound package.

    The defaults are too eventful and I want to remove some of them and adjust others. The problem is, after I open the config.pinsound file, it doesn't show any events at all. All I want to do is tweak the existing events. But, none are listed. If I make one, it shows up and I can save it.

    Is this not possible or do I have to create a whole new profile from scratch?

    #1163 48 days ago
    Quoted from pinballshark:

    Hello. Can someone help me with Pinsound Studio? Now that I have figured out how to keep it from crashing every time I open a config file (must run the program as an adminisitrator in Windows 10), I want to modify the shaker events for my STTNG sound package.
    The defaults are too eventful and I want to remove some of them and adjust others. The problem is, after I open the config.pinsound file, it doesn't show any events at all. All I want to do is tweak the existing events. But, none are listed. If I make one, it shows up and I can save it.
    Is this not possible or do I have to create a whole new profile from scratch?

    You cannot edit built-in shaker events. If you get into it, the built-in effects get disabled in favor of what you define.

    So you'd have to create a whole new profile.

    I find them excessive as well on STTNG (especially the pop-bumpers) but I'm too lazy to come up with a full shaker package.

    #1164 48 days ago

    Wow, what a let down. The worst part is not knowing what a default effect looks like in the editor so I could duplicate it for something else. I'll have to do guess work and experiments. Honestly, this design choice in the software is baffling to me. I'm going to make one for the game eventually, but having to start from scratch is going to take awhile.

    Thanks for letting me know.

    #1165 48 days ago

    This is correct. The built-in events are part of the firmware and are not accessible for editing.

    #1166 48 days ago

    Ok, I fully understand now. Too bad the default profile can't be pulled into Studio for editing.

    #1167 47 days ago
    Quoted from pinballshark:

    Ok, I fully understand now. Too bad the default profile can't be pulled into Studio for editing.

    I believe the built-in effects have more control options. i.e. Not all effect from the firmware can be duplicated in Studio, even manually. I could be wrong. Maybe Mr_Tantrum can confirm.

    #1168 47 days ago
    Quoted from MrMikeman:

    I believe the built-in effects have more control options. i.e. Not all effect from the firmware can be duplicated in Studio, even manually. I could be wrong. Maybe Mr_Tantrum can confirm.

    This is not correct, as I have actually authored several of the shaker routines for PinSound and used the same PSS tool to do it. Per orchestration there are 9 default shaker actions and 3 custom shaker actions for a total of 12. However, for each of the custom actions you can set starting intensity, duration, and ending intensity. For example, on Getaway before ball launch if you press a flipper button you hear an engine rev and the lights on the playfield tach progress. I created a custom shaker routine that starts at 40% and increases to 100% in the time that corresponds with the engine rev sound and tach lights so that you feel the “engine” revving.

    #1169 47 days ago
    Quoted from Mr_Tantrum:

    This is not correct, as I have actually authored several of the shaker routines for PinSound and used the same PSS tool to do it. Per orchestration there are 9 default shaker actions and 3 custom shaker actions for a total of 12. However, for each of the custom actions you can set starting intensity, duration, and ending intensity. For example, on Getaway before ball launch if you press a flipper button you hear an engine rev and the lights on the playfield tach progress. I created a custom shaker routine that starts at 40% and increases to 100% in the time that corresponds with the engine rev sound and tach lights so that you feel the “engine” revving.

    Good to know! Thanks

    1 week later
    #1170 37 days ago

    hey guys, first time making my own Pinsound for DE Tales From the Crypt. Been working on it a few weeks now and have changed music, sfx, and lots of voice call-outs. All have worked great except for one call-out. "the morgue the merrier" that starts the skull-crackin' mode won't change no matter what I do. I have changed the file, erased the file, even erased the whole folder where that call-out is and the game still plays it. I looked everywhere in the folders for another instance of "the morgue the merrier", but there is none. Pinsound Studio plays my new file, but when I boot up the pinball machine and start skull-crackin, it still plays "the morgue the merrier". I have changed other call-outs after this one and they work fine. Could the old call-out be cached somehow on the pinsound board? I'm stumped considering all my other changes have worked perfectly.

    I should add its a Pinsound Neo and latest firmware.

    #1171 37 days ago
    Quoted from Crispy77:

    hey guys, first time making my own Pinsound for DE Tales From the Crypt. Been working on it a few weeks now and have changed music, sfx, and lots of voice call-outs. All have worked great except for one call-out. "the morgue the merrier" that starts the skull-crackin' mode won't change no matter what I do. I have changed the file, erased the file, even erased the whole folder where that call-out is and the game still plays it. I looked everywhere in the folders for another instance of "the morgue the merrier", but there is none. Pinsound Studio plays my new file, but when I boot up the pinball machine and start skull-crackin, it still plays "the morgue the merrier". I have changed other call-outs after this one and they work fine. Could the old call-out be cached somehow on the pinsound board? I'm stumped considering all my other changes have worked perfectly.
    I should add its a Pinsound Neo and latest firmware.

    When I was making my soundtrack for STTNG, callouts continued to be made for files I know I deleted or changed. I found a "cache" file on the USB and deleted it which forced Pinsound to remake it on the next boot....then all my changes got picked up.

    Referenced here: https://pinside.com/pinball/forum/topic/tantrums-guide-to-pinsound/page/19#post-6547722

    #1172 37 days ago

    Where can pinsound be purchased here in the US?

    #1173 37 days ago
    Quoted from Mathazar:

    When I was making my soundtrack for STTNG, callouts continued to be made for files I know I deleted or changed. I found a "cache" file on the USB and deleted it which forced Pinsound to remake it on the next boot....then all my changes got picked up.
    Referenced here: https://pinside.com/pinball/forum/topic/tantrums-guide-to-pinsound/page/19#post-6547722

    I did delete the cache file on the usb a few times, but still have the same problem. I even deleted the entire folder for the call-out. could it be because the original code I downloaded from pinsound is a bit older/different than "unofficial chad 4.0" code that are my current pinball roms? I know Chad changed some of the call-outs. Is it possible to start fresh with the Chad code instead of the original?

    #1174 37 days ago
    Quoted from mollyspub:

    Where can pinsound be purchased here in the US?

    Planetary pinball carries pinsound products

    https://www.planetarypinball.com/pinball-PSND-BOARD

    #1175 37 days ago
    Quoted from mollyspub:

    Where can pinsound be purchased here in the US?

    I always just order direct (from France). Shipping is pretty fast, and I've never had any issues.

    #1176 37 days ago

    I commissioned some new music for a game. I just stuck it into the USB drive without doing any research and found out that the original music files are pretty low amplitude. I see some other people are having similar problems over the past few pages. Here's one way to fix it in Audacity:

    1) Open a file from the original game. CTRL+A, Analyze -> Measure RMS
    2) Repeat to find average RMS of original tracks
    3) Open your new audio file
    4) CTRL+A, Effect -> Volume & Compression -> Loudness Normalization, Normalize RMS to "value from step 2"
    5) Presets & Settings -> Save preset -> Preset Name = Game Title
    6) Apply
    7) File -> Export -> Export as WAV
    8) Repeat

    I hope that helps someone else in the future.

    #1177 35 days ago

    OK, I need some help.

    I replaced most of my music files with WAVs. I had everything working. I decided to add some more songs to my multiball folder to get some variety. After adding those files nothing played when multiball occurred. Just silence until the song should have been finished. The other files seem to be playing correctly, just not that folder.

    Here is what I have tried:
    1) Opened the file in Studio - everything works correctly. Resaved and tried again. No change.
    2) Erased my USB drive, reinstalled from original ZIP (everything worked), went back and replaced files, waited for processing in machine, same result.

    Any suggestions for troubleshooting?

    #1178 35 days ago
    Quoted from Duster72:

    OK, I need some help.
    I replaced most of my music files with WAVs. I had everything working. I decided to add some more songs to my multiball folder to get some variety. After adding those files nothing played when multiball occurred. Just silence until the song should have been finished. The other files seem to be playing correctly, just not that folder.
    Here is what I have tried:
    1) Opened the file in Studio - everything works correctly. Resaved and tried again. No change.
    2) Erased my USB drive, reinstalled from original ZIP (everything worked), went back and replaced files, waited for processing in machine, same result.
    Any suggestions for troubleshooting?

    It's a longshot, but make sure your new WAV files are encoded the same as the ones that are working as Pinsound is particular in this area. For example, all of my PCM-encoded WAV files are 44Khz, 16-bit, 2-channel but I have to pay attention when I save as my audio editor defaults to 48Khz/32-bit/5.1 channel which produces silence in the game.

    4 weeks later
    #1179 8 days ago
    Quoted from Marcdaddy:

    Thanks!! So I reformat the stick, put the sound file on , put it in the pinsound and it works. I then altered some wav files ( added using replacing the old wav files as well as some call outs )
    Load it up, plays fine. Then after 30 minutes or so songs start popping, sone audio call outs now call out twice or audio us slow to play. Tried a few diffrent sticks. Any thoughts?

    You must use high speed sticks (look at the read speed of their specs). The better stick will usually be 3.1 USB, however get the fastest possible drive.

    #1180 8 days ago
    Quoted from MrMikeman:

    You cannot edit built-in shaker events. If you get into it, the built-in effects get disabled in favor of what you define.
    So you'd have to create a whole new profile.
    I find them excessive as well on STTNG (especially the pop-bumpers) but I'm too lazy to come up with a full shaker package.

    Yes, it's a use the defaults (too much shaking) or create your own. Creating your own is some work, but way better

    #1181 4 days ago

    I've got a pinsound plus on its way for my Getaway. I've started downloading mixes from the community website to have everything ready. I also downloaded the original Getaway mix from the pinsound website but that file is a .pspack file. What is a pspack file? What do I do with that - all the community ones are zip files and have a structure as outlined by Mr_Tantrum at the start of this thread.

    #1182 4 days ago

    Can u not just put it in the root of the usb and the Pinsound sorts it out ? They added support in a earlier firmware update

    ** VERSION 22.05.3 – 20 MAY 2022
    ————————————————————

    * New: PSPACK file format supported
    * Improved: Better USB flash drive management
    * Improved: machine volume while playing the preview when you select a sound pack

    #1183 4 days ago
    Quoted from nutty:

    Can u not just put it in the root of the usb and the Pinsound sorts it out ? They added support in a earlier firmware update
    ** VERSION 22.05.3 – 20 MAY 2022
    ————————————————————
    * New: PSPACK file format supported
    * Improved: Better USB flash drive management
    * Improved: machine volume while playing the preview when you select a sound pack

    I don’t have my board yet so can’t try. Was just trying to get everything ready. I assume I put it in a folder just like the older style? Does anyone know?

    #1184 4 days ago

    I've not seen a PSPACK file yet, but I'm assuming it is just a compressed package file similar to a ZIP. Probably just put it in the root and the PinSound do it's think installing the orchestration.

    #1185 4 days ago

    BTW, had a long conversation with Nicolas & Timothe yesterday at TPF about a wide variety of things. I let them know there was an issue with The Sapranos original sound package and they are going to look into it. Nicolas said he wasn't the one who created it, so was unaware of the specific issues.

    #1186 4 days ago

    I also met with Rob Berk who is the founder/coordinator for Pinball Expo in Chicago. He had contacted me about possibly leading a seminar session at this year's event in October, and I'm 90% sure at this point that it will happen. The session will be a demonstration followed up with Q&A on how to create PinSound orchestrations and shaker routines.

    #1187 4 days ago
    Quoted from Mr_Tantrum:

    I've not seen a PSPACK file yet, but I'm assuming it is just a compressed package file similar to a ZIP. Probably just put it in the root and the PinSound do it's think installing the orchestration.

    Thanks Mr_Tantrum. I'l do that when my board arrives. One question, after pinsound "does it thing", can I remove the pspack file (and even the zip files for your mixes) from the root?

    #1188 4 days ago

    The zip/pack files will be automatically deleted, and the USB drive must remain in the PinSound board (some are confused about this).

    There are 1,188 posts in this topic. You are on page 24 of 24.

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