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MAJ 1.65 acdc niveau de la musique faible

  • Auteur de la discussion Auteur de la discussion Dajaab
  • Date de début Date de début
D

Dajaab

Non Membre
Bonjour,
Je viens de mettre a jour mon acdc pretium avec la version 1.65 mais depuis le niveau des chansons est trés faibles par rapport aux effets sonores.
Si j'augmente le volume, tout augmente, mais l'écart reste très important.
Idem en juke box, le son est trés faible.
j'ai testé le menu 47 de 1 à 15 mais rien ne change.

Quelqu'un a t-il une idée ?

Merci d'avance
 
salut
de memoire c est reglage 120 et 121 a ZERO et l équilibre est bon vivi
 
Merci pour l'aide
c'est maintenant les menus 123 et 124 par défaut a 40 tous les deux (version 1.65)
en mettant le 123 (musique) sur 0 et 124 (paroles) ça marche beaucoup mieux effectivement.

j'en profite, c'est quoi le Go to redemption menu ?
 
surement un réglage d usine , retour au réglage d usine si tu sélectionne , je présume ?? vivi
 
apparemment non, ça demande des infos de config Monetary, Ticket, ... ?
 
Oui la musique et son c'est dans les 120 !!!
ca a donné un plus la mise à jour ?
 
la fonction juke boxe deja sup.
le reste j en sais rien ça fait un mois que j ai pas joué au flipper chez moi mdr , je bosse moi :lol:
 
pareil je suis rentre de Angers à 7h du mat j ai dormi 4h et j ai fais la mise à jour je ne sais pas ce que cela donnait avant
 
voici les differences entre 1.63 et 1.65
V1.65 - Mar. 22, 2013
=====================

- Synced album multiball/song/target banks state to keep awards from
being given out of sync (for instance, starting album multiball with
the T.N.T. song running with "N" and "T" already scored and hitting
"T" which would start the detonator hurry-up).
- Fixed a problem with the player controlled cannon. If the player
loaded the cannon but did not fire it, then some cleanup work would
not be performed, resulting in a stale process. For the PRO, this
was innocuous, but has been corrected. For the Premium/LE, however,
this would cause the drop target bank(s) to not reset properly until
the cannon was loaded again and fired. This has been corrected.
- Fixed a sound call in cannon test. The enter button was making the
plus button sound. This has been corrected.
- Cannon "missed" speech no longer requested when the left loop, the left
ramp, or the bell are hit as a result of firing the cannon.
- Fixed a problem with the background lamp effect for rock n roll train
not showing the correct combo lamps at times.
- Rock N Roll Train mode combo shot now marks the white note arrow
underneath it solid if it was available at the start of the combo.
- Fixed up VIP pass for the songs. Priority is now given to the note
arrows for add-a-ball.
- Fixed an issue with the song high scores. In a multi-player game,
there was the possibility of player #2, #3, and #4 entering their
initials with a bogus score that they did not legitimately earn.
Additionally (although no one probably ever saw this), if a player
scored enough points in their songs to qualify for song high scores
at the end of the game and then played Encore and won, as long as
there were players to play after that, then the player who played
Encore would possibly lose their song high scores for the songs the
following players played. This has been corrected. (This bug is in
all versions of AC/DC up until now but has somehow managed to go
unnoticed until 64-bit scoring was introduced as the 64-bit bogus
scores can be much larger and thus much more noticeably wrong).
- Added instant info for bottom lanes to light song jackpot.
- Fixed a bug with the super modes. Occasionally, a super mode that was
already running would be chosen as the next mode to start. If 3
(adjustable) note arrow shots were made before a Thunderstruck target
was hit, the mode would be locked on the mode that was already started
and the only way to recover from it would be to change to the next song.
This has been corrected.
- Added an adjustment for "SUPER MODE LOCK/UNLOCK" (default = NO). The
super mode lock feature has existed since version 1.0 and allows the
player to lock/unlock the currently flashing super mode using the fire
button. With the addition of VIP pass in V1.6, this feature is now
almost completely useless, since you either a) never use it because
you have a VIP pass and don't want to waste the VIP pass to lock in a
super mode, or b) inadvertently lock in a mode you don't want when using
the VIP pass for add-a-ball. Those who would like to re-enable this
feature may do so by setting "SUPER MODE LOCK/UNLOCK" to YES but I would
not recommend it.
- Bottom lanes lamps cleared out when super lanes is started.
- +/- test buttons now raise and lower the master volume when the attract
mode radio is on the display instead of bringing up the system "change
volume" effect.
- Fixed the beginning segment of "Highway To Hell" (too much silence).
- Implemented station band changing (AM/FM) for the attract mode radio via
the fire button. The FM band plays studio songs, and the AM band plays
live songs. May change to FM1/FM2.
- Added attract mode radio (adjustment must be set to YES (default is NO)
and FREE PLAY set to enable). Hold in the right flipper button during
attract mode to bring it up. Left and right flippers change the station,
both flippers cancel. Probably for free play/home use only.

V1.63 - Jan. 18, 2013
=====================

- Added multiplied shots to "For Those About To Rock".
- The bell shot is now part of combos via the left loop and the right
ramp.
- Fixed an issue that would possibly corrupt the auto extra ball data.
- Added lamp effects for T.N.T. awards.
- Album multiball and tour multiball jackpot information now displayed
outside of multiball. This helps the player if they are trying to
change songs to set up a song bonus.
- Added art and sounds for double/triple bonus. Bonus intro now plays
in the key of the song that was being played. 2x/3x stamp is either
fire or lightning (instead of silent screen flip) based on what song
was being played.
- Added speech for good bonuses.
- Added super jackpot speech. Added big lamp effects for cannon
target(s) hit.
- In an effort to keep two balls from jamming up in the cannon, the
control gate that diverts the ball into the cannon will release the
gate if a second ball arrives at the right ramp exit switch
immediately after the gate was closed to divert the first ball.
- Encore "won" and "keep shooting" effects may no longer be aborted.
- Some sound test music was being cut off during sound test. This has
been corrected.
- Fixed an issue with the song intro loop music being trampled when
the ball is loaded into the cannon quickly at the start of a new ball.
Very noticeable on songs with lengthy intros, like "Back In Black"
and "For Those About To Rock".
- Added some lamp effects.
- All scores (system and game) are now stored as 64-bit.
- Fixed up the audits. 3-multiball super jackpot and all encore audits
were not being displayed. This has been corrected.
- Added audits for the top eject and cannon switches. Triple multiball
super jackpot is now always available (but will still reset when
collected).
- Ramp targets now score like the other targets, where the value that is
built up during the ball is reset at the start of a new ball.
- If the player does not fire the cannon (timeout), most cannon awards
will not remain available. They will have to be requalified. This
prevents certain exploits (i.e. firing the ball at the left loop to
get +1 advance for Tour Multiball along with (usually) a note arrow
during a song).
 
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