(Topic ID: 317439)

The importance of pinball sound design

By KingVidiot

1 year ago


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#1 1 year ago

Hello fellow pinheads! I'm a music producer, musician, and audio engineer by trade. I own a studio up here in Michigan, away from the over-crowded, over-priced coasts where most of my peers tend to flock. While I'm hyper critical about my audio work, I try to leave it in the studio, and not overanalyze the movies, video games, and pinball machines I play, but sometimes - for better or worse, I can't help myself.

So I'm going to dissect 2 modern machines' sound design. One bad and one good.

Let's get the bad out of the way first.

Unfortunately, it was the recent reveal of Toy Story 4 that got me thinking about bad pinball sound design. I hate to further add to the negative noise around this game's reveal, but when I watched Joe Katz's rule explanation, it quite literally made me feel slightly ill. Not exaggerating, it actually made me feel queasy. My wife felt the same, and considering the fact that she has also spent a good amount of time being a musician, we had a good long discussion about what might be causing our adverse reaction to this pin's sound. I've also read a few other posts here recently about others getting that same uneasy feeling from the audio. Last night, I tuned into Carl DeAngelo's (IEPinball) stream of Toy Story 4, and listened on in horror at the cacophonous clutter. Many people in chat felt the same way, and someone eloquently described the sound as "vertigo for your ears".

Many people in chat were guessing the problem came from the severe "ducking" of the audio from callouts. Yes, this can be jarring when there's an excessive amount of volume changes and cues, but from my perspective of audio engineering, music theory, and writing, I believe Toy Story 4's biggest sound issue comes from clashing keys, tempos, and an overall sense of audio clutter - busy to the point of inducing anxiousness. Audio ducking is used here as an attempt to de-clutter. The game will have a background song on loop, and then play an audio cue for a ramp, or target shot, or jackpot that completely clashes with the base music's key and tempo, and no matter how hard you duck the music loop, your ear knows it doesn't make sense with the song you just heard. They'll cue pieces of songs with different tempos and keys for an important shot. It's jarring, unpleasant, and cluttered. I've noticed this same exact problem with Wonka, and to a bit lesser extent, G&R. Jersey Jack machines seem to have fallen into the "more is more" trap of audio design. It is honestly enough for me to not want these machines, as fun as some of them are - bad audio is a deal-breaker in our house.

I think something a lot of pinball audio designers tend to forget, is that the pinball machines themselves emit a good amount of audio. You are not designing sounds in a vacuum. The sounds of ramps, flippers, pops, drops, rails, VUKs, etc. are all colors on your canvas before you even pick up your audio paintbrush, so if you don't take any of that into consideration, it's very easy to make a Jackson Pollock out of your pinball audio.

Now I want to move on to a great example of pinball audio.

Stranger Things. This is a game where the main theme of the show is your default song loop. The real audio genius here is how each of the 4 drop targets is a different note within the key of the main theme. No matter where or when you hit these main targets, they emit a pleasing tone that perfectly compliments the theme. Sometimes you'll hit 2 notes, and they'll make a chord, or even a dissonant cluster, but yet it still works, because it happens, and then it's gone. It doesn't linger. That's the beautify of smart, minimal audio design. If the main theme was more complex, or the drop target notes were more complex, or had their own tempo, it would instantly become cluttered and unpleasant.

There are many other modes in the game, like Total Isolation, where the song is very atmospheric and simple, but the jackpot shots are what add the musical dynamics and tempo. The spinner shot, for example, communicates this perfectly theme-appropriate spooky clicking sound, while also not getting in the way of any of the table's music. To me, Stranger Things is one of the best examples of pinball audio design out there. There are many tables that are simply more fun to listen to, like Monster Bash, Medieval Madness, any of the Elvira games, TNA, Rick & Morty, Attack From Mars, and a lot of the music pins, but Stranger Things employs an extremely clever awareness of key and tempo, and executes it with expert minimal precision.

I would be curious to hear other people's opinions on Bad / Good pinball audio design.

#2 1 year ago
Quoted from KingVidiot:

busy to the point of inducing anxiousness..

Wow I had to go check out the videos of Toy Story after reading this and you were not joking. I lasted about a minute before I started to feel uncomfortable. The only way I can describe it is ADHD in audio form. There is way too much going on, abrupt transitions between sounds and music and so much happening it's hard to process what you're hearing.

I only own two pins, Metallica and Iron Maiden and both have great sound design. I think music pins get it a bit easier since there is a track playing 100% of the time. The callouts just have to blend nicely and you're set. With a non-music pin you have to consider changes in music more often and have to make sure the tracks are all thematically consistent.

Metallica has one problem though, there is the sound of a car peeling out when you hit the dead end switch and it's way louder than everything else and totally pulls you out of the zone when it happens. It's not too bad because it's a switch you hit less than most others, but it really does show why good sound design matters.

#3 1 year ago

Out of my collection/experience, Alien Heighway still has the best sound, but I think it has to do with combination of excellent music/sound effect design and the quality of the speaker system.

#4 1 year ago
Quoted from KingVidiot:

They'll cue pieces of songs with different tempos and keys for an important shot. It's jarring, unpleasant, and cluttered. I've noticed this same exact problem with Wonka, and to a bit lesser extent, G&R.

Please listen to what Eric Meunier says starting at 19:36 in this video:


He addresses that exact issue.
.................David Marston

#5 1 year ago
Quoted from KingVidiot:

While I'm hyper critical about my audio work, I try to leave it in the studio, and not overanalyze the movies, video games, and pinball machines I play, but sometimes - for better or worse, I can't help myself.

Good sound design requires talent in sound design. Many people can do "OK", but overall if they don't have a talent for it, they will never do it well.

As an engineer (computer, not sound), I could assign sounds to events and make them all work. I could extract them from a soundtrack, and maybe even create quite a few on my own. And what would happen is that I would think it was good, because my ears would be trained as I heard them individually that they worked. But if I stuck them all together in a pinball machine, they would sound like mud, or worse.

Sound is just another one of those things that makes building Pinball Machines hard.

#6 1 year ago

I was blessed to work with one of the best in the biz (in my opinion but I doubt I'll get much argument), David Thiel.

Getting to hear and watch his approach to game sound design on Alien gave me a much deeper appreciation for the thought that goes into well-designed game sound. How you compose your music, how you make your stingers, how things duck, how your random sound pools work, there's just so many considerations that going into making a complete package. And you really need a full understanding of "pinball" on top of the creative and technical chops to do it right.

It's a lot of work, it takes time and dedication and a love of the work. And not everyone has what it takes. That might mean talent, or experience, or, they just weren't given the time and resources to do it right.

Quoted from KingVidiot:

Jersey Jack machines seem to have fallen into the "more is more" trap

This, to me, is the general philosophy with JJP for everything. And sometimes it creates something attractive, because they add more mechs, more things, you get "more game". And sometimes it's just ... more.

#7 1 year ago

But would you say it reminds you of a slot machine?

#8 1 year ago

Interesting topic, and I can't agree with you more.

I used to be a professional musician, so I appreciate good sound mixing and design, and to me, audio is one of the most important factors in a pinball machine. For me, it's games like White Water and Whirlwind that really underscore the brilliance of sound design in a game. They have punchy soundtracks with great audio hooks that keep up with gameplay and modulate with the action, and they have seamless transitions from the shooter groove, main tune(s), and ball drain jingles.

One of my biggest disappointments with the new JJP (and even to a lesser extent, Stern) games is that they don't have fun audio hooks or nearly enough punch. They sound more like slot machines, and just blend in with the drone of all the other arcade games. I'm sure a lot of effort goes into making them sound the way they do, and I'm sure there's a lot of considerations with keeping with the licenses, but... audio on games now just doesn't grab me like it does on older stuff. Personally, my greatest disappointment came from Dialed In. I really wanted to hear some sweet catchy original tunes from the game, but nothing in the audio really grabbed me.

#9 1 year ago
Quoted from Haymaker:

But would you say it reminds you of a slot machine?

Haha, I've heard that a lot in the past few days, but honestly... no.

The wonderful thing about slot machines, and casino games in general, is that they've agreed to tune themselves to the key of C Major. This way, you're surrounded by a pleasant swirling of melodies that compliment each other and don't clash. If they were all in different keys, a casino floor would be absolutely awful.

#10 1 year ago
Quoted from mbaumle:

Interesting topic, and I can't agree with you more.
I used to be a professional musician, so I appreciate good sound mixing and design, and to me, audio is one of the most important factors in a pinball machine. For me, it's games like White Water and Whirlwind that really underscore the brilliance of sound design in a game. They have punchy soundtracks with great audio hooks that keep up with gameplay and modulate with the action, and they have seamless transitions from the shooter groove, main tune(s), and ball drain jingles.
One of my biggest disappointments with the new JJP (and even to a lesser extent, Stern) games is that they don't have fun audio hooks or nearly enough punch. They sound more like slot machines, and just blend in with the drone of all the other arcade games. I'm sure a lot of effort goes into making them sound the way they do, and I'm sure there's a lot of considerations with keeping with the licenses, but... audio on games now just doesn't grab me like it does on older stuff. Personally, my greatest disappointment came from Dialed In. I really wanted to hear some sweet catchy original tunes from the game, but nothing in the audio really grabbed me.

Oh man, I absolutely love the crunchy/distorted synths used in pinball machines in the late 80s and early 90s. Funhouse, Whirlwind, Whitewater, No Fear, Getaway, Bally Game Show, Elvira and The Party Monsters, etc. all have great, minimal sound design. My big complaint with modern Sterns is that the audio quality is just... bad. When I first got Jurassic Park, I thought something was wrong. It sounds like awfully compressed MP3s or something. Oppositely, those old 80s and 90s pins weren't playing back audio tracks - they were running MIDI through a synthesizer live for your enjoyment! This is why those pins sound so good.

I heard a fantastic podcast recently with George Gomez who said that he believes constraints breed creativity. I absolutely believe this. When I produce bands, I try to get them to establish the rules of the record we're trying to make. "The sky is the limit" usually only invites indecisiveness and excess for excess sake - compensating for lack of talent/ideas with layers upon layers of guitars and vocals, for example. I tell them to write songs with one instrument and one vocal - if the song sounds great with only piano and vocal, or acoustic and vocal, we have a good song on our hands.

#11 1 year ago
Quoted from KingVidiot:

Hello fellow pinheads! I'm a music producer, musician, and audio engineer by trade. I own a studio up here in Michigan, away from the over-crowded, over-priced coasts where most of my peers tend to flock. While I'm hyper critical about my audio work, I try to leave it in the studio, and not overanalyze the movies, video games, and pinball machines I play, but sometimes - for better or worse, I can't help myself.
So I'm going to dissect 2 modern machines' sound design. One bad and one good.
Let's get the bad out of the way first.
Unfortunately, it was the recent reveal of Toy Story 4 that got me thinking about bad pinball sound design. I hate to further add to the negative noise around this game's reveal, but when I watched Joe Katz's rule explanation, it quite literally made me feel slightly ill. Not exaggerating, it actually made me feel queasy. My wife felt the same, and considering the fact that she has also spent a good amount of time being a musician, we had a good long discussion about what might be causing our adverse reaction to this pin's sound. I've also read a few other posts here recently about others getting that same uneasy feeling from the audio. Last night, I tuned into Carl DeAngelo's (IEPinball) stream of Toy Story 4, and listened on in horror at the cacophonous clutter. Many people in chat felt the same way, and someone eloquently described the sound as "vertigo for your ears".
Many people in chat were guessing the problem came from the severe "ducking" of the audio from callouts. Yes, this can be jarring when there's an excessive amount of volume changes and cues, but from my perspective of audio engineering, music theory, and writing, I believe Toy Story 4's biggest sound issue comes from clashing keys, tempos, and an overall sense of audio clutter - busy to the point of inducing anxiousness. Audio ducking is used here as an attempt to de-clutter. The game will have a background song on loop, and then play an audio cue for a ramp, or target shot, or jackpot that completely clashes with the base music's key and tempo, and no matter how hard you duck the music loop, your ear knows it doesn't make sense with the song you just heard. They'll cue pieces of songs with different tempos and keys for an important shot. It's jarring, unpleasant, and cluttered. I've noticed this same exact problem with Wonka, and to a bit lesser extent, G&R. Jersey Jack machines seem to have fallen into the "more is more" trap of audio design. It is honestly enough for me to not want these machines, as fun as some of them are - bad audio is a deal-breaker in our house.
I think something a lot of pinball audio designers tend to forget, is that the pinball machines themselves emit a good amount of audio. You are not designing sounds in a vacuum. The sounds of ramps, flippers, pops, drops, rails, VUKs, etc. are all colors on your canvas before you even pick up your audio paintbrush, so if you don't take any of that into consideration, it's very easy to make a Jackson Pollock out of your pinball audio.
Now I want to move on to a great example of pinball audio.
Stranger Things. This is a game where the main theme of the show is your default song loop. The real audio genius here is how each of the 4 drop targets is a different note within the key of the main theme. No matter where or when you hit these main targets, they emit a pleasing tone that perfectly compliments the theme. Sometimes you'll hit 2 notes, and they'll make a chord, or even a dissonant cluster, but yet it still works, because it happens, and then it's gone. It doesn't linger. That's the beautify of smart, minimal audio design. If the main theme was more complex, or the drop target notes were more complex, or had their own tempo, it would instantly become cluttered and unpleasant.
There are many other modes in the game, like Total Isolation, where the song is very atmospheric and simple, but the jackpot shots are what add the musical dynamics and tempo. The spinner shot, for example, communicates this perfectly theme-appropriate spooky clicking sound, while also not getting in the way of any of the table's music. To me, Stranger Things is one of the best examples of pinball audio design out there. There are many tables that are simply more fun to listen to, like Monster Bash, Medieval Madness, any of the Elvira games, TNA, Rick & Morty, Attack From Mars, and a lot of the music pins, but Stranger Things employs an extremely clever awareness of key and tempo, and executes it with expert minimal precision.
I would be curious to hear other people's opinions on Bad / Good pinball audio design.

Very nice write-up.

One pin that comes to mind for me is a Stern Star Trek - the sound really ties the entire package together (having a subwoofer also helps). Stern's Pirates does a good job too, despite not being the actual actor's voices.

#12 1 year ago

Couldn't agree more with all of this.

Really wish JJP would hire David Thiel again, and hopefully they will for future games now that he's a free agent post-Deeproot. His recent seminar at the NWPAS was great for a behind-the-scenes look at what it takes to design a successful pinball audio package.

#13 1 year ago
Quoted from iepinball:

Couldn't agree more with all of this.
Really wish JJP would hire David Thiel again, and hopefully they will for future games now that he's a free agent post-Deeproot. His recent seminar at the NWPAS was great for a behind-the-scenes look at what it takes to design a successful pinball audio package.

Hey Carl! Thanks for all the work that goes into events like INDISC. As someone who works in audio production, and dabbles with streaming pinball I can appreciate all the effort that goes into managing a clean looking and sounding event. Excited about the next tourney you stream!

But I was actually just working though this video with David Thiel. It's such a shame about Deeproot, because he was doing some cool shit with audio that is normally reserved for high-end video games. I've always wanted to work on a video game soundtrack, especially something like the recent DOOM games, where the game triggers dynamic layers according to the gameplay. I think pinball has a ton of potential for this style of approach. This also makes me think how badass a modern DOOM pin would be.

#14 1 year ago

Dave Thiel is the best in the business. Consistently awesome, all the time.

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