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LEDBlinky Support


Jason Carr

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6 hours ago, Heisanevilgenius said:

I find it strange that no one else is talking about this issue. Am I the only one who has it?

If you turn on the Debug Log option (Misc options tab), run a few games that don't light correctly, then email me the debug.zip and/or debug.log files and I'll take a look.

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  • 3 weeks later...

Hey @arzoo hope you're well!
I'm trying for the first time to get my control audio working with Mame and I have something very odd

If I leave it as default (kicks in at zero seconds) then i get one control (maybe two) announced and then it freezes when the game fully loads (usually leaving one of the buttons in a flashing state)
Then, when I exit the game it finishes off the announcement...

Do you know why this might be?

FWIW, I am also unable to get the pause version working - it seems like it wants to work, but it gives static instead of anything useful!

Edited by vaderag
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2 hours ago, vaderag said:

Hey @arzoo hope you're well!
I'm trying for the first time to get my control audio working with Mame and I have something very odd

If I leave it as default (kicks in at zero seconds) then i get one control (maybe two) announced and then it freezes when the game fully loads (usually leaving one of the buttons in a flashing state)
Then, when I exit the game it finishes off the announcement...

Do you know why this might be?

FWIW, I am also unable to get the pause version working - it seems like it wants to work, but it gives static instead of anything useful!

I've never heard of anything like that. Sounds like the emulator is taking control of the audio on your system somehow? Does this only happen with mame?

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Just now, arzoo said:

I've never heard of anything like that. Sounds like the emulator is taking control of the audio on your system somehow? Does this only happen with mame?

Unsure actually, will try RetroArch tomorrow when I'm back at machine - Mame is my primary use case on the machone

It's quite odd that it picks back up, I'm surprised that it picks back up - I'd expect it to carry on behind the priority audio (if that is whats happening!)

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@arzoo just tested and confirmed - only an issue in MAME (which prevents the pause announcement working in MAME as well)

 

EDIT: and for troubleshooting, here are the sound options that are in my MAME.ini

#
# OSD SOUND OPTIONS
#
sound                     portaudio
audio_latency             1


#
# PORTAUDIO OPTIONS
#
pa_api                    "Windows WASAPI"   
pa_device                 default
pa_latency                0.003334
#


#
# CORE SOUND OPTIONS
#
samplerate                48000
samples                   1
volume                    0
compressor                1
speaker_report            0

 

Also, as a total aside and more out of interest than necessity
- is there any way to get new voice packs? I see I'm using Windows and I have US / UK voices, is there some way to get others?
- is there a way to make the servo stik actions prior to the control announcement voices? If there a lot of controls I can already be taking actions before they're finished reading out

Edited by vaderag
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On 1/13/2023 at 9:55 AM, vaderag said:

@arzoo just tested and confirmed - only an issue in MAME (which prevents the pause announcement working in MAME as well)

 

EDIT: and for troubleshooting, here are the sound options that are in my MAME.ini

#
# OSD SOUND OPTIONS
#
sound                     portaudio
audio_latency             1


#
# PORTAUDIO OPTIONS
#
pa_api                    "Windows WASAPI"   
pa_device                 default
pa_latency                0.003334
#


#
# CORE SOUND OPTIONS
#
samplerate                48000
samples                   1
volume                    0
compressor                1
speaker_report            0

 

Okay, so had a little time to troubleshoot myself - seems the portaudio settings I had (or in general?) don't play nice with the speech synthesis

Changing my audio options to what I believe is the default after some googling (?) seems to work - for reference that is:

sound                     auto
audio_latency             1

 

However- while this at least now works at startup, it does not work at pause when used in conjunction with Launchbox pause screen - I'm unsure if there is a workaround for this?

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Glad you got the audio mostly figured out. I'm pretty sure there are other voice packs offered for Windows TTS, but I don't think they are free for download. Sorry, it's not possible to reorder the spoken controls.

Edited by arzoo
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8 minutes ago, arzoo said:

Glad you got the audio mostly figured out. I'm pretty sure there are other voice packs offered for Windows TTS, but I don't thing they are free for download. Sorry, it's not possible to reorder the spoken controls.

Thanks @arzoo - any ideas how to get around the pause issue? 

Quote

while this at least now works at startup, it does not work at pause when used in conjunction with Launchbox pause screen - I'm unsure if there is a workaround for this?

 

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20 hours ago, arzoo said:

 I'm pretty sure there are other voice packs offered for Windows TTS, but I don't thing they are free for download.

If anyone else is looking for this I found a huge pack of "TTS Voices" on Archive.org 

I haven't tested many/any of them but I got Cortana voice working through regedit which will do nicely for me :)

Edited by vaderag
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  • 1 month later...
  • 5 weeks later...

Hello, I want to use my single color led buttons in bigbox so when i launch a game it will only light up the buttons the game actual uses.

I got the following hardware:

- ipac2

- pac drive

The wizard in the trial version of ledblinky already worked with my led buttons, at least i can make them blink :)

 

Now my question:

Do i need to buy a license for ledblinky to use it in bigbox so when I start a game (running in retroarch / FBNeo core) only the buttons the game uses are lit up?

or will the trial version be sufficient?

thank you!

 

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43 minutes ago, Codiox said:

Hello, I want to use my single color led buttons in bigbox so when i launch a game it will only light up the buttons the game actual uses.

I got the following hardware:

- ipac2

- pac drive

The wizard in the trial version of ledblinky already worked with my led buttons, at least i can make them blink :)

 

Now my question:

Do i need to buy a license for ledblinky to use it in bigbox so when I start a game (running in retroarch / FBNeo core) only the buttons the game uses are lit up?

or will the trial version be sufficient?

thank you!

 

The trial version will work with BB and light up the specific buttons for each game.

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  • 2 weeks later...

Having an issue with my custom animation. It's just a simple fade in and out with player 1 red and player 2 blue. It works fine for a second and then my player 1 coin, player 1 button 6 and player 2 button 5 turn white and stay lit white. all the other buttons continue to fade properly. any idea what could be causing this? Works fine with LEDblinky config testing and animation editor but as soon as i launch LB/BB it starts this problem.

THanks

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24 minutes ago, burntomaro said:

Having an issue with my custom animation. It's just a simple fade in and out with player 1 red and player 2 blue. It works fine for a second and then my player 1 coin, player 1 button 6 and player 2 button 5 turn white and stay lit white. all the other buttons continue to fade properly. any idea what could be causing this? Works fine with LEDblinky config testing and animation editor but as soon as i launch LB/BB it starts this problem.

THanks

I'm assuming you're assigning the animation as the "Game Play Animation"? If that's the case and you also have the "Light Game Controls" option enabled, then LEDBlinky will light the active game controls, overriding any LEDs used by the animation. If you only want your animation to light during game play, then uncheck the Light Game Controls option.

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1 hour ago, arzoo said:

I'm assuming you're assigning the animation as the "Game Play Animation"? If that's the case and you also have the "Light Game Controls" option enabled, then LEDBlinky will light the active game controls, overriding any LEDs used by the animation. If you only want your animation to light during game play, then uncheck the Light Game Controls option.

I went in and unchecked all of the Game Play Animation boxes and it’s still happening. It’s weird because it starts during my startup video but when I go into a game and start it, it goes back to how it’s supposed to be.

Quick little video showing what’s happening

 

 

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