(Topic ID: 186644)

Mr. Tantrum's Guide to PinSound

By Mr_Tantrum

7 years ago


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  • 1,404 posts
  • 156 Pinsiders participating
  • Latest reply 3 days ago by Pablito350
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    Topic index (key posts)

    10 key posts have been marked in this topic

    Display key post list sorted by: Post date | Keypost summary | User name

    Post #1 Overview of Pinsound and what is needed to install and set up. Posted by Mr_Tantrum (7 years ago)

    Post #137 Examples of event and the instrumental related to it. Posted by Mr_Tantrum (5 years ago)

    Post #182 Pinsound + Board showing adjustments. Posted by pinballjah (4 years ago)

    Post #246 Shaker Control Posted by Mr_Tantrum (4 years ago)

    Post #247 How to edit shaker routines. Posted by Mr_Tantrum (4 years ago)

    Post #263 Determining which Pinsound you have. Posted by Mr_Tantrum (3 years ago)

    Post #267 USB drives that are compatible. Posted by pinballinreno (3 years ago)

    Post #469 Normalizing sound files. Posted by Mr_Tantrum (3 years ago)

    Post #489 Best to convert OGG files to WAV files. Posted by Mr_Tantrum (3 years ago)


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    #785 3 years ago

    I am reworking one of my packages that is fairly buggy that was posted several years ago. (LX7 Cast Rom) I had actually thought it was pulled, so imagine my surprise when I found it still on the webpage.

    I am running into issues where sound calls do not work on my mix despite being the same instruction numbers that work in other mixes.

    Does anyone know how enable playback? I know it's an edit to the ini, but I lost my old ini. My goal was to introduce a mix that is close as possible to the original and then branch into newer things from there. I always preferred the LX7 Staff for the few extra callouts at the end of game, the other bits I don't really care for the much.

    3 weeks later
    #831 3 years ago

    Has anyone else run into issues with their mixes yet and the the new "max sounds options"?

    I am rebuilding STTNG from the ground up, and these settings are breaking several things for me in game play.

    The most obvious examples are

    Spinner: There is an obvious delay from the spinner being hit to a sound being played with it being notable closer to when it is stopping. I believe this is because the call is being clipped out and hence why I only hear for a short port of the spin at the very end.

    Borg Multiball: Worf's Jackpots get clipped out completely or only partially played. This is more obvious when there are more events are going in the game (sfx).

    I have tried moving Worf's callout in jingle, but it sounds really off compared to the original.

    I have tried changing the settings, but it does not appear that they can be disabled or increased beyond what I have them at now. I have also reached out to pinsound to see if they have any suggestions.

    If anyone has any advice let me know!

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