(Topic ID: 317329)

The sounds and music of pinball

By KingVidiot

9 months ago



Topic Stats

  • 8 posts
  • 7 Pinsiders participating
  • Latest reply 9 months ago by mystman12
  • No one calls this topic a favorite

You

#1 9 months 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.

From the 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. 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. 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 vaccum. 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. The spinner shot, for example, communicates this perfectly them appropriate eerie 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 9 months ago

I work in an audio engineering company as well. We design and manufacture audio processors for radio and television, and many other audio products. I can't comment on Toy Story, as I am not familiar with that at all, but I do love the Stranger Things audio. My all time favorite pinball audio is Black Knight 2000. Curious of your thoughts.

#3 9 months ago

First time I played WOZ I knew that main theme would get on my tits after 10 mins, and it did. Same with Wonka, same with Toy Story. Too much like video slots. Ok for quick games, but own one? You must be joking .

-4
#4 9 months ago

Someone please: make one post listing the same seven complaints about JJP that everyone repeats in every fucking thread on this site so that these people can then just link to that when they want to bitch and the rest of us can move on with life and be spared. Thank you.

#5 9 months ago
Quoted from jackd104:

Someone please: make one post listing the same seven complaints about JJP that everyone repeats in every fucking thread on this site so that these people can then just link to that when they want to bitch and the rest of us can move on with life and be spared. Thank you.

I think this thread is about pinball sound in general, not JJP specifically.
Anyway:

I think older games get seriously overlooked for how great the sound and music is with very limited hardware.
Early Sterns like Nine Ball and Stargazer have great audio, as do most of the Williams System 11 games. I love the sound on Pinbot and Space Station.
If they could make great sound and music with that hardware, there's no excuse for having bad audio on modern games.

#6 9 months ago

Pinball audio peaked in the late 80s and early 90s when games had synthesizers built in IMHO. BK2000 as mentioned above used several techniques to ensure everything is synced to the music, nothing clashes, and almost all the tracks switch between each other seamlessly (Brian Schmidt has a great writeup on the game here: https://www.gamedeveloper.com/audio/interactive-audio-in-black-knight-2000-the-importance-of-integration)

Once the audio technology in pinball became hi-fi, I think the lack of limitations caused some pinball sound designers to forget what makes for really good pinball audio.

Comparing LotR to The Hobbit for example, LotR uses the BSMT chip which was completely outdated when it released, but the music and sound is still great. It fits the pace of pinball, it all meshes together, the call outs evoke excitement, tension, or informativeness when they should.

Meanwhile The Hobbit has a great, epic film style score, but it doesn't fit pinball gameplay. Random, sparkly tones and music stings play when hitting certain targets. When you get jackpots the announcer is a bad Smaug impersonator who sounds like he's having a stroke saying "jackpot" over and over again. There's nothing to get me excited when I should be getting excited. Line you mentioned, more/better technology isn't always better.

I could go on and on about my favorite audio packages in pinball, but I'll end by throwing Mousin' Around out there. It has a ton of great sound design tricks all in one package. Seamless transitions between certain tracks, seamless endings when the ball drains, lights that blink in time with the music, and pay attention to the sound that plays when the MOUSE TRAP letters are collected. Those and a few others sound effects are adjusted in pitch to match the current key of the music!

#7 9 months ago
Quoted from mystman12:

Pinball audio peaked in the late 80s and early 90s when games had synthesizers built in IMHO.

I think the first peak was when the FM sound chip was introduced - don't remember the exact year, sometime in the Williams system 11 / Gottlieb 80B era. The Yamaha synth chip, combined with great composers - Chris Granner first comes to my mind but there were others just as good.

Next peak was the WPC DCS sound in about 1993, not depending anymore of the YM chip. Composers had much more freedom for the music, not depending only of the FM synth channels or CVSD samples.

The BSMT system - meh. Did not sound very good, was it the hardware or software, or did they not have enough time to master that?

#8 9 months ago
Quoted from Tuukka:

I think the first peak was when the FM sound chip was introduced - don't remember the exact year, sometime in the Williams system 11 / Gottlieb 80B era. The Yamaha synth chip, combined with great composers - Chris Granner first comes to my mind but there were others just as good.
Next peak was the WPC DCS sound in about 1993, not depending anymore of the YM chip. Composers had much more freedom for the music, not depending only of the FM synth channels or CVSD samples.
The BSMT system - meh. Did not sound very good, was it the hardware or software, or did they not have enough time to master that?

I love BSMT but I understand why some don't. Brian Schmidt designed it himself and then went on to compose lots of Data East's titles, and he generally took full advantage of it's capabilities. But because Brian was behind most of its soundtracks, if you don't like his music style, you won't like the chip in general.

I think it was pretty cutting edge for the time it came out ('91), and still had several advantages over DCS in terms of interactivity and memory when that was introduced ('93), but probably just hasn't aged as well as DCS due to relying on relatively low quality samples. In many ways the even the older YM2151 sounds better because, despite the limited FM synthesis sound palette, still produces crystal clear audio (I'm not sure what the exact tech specs are but YM2151 output is much closer to, if not higher than, 44.1 khz than the samples used to power the BSMT).

Interestingly, the BSMT originally had stereo support, but Data East eventually cut that after a few games. It's totally possible the chip's design was held back in other ways by budget, but I have no source for that, just speculating.

But yeah, most BSMT titles have some level of interactivity between the game and music which I love. And as good as a lot of the DCS era music is, a lot of that interactivity was lost with it. I was playing Baywatch at league last night and the game has the GI and lights flash with the drums in the plunger theme and in time with the multiball ready music and man, I'm just a sucker for that kind of detail haha. It's a simple trick, but effective all the same.

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