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Fleep Sound Recording Guide

Complete guide for recording and implementing Fleep sound packages for virtual pinball tables.

Core Resources

Fleep Sound Functions v2: https://drive.google.com/file/d/1UaU3cC0umyv5kSTPUC_652UBo8cngO50/view

Fleep Sounds Folder: https://www.dropbox.com/sh/jdscd8i2cnpaeaf/AABN2lQXfLRSc9r9iBLWNy4oa

Implementation Guide: https://paper.dropbox.com/doc/Adding-Fleep-Sound-Package--BINdwBapDcUvEyDIntVlGBVaAQ-jKBeTlcYksoH7xhmMQrkq

v2 Update: Fixed AudioPan and AudioFade functions to prevent Csng runtime error

Microphone Selection

Options in descending order of preference:

1. Large Diaphragm Cardioid Condenser

  • More low/low-mid, less high
  • Full-bodied sound
  • USB Option: Blue Yeti (Gain at 0)

2. Small Diaphragm Cardioid Condenser

  • Less low/low-mid, more top end
  • Bright sound

3. Cardioid Dynamic

  • Good for reverb compensation
  • Warmer, aggressive
  • Low-mid focused with presence boost
  • For loud sources

4. X/Y Stereo Condenser (Zoom Portable)

  • Decent quality, requires trial/error
  • Great for quiet sounds
  • Less ideal for loud sources

5. Mobile Device Mics

  • Samsung Galaxy S/Note
  • GoPro Hero
  • Pixel 3a/XL
  • iPhone 11+ (stereo mode)
  • Acceptable when nothing else available

Required: Video with synced audio to correlate actions with sounds

Recording Setup

Room & Environment

  1. Room as quiet as possible
  2. Two layers of quilted shipping blankets on each side of machine (deadens room echo)
  3. Keep coin door closed

Machine Preparation

  1. Turn off game SFX/music via service menu OR unplug backglass speakers
  2. Playfield glass ON
  3. Retains true cabinet acoustics
  4. Prevents clipping

Microphone Positioning

  1. Mic slightly above lockdown bar on tripod (portrait orientation)
  2. Include flippers and DMD in view
  3. DO NOT lay device on lockdown bar or make contact with cabinet
  4. Ensure mic openings not blocked by tripod
  5. Turn off auto-gain control (AGC) if available

Example: Blue Yeti USB at zero gain, cardioid pattern, right above apron

Recording Procedure

1. Gameplay (~10 minutes)

  • Normal gameplay
  • Tip: Avoid triggering flippers while ball hits slingshots for cleaner samples

2. Solenoid Test (5x full cycles)

Williams/Gottlieb: - Run/Running mode - Coin door closed - Auto-cycles all solenoids

Stern SAM/Spike: - Single coil mode (cycle mode too fast) - Flipper buttons cycle through solenoids - Start button actuates current solenoid

3. Flipper Coil Test

  • 7x for Left flipper (if applicable)
  • 7x for Right flipper (if applicable)

4. Manual Flipper Action

  • 7x each flipper: Press, hold 2 seconds, release
  • Do for all flippers including upper flippers

5. Exclusive Solenoids

  • Wheels/motors/special toys
  • Any unique mechanisms

Recording Best Practices

Consistency

  • Keep device at same position for all videos
  • OR make one big video with all steps
  • Consistent positioning critical for sound matching

Delivery

  • Deliver via Google Drive or Dropbox
  • DO NOT use YouTube (compresses audio)

Multiple Videos

If recording separate videos: - Mark position clearly - Use same mic settings throughout - Same room setup for all recordings

Implementation

File Naming Convention

Debate Resolution: - Remove leading zeros (sound1 vs sound01) - Pro: Prevents script debugging nightmares - Con: Sound Manager sorting less clean - Consensus: Preventing script bugs more important than visual sorting

Sound File Organization

  • Files renamed so multiple versions use one line of code
  • Random selection instead of listing each sound individually

Script Integration

See Implementation Guide for full details: https://paper.dropbox.com/doc/Adding-Fleep-Sound-Package--BINdwBapDcUvEyDIntVlGBVaAQ-jKBeTlcYksoH7xhmMQrkq

Ramp Rolling Sounds

Ball rolling sound cuts out on ramps due to height threshold.

If BallVel(BOT(b)) > 1 AND BOT(b).z < 30 Then  'Change 30 to higher

Proper Solution: ZRRL Ramp Rolling

  1. See Example table ZRRL section
  2. Create triggers on ramps for WireRampOn hit events
  3. Add timer for ramp rolling updates
  4. Triggers call hit events, not ramp object itself

Common Issues

Variable is Undefined: 'min'

Error: When calling RandomSoundBallBouncePlayfieldSoft/Hard

Cause: Missing utility functions from ZMAT section

Fix: Functions may show purple (recognized) but still need to be copied from Example table ZMAT section

Audio Pan/Fade Errors

Fixed in v2: AudioPan and AudioFade functions updated to prevent Csng runtime error

Recording Equipment Notes

Blue Yeti USB Setup

  • Gain at 0
  • Cardioid pattern
  • Positioned right above apron
  • Portrait orientation
  • Include flippers and DMD in frame

Blanket Setup

  • Two layers of quilted shipping blankets
  • One on each side of machine
  • Purpose: Deaden room echo and reflections
  • Significantly improves recording quality

Glass-On Recording

  • Keeps true cabinet acoustics
  • Prevents clipping from direct mic exposure
  • More realistic sound capture
  • Represents actual player experience

Quality Checklist

Before submitting recordings:

  • [ ] Room quiet, minimal background noise
  • [ ] Blankets positioned on both sides
  • [ ] Coin door closed
  • [ ] Game SFX/music disabled
  • [ ] Glass ON
  • [ ] Mic not touching cabinet
  • [ ] Auto-gain control OFF
  • [ ] 10 min gameplay recorded
  • [ ] 5x full solenoid test cycles
  • [ ] 7x flipper coil tests for each flipper
  • [ ] 7x manual flipper actions for each flipper
  • [ ] Exclusive solenoids recorded
  • [ ] Video synced with audio
  • [ ] Delivered via Drive/Dropbox (not YouTube)

Post-Processing

Fleep handles: - Sample extraction - Normalization - Sound naming - Integration into sound package - VBScript function creation

Recorder provides raw material - Fleep processes into final package.