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Author Topic: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4  (Read 220611 times)

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shitoken

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1520 on: April 20, 2019, 12:16:44 pm »
Hi Arzoo

When was the latest update been released? If I want to update how should I go with it?

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1521 on: April 20, 2019, 07:48:43 pm »
Noticed that every time I restart my PC ledBlinky loses the config for my Audio Animation, namely the Audio Device and Input. I have to set it every time to my Speakers. This never happened before only started noticing a few days ago. Thoughts?

LEDBlinky stores the config values in the settings.ini which is basically a text file - I don't see how that could be altered after a reboot? Did anything else change with your pc recently?
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1522 on: April 21, 2019, 04:42:47 am »
Noticed that every time I restart my PC ledBlinky loses the config for my Audio Animation, namely the Audio Device and Input. I have to set it every time to my Speakers. This never happened before only started noticing a few days ago. Thoughts?

LEDBlinky stores the config values in the settings.ini which is basically a text file - I don't see how that could be altered after a reboot? Did anything else change with your pc recently?

Could it be that LEDBlinky initializes before the audio device is loaded- I had this on my laptop with another program (not LEDBlinky). Audio was initialized through some Dell audio-control tool that booted later.
So in the .ini file it could refer to some audio device that simply is not returned by the system when booting. It may be something similar.
 

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1523 on: April 21, 2019, 09:40:36 am »
Could it be that LEDBlinky initializes before the audio device is loaded- I had this on my laptop with another program (not LEDBlinky). Audio was initialized through some Dell audio-control tool that booted later.
So in the .ini file it could refer to some audio device that simply is not returned by the system when booting. It may be something similar.

That's a good thought but LEDBlinky does not typically start on boot unless you've specifically created a startup script or other custom process.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1524 on: April 21, 2019, 09:44:53 am »
Hi Arzoo

When was the latest update been released? If I want to update how should I go with it?

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Latest version (v6.6.0.1) was released on 2/7/2019. Upgrade instructions can be found here.
« Last Edit: April 21, 2019, 09:56:29 am by arzoo »
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1525 on: April 21, 2019, 09:45:12 am »
Hi Arzoo

When was the latest update been released? If I want to update how should I go with it?

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Latest version (v6.6.0.1) was released on 2/7/2019. Upgrade instructions can be found here.
« Last Edit: April 21, 2019, 09:49:47 am by arzoo »
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Re: LEDBlinky - And Jukebox issue
« Reply #1526 on: April 27, 2019, 02:09:10 pm »
I am just about done settling up ledblinky. But now as I work on the Jukebox. I am getting the following errors
I click on audio animation. And a pop up occurs
Invalid audio device value
This may occur if you have changed audio hardware.  Please reselect the audio Device.
I click ok
And another pop up error appears
Error initializing audio functions
BASS_Recordinit failed. Erro bass_error_device 23
I click ok
Under audio device drop down there is no option
On my computer I have an integrated sound card on my mother board. 
Realtek high definition audio

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Re: LEDBlinky - And Jukebox issue
« Reply #1527 on: April 27, 2019, 09:59:04 pm »
I am just about done settling up ledblinky. But now as I work on the Jukebox. I am getting the following errors
I click on audio animation. And a pop up occurs
Invalid audio device value
This may occur if you have changed audio hardware.  Please reselect the audio Device.
I click ok
And another pop up error appears
Error initializing audio functions
BASS_Recordinit failed. Erro bass_error_device 23
I click ok
Under audio device drop down there is no option
On my computer I have an integrated sound card on my mother board. 
Realtek high definition audio

This support link may help;
http://ledblinky.net/Support.htm#InvalidAudioDevice

Unfortunately LEDBlinky may not support the Realtek audio on your motherboard. You could try updating the audio drivers. The other option is to purchase an inexpensive sound card.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1528 on: April 28, 2019, 02:14:59 pm »
 :applaud:
Arzoo
I followed your instructions to the letter and surprisingly it worked. I wish you were on Facebook I would send you some video from my test bored of this thing rocking away to the jukebox totally totally awesome

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1529 on: April 28, 2019, 03:55:27 pm »
:applaud:
Arzoo
I followed your instructions to the letter and surprisingly it worked. I wish you were on Facebook I would send you some video from my test bored of this thing rocking away to the jukebox totally totally awesome

Glad you got it working  :cheers:
You can always email me a link to your video!
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1530 on: May 07, 2019, 11:51:22 pm »
I'm having some trouble with LEDBlinky. It works great in HyperSpin. When I view the MAME wheel, I have "Demo Game Controls" set in the config app and I see exactly what the controls should be for every game. However, when MAME actually starts, all the LEDs go dark. I have set my LedBlinky path in RocketLauncherUI. I also enabled it at  RocketLauncherUI > GLOBAL > Settings >  Main Settings > LEDBlinky Enabled. I tried both "true" and "ALL" values. Neither worked. Anyone have any ideas?

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1531 on: May 08, 2019, 09:42:17 am »
I'm having some trouble with LEDBlinky. It works great in HyperSpin. When I view the MAME wheel, I have "Demo Game Controls" set in the config app and I see exactly what the controls should be for every game. However, when MAME actually starts, all the LEDs go dark. I have set my LedBlinky path in RocketLauncherUI. I also enabled it at  RocketLauncherUI > GLOBAL > Settings >  Main Settings > LEDBlinky Enabled. I tried both "true" and "ALL" values. Neither worked. Anyone have any ideas?

Seems like HS/RL is sending the game quit command right after starting the game, but I can't be sure without seeing the log data. If you turn on the Debug Log option (Misc Options tab), run the scenario that's failing, then email me back the debug.zip file, then I can confirm what's going on. You could also try posting this question on the HS forum.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1532 on: May 10, 2019, 06:13:52 am »
Hi - Newbie question. I have LEDBlinky up and running with HS and Mame - all good. Fantastic software by the way !

Now, i am using the UlitmateIO controller board and have RGB LEDs set up to light the Marquee connected to the high power outputs (LED's 1,2,3). I want to run a simple colour animation on the marquee LEDs all the time, and this was working just fine with the option checked for enable cabinet LEDs and using the the same LED controller ID (I only have one Ultimate IO board). However, this stopped the game LEDs from working. When i disabled this check box the game LEDs started working again, but the only way to get the Marquee to light up now is to have it set for FE active and game play and game pause etc etc in the relevant menus. Although it's not elegant, that's fine - but now every time i switch the HS menu or from game to game, the lights flicker as i guess there is a small delay between game (not) active and FE active ??

Anyway, question is, why can't the cab LEDs (which i guess as in my case are there for 'always on' use) also be on the same controller board as the game LEDs? or is there anything else i can do other than buy a second board / or live with the flickering ??

Thanks V much in advance

- Chris

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1533 on: May 10, 2019, 12:54:49 pm »
Hi arzoo, LEDBlinky is great! I'm using a WolfWare Howler + x360ce for my control panel and I believe I've got most everything configured.

I just have a few issues though:

I use LaunchBox and BigBox as my frontend, and I also use x360ce globally in Windows, so my panel's P1 and P2 look like Xbox 360 controllers at all times, to all applications.

I can get the FE controls to light up for the P1 buttons only. No P1Joystick, P2Joystick, P2buttons, Trackball, or XBOX Guide buttons will illuminate when running the FE. Additionally, Launchbox/BigBox doesn't allow for its controls to be mapped to triggers (L2=PLAYER1_Z_AXIS_NEG, R2=PLAYER2_RZ_AXIS_NEG), so those two control panel buttons don't illuminate either, even on the P1 side.

I have been using an active frontend animation to get around this, but whenever transitioning to and from the active animation (yes it's 1 frame) the LEDs will turn off momentarily.

When quickly scrolling through the games the LEDs will flicker like mad. This flickering does not occur when using illuminate FE controls option though.

In the logs I see that animations start at frame -1, is this causing the flickering? Can this be remedied?

Also, there are many new button options in LaunchBox / BigBox, can I just modify/add them under the Launchbox control group in LEDBlinkyControls.xml with the names that they have in BigBoxSettings.xml? Or would that require an update to LEDBlinky itself to add them?

Thanks for making LEDBlinky!

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1534 on: May 10, 2019, 10:47:09 pm »
Hi - Newbie question. I have LEDBlinky up and running with HS and Mame - all good. Fantastic software by the way !

Now, i am using the UlitmateIO controller board and have RGB LEDs set up to light the Marquee connected to the high power outputs (LED's 1,2,3). I want to run a simple colour animation on the marquee LEDs all the time, and this was working just fine with the option checked for enable cabinet LEDs and using the the same LED controller ID (I only have one Ultimate IO board). However, this stopped the game LEDs from working. When i disabled this check box the game LEDs started working again, but the only way to get the Marquee to light up now is to have it set for FE active and game play and game pause etc etc in the relevant menus. Although it's not elegant, that's fine - but now every time i switch the HS menu or from game to game, the lights flicker as i guess there is a small delay between game (not) active and FE active ??

Anyway, question is, why can't the cab LEDs (which i guess as in my case are there for 'always on' use) also be on the same controller board as the game LEDs? or is there anything else i can do other than buy a second board / or live with the flickering ??

Thanks V much in advance

- Chris

Hi Chris,
LEDBlinky was designed to use a second hardware controller for the cabinet animations. If you only want LEDBlinky to run your marquee animation (and nothing else) then you may want to consider starting LEDBlinky with a manual command to just run the animation. But if you want to use LEDBlinky for FE or game features (plus the marquee) without a second controller, then I think your solution is the only option.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1535 on: May 10, 2019, 10:50:01 pm »
Hi arzoo, LEDBlinky is great! I'm using a WolfWare Howler + x360ce for my control panel and I believe I've got most everything configured.

I just have a few issues though:

I use LaunchBox and BigBox as my frontend, and I also use x360ce globally in Windows, so my panel's P1 and P2 look like Xbox 360 controllers at all times, to all applications.

I can get the FE controls to light up for the P1 buttons only. No P1Joystick, P2Joystick, P2buttons, Trackball, or XBOX Guide buttons will illuminate when running the FE. Additionally, Launchbox/BigBox doesn't allow for its controls to be mapped to triggers (L2=PLAYER1_Z_AXIS_NEG, R2=PLAYER2_RZ_AXIS_NEG), so those two control panel buttons don't illuminate either, even on the P1 side.

I have been using an active frontend animation to get around this, but whenever transitioning to and from the active animation (yes it's 1 frame) the LEDs will turn off momentarily.

When quickly scrolling through the games the LEDs will flicker like mad. This flickering does not occur when using illuminate FE controls option though.

In the logs I see that animations start at frame -1, is this causing the flickering? Can this be remedied?

Also, there are many new button options in LaunchBox / BigBox, can I just modify/add them under the Launchbox control group in LEDBlinkyControls.xml with the names that they have in BigBoxSettings.xml? Or would that require an update to LEDBlinky itself to add them?

Thanks for making LEDBlinky!

Let me get back to you on this. Long day and I'm just not thinking clearly.
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1536 on: May 11, 2019, 05:23:47 am »
Here are some diagrams to help better explain what I'm talking about:

Here is my control panel layout and the lighting for the FE Active Animation


Here is how the buttons are hooked up to the WolfWare Howler


Here is how the buttons are being mapped to an XBOX Layout, using x360ce

LB=Left Bumper
RB=Right Bumper
LS=Left Stick Click
RS=Right Stick Cllck
G=Guide Button

Here is what the buttons register as in Windows after all is said and done

Z=Z-Axis Negative Position
RZ=Z-Axis Rotation Negative Position
G=Guide Button

Here is what happens when I set all the buttons to actions in Launchbox/BigBox and illuminate LEDBlinky FE controls


Notice how P1 Joystick, Z, RZ and Guide buttons are not illuminated due to Launchbox being unable to map triggers and the guide button. Also all of player 2 and the trackball are not illuminated either.

I will try and get a video posted of the flashing that occurs when using the FE animation option.
« Last Edit: May 11, 2019, 05:30:11 am by Line_ »

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1537 on: May 11, 2019, 10:17:31 am »
Hi arzoo, LEDBlinky is great! I'm using a WolfWare Howler + x360ce for my control panel and I believe I've got most everything configured.

I just have a few issues though:

I use LaunchBox and BigBox as my frontend, and I also use x360ce globally in Windows, so my panel's P1 and P2 look like Xbox 360 controllers at all times, to all applications.

I can get the FE controls to light up for the P1 buttons only. No P1Joystick, P2Joystick, P2buttons, Trackball, or XBOX Guide buttons will illuminate when running the FE. Additionally, Launchbox/BigBox doesn't allow for its controls to be mapped to triggers (L2=PLAYER1_Z_AXIS_NEG, R2=PLAYER2_RZ_AXIS_NEG), so those two control panel buttons don't illuminate either, even on the P1 side.

I have been using an active frontend animation to get around this, but whenever transitioning to and from the active animation (yes it's 1 frame) the LEDs will turn off momentarily.

When quickly scrolling through the games the LEDs will flicker like mad. This flickering does not occur when using illuminate FE controls option though.

In the logs I see that animations start at frame -1, is this causing the flickering? Can this be remedied?

Also, there are many new button options in LaunchBox / BigBox, can I just modify/add them under the Launchbox control group in LEDBlinkyControls.xml with the names that they have in BigBoxSettings.xml? Or would that require an update to LEDBlinky itself to add them?

Thanks for making LEDBlinky!

You are correct using the single frame animation for FE Active, but I'm not sure what's causing the flickering. Could you turn on the Debug Log option (Misc Options tab), run the scenario that causes the flicker, then email me the debug.zip file so I can see what's going on.

As for any new LB/BB buttons I'll have to add those as an update (just adding them to the xml won't work).
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1538 on: May 11, 2019, 12:40:11 pm »

You are correct using the single frame animation for FE Active, but I'm not sure what's causing the flickering. Could you turn on the Debug Log option (Misc Options tab), run the scenario that causes the flicker, then email me the debug.zip file so I can see what's going on.

As for any new LB/BB buttons I'll have to add those as an update (just adding them to the xml won't work).

OK e-mail sent to the support address, debug files attached.

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1539 on: May 12, 2019, 01:11:47 am »
You are correct using the single frame animation for FE Active, but I'm not sure what's causing the flickering. Could you turn on the Debug Log option (Misc Options tab), run the scenario that causes the flicker, then email me the debug.zip file so I can see what's going on.

As for any new LB/BB buttons I'll have to add those as an update (just adding them to the xml won't work).

Here is an imgur album containing two videos showcasing the issue when FE Active animations are set vs. FE controls lit.

https://imgur.com/a/D3bfuzv

I increased the Demo Scroll Delay to 1 second, but it doesn't change the behavior where all the LEDs go blank for a moment.

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1540 on: May 14, 2019, 04:42:18 am »
Also, Launchbox/BigBox is implementing a Pause screen feature. Is there currently a command line parameter to speak and demo controls for games, MAME or non-MAME titles, at any time? For instance, once the pause screen pops up, the controls are spoken and demoed.

And can we get support to Abort Speech with a joystick / controller input, not just a keybaord stroke?

 :notworthy:
« Last Edit: May 14, 2019, 04:44:00 am by Line_ »

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1541 on: May 14, 2019, 08:09:08 am »
Also, Launchbox/BigBox is implementing a Pause screen feature. Is there currently a command line parameter to speak and demo controls for games, MAME or non-MAME titles, at any time? For instance, once the pause screen pops up, the controls are spoken and demoed.

And can we get support to Abort Speech with a joystick / controller input, not just a keybaord stroke?

 :notworthy:

There is an option to demo controls when mame is paused, but not other emulators. Monitoring for controller input might be possible - I'll add it to the enhancement request queue (but I can't promise when or if I can do it).
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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1542 on: May 14, 2019, 10:15:49 am »
Thanks for adding that to the queue.

Do you foresee any problem with re-issuing the command to launch the non-mame title, in order to trigger the demo controls on launch each time the pause menu pops up? Maybe that could be a workaround...

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Re: LEDBlinky - Arcade LED Control software and Animation Editor - v6.4
« Reply #1543 on: May 14, 2019, 02:41:55 pm »
Thanks for adding that to the queue.

Do you foresee any problem with re-issuing the command to launch the non-mame title, in order to trigger the demo controls on launch each time the pause menu pops up? Maybe that could be a workaround...

If the non-mame emulator has an event hook on "Pause" that allows you to execute a batch or script file, then yes, manually sending LEDBlinky the Game Start command could be used as a workaround to re-demo the controls. Keep in mind that any game start option you have enabled (speak controls, speak name, run animation, etc) will all execute.
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