Difference between revisions of "Sound assignments"
Line 12: | Line 12: | ||
Reverse orbit | Reverse orbit | ||
− | ramp shot | + | ramp shot - |
− | failed ramp shot | + | failed ramp shot - if only 1 switch is hit |
inlane (each unique or shared) | inlane (each unique or shared) | ||
Line 30: | Line 30: | ||
ball launch - invoked when ball [[shooter lane]] switch is released. Example: ''Fun House'' | ball launch - invoked when ball [[shooter lane]] switch is released. Example: ''Fun House'' | ||
+ | |||
+ | '''Modes''' | ||
+ | |||
+ | mode begin | ||
+ | |||
+ | mode end | ||
+ | |||
+ | seconds ticker - for timed modes | ||
+ | |||
+ | target switch - example: ding sound for switching skill shot targets in ''Terminator 2'' | ||
Line 40: | Line 50: | ||
game start | game start | ||
− | + | hit start button w/ insufficient credits | |
+ | |||
− | + | '''Gameplay''' | |
ball start | ball start | ||
Line 60: | Line 71: | ||
replay achieved | replay achieved | ||
− | high score achieved | + | high score achieved - |
"add x credits" - credit awarded(for high score achievement) | "add x credits" - credit awarded(for high score achievement) |
Latest revision as of 13:46, 9 February 2015
With any pinball machine, quite a few sounds(or voice callouts, or combinations of both) can be applied to various events. Here's just a list. Note that you are not limited to just one sound per event. To add variety to your pin, you could have even just different takes on the same callouts & randomly play one on invocation. For example, on a Sesame Street-themed pinball, you could have a callout of Bert saying "Get the extra ball!" as well as Ernie saying the same thing.
Scoring mechanisms
Standup target (each unique)
spinner target - make it brief
Orbit
Reverse orbit
ramp shot -
failed ramp shot - if only 1 switch is hit
inlane (each unique or shared)
outlane - negative sound
pop bumper - numerous sounds
kicker cup capture
kicker cup release
slingshot - unique left/right
ball launch - invoked when ball shooter lane switch is released. Example: Fun House
Modes
mode begin
mode end
seconds ticker - for timed modes
target switch - example: ding sound for switching skill shot targets in Terminator 2
Other
credit add - partial - example "More please!" Star Trek: The Next Generation
credit add - complete
game start
hit start button w/ insufficient credits
Gameplay
ball start
warning
tilt
extra ball lit
extra ball
shoot again
determine replay
replay achieved
high score achieved -
"add x credits" - credit awarded(for high score achievement)