I publish this article in the hope to serve the freeware community. If you use the following knowledge, please consider to keep your freeware add ons open for the community for further development. There is no other way to get high quality. Long live freeware!If you want to develop wheel and track noise you will have to alter several sound files (.sms type).The wheel and track noise, you hear inside and outside an engine you will find in the default sound folder (...\Microsoft Games\Train Simulator\Sound). The files with the ending ...in.sms in the file name relate to the noise heared in the cab and the ones with the ending ...ex.sms relate to noise heared outside the cab (only wheel and track noise). The files are
europesteamtrack???.sms for the noise on european tracks for europe1 and europe2,
japantrack???.sms for the noise on japanese tracks for Japan1 and Japan2
and usatrack???.sms for the noise on northern american tracks USA1 and USA2.Here a first bug: The same noise system is used for a high speed track and a (excuse me) low speed track. But you can alter it, as we will see.You will see a series of .sms files for each track group. They all relate to different ground and environmental circumstances. This connection you will find in your route folder in the file ttype.dat. You can view and edit the file with wordpad, it is an unicode file. It has the following syntax:SIMISA@@@@@@@@@@JINX0t1t______n
TrackType( "~environment~" "~internal.sms~" "~external.sms" )
TrackType(...
.
.
.where n is the number of track types, ~environment~ the type of sound region, you will find in the route editor, ~internal.sms~ the .sms file for the noise in the cab (and wagon) and ~external.sms~ the .sms file for the noise heared outside of the train. I will give no example, take the syntax diagram and open a ttype.dat file and you will understand. Ok, you may develope different sound region files for each route, you can develope new routes with new sound regions like "NWCwelded_track", "NWCconcrete_ties", "MariasPass_wooden_ties", "Europe1_wooden_sleepers" and so on, but each sound region used in a route must be defined in the ttype.dat of your route.tired???Ok, we go on:
The .sms files for the tracks use the same syntax as the .sms files for the engines and the wagons. You can use the same Variables and Triggers.You begin with a cryptical header (cryptical to me), for an example:SIMISA@@@@@@@@@@JINX0x1t______I never testedMary@had@a@little@lamb@lol____orllanfairpwllgwyngyllgogerychwyrndrobwllllantysiliogogogochYou can make remarks in all parts of the file, each remark line begins with Skip( and ends with ).Then you write the blocks for the different scalability groups.We may go into the blocks deeper, if there is interest.The blocks for the soundregions are programmed similar to the main engine sound by Kuju:speed triggered loops one for low speed and one for high speed. The one for low speed contains joint noise of non welded tracks. The one for the high speed doesnt' contain joint noise.But each track has its gaps at the joints, even when welded. To simulate this, the third soundstream defines the gap noise (or joint noise).The joint noise is done by single shots of samples. This brings us to the distance traveled trigger Dist_Travelled_Trigger that has the syntax:Dist_Travelled_Trigger ( Dist_Min_Max ( ~dmin~ ~dmax~ ) Volume_Min_Max ( ~volmin~ ~volmax~ )if you trigger sample shots in random distances and volumes, where ~dmin~ is the minimal distance in meters and ~dmax~ the maximal distance in meters and ~volmin~ the minimal volume and ~volmax~ the maximal volume.Here is another bug in the MSTS sound programming: 50 meters are to short for the sample .wav files used, if you travel with a high speed. A new sample is triggered, even when the old sample is not played to the end. So if you stop at a station and goto view 2, you will hear the rumbling of the waggons at the standing train (if there is a .sms-file for the waggon). I work with distances of 800 to 1000 m, what may be too long. Our friend Joseph Realmuto uses distances between 150 and 200 m. Now a few special messages:To the friend, that wantet to play flat spots on the wheels of fright wagons: You can also use this trigger in .sms-files for cars or engines. The samples have to be very short, so that the playing of the sample is finished when the next sample is triggered. The question is, whether the system is quick enough, to trigger a sample at each wheel rotation. This would bring new possibilities to the developers of steam engine sounds. You would have to calculate the distance, travelled with one revolution of your traction wheel (please forgive my bad english)and shoot the puffing sample according to this.Another thing with waggons:Kuju also uses this technique of shots in their .sms-files for waggons (...wag.sms). This causes the rumble of several waggons, even when stopping.Enough for this evening. I wait for further questions and your experiences.Trevithick
*** I am nothing without a little help of my friends...
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RE: Basics: Wheel and track noise and the Dist_Travelle..., troub, Apr-11-02, 03:56 PM, (1) RE: Basics: Wheel and track noise and the Dist_Travelle..., Trevithick, Apr-11-02, 06:12 PM, (2) RE: Basics: Wheel and track noise and the Dist_Travelle..., smmille1, Apr-11-02, 08:28 PM, (3) RE: Basics: Wheel and track noise and the Dist_Travelle..., Trevithick, Apr-12-02, 10:13 AM, (4) RE: Basics: Wheel and track noise and the Dist_Travelle..., timken, Apr-12-02, 10:52 AM, (5) RE: Basics: Wheel and track noise and the Dist_Travelle..., troub, Apr-12-02, 02:03 PM, (6) RE: Basics: Wheel and track noise and the Dist_Travelle..., troub, Apr-12-02, 02:11 PM, (7) RE: Basics: Wheel and track noise and the Dist_Travelle..., smmille1, Apr-12-02, 05:41 PM, (8) RE: Basics: Wheel and track noise and the Dist_Travelle..., troub, Apr-13-02, 09:01 AM, (9) RE: Basics: Wheel and track noise and the Dist_Travelle..., smmille1, Apr-13-02, 09:51 AM, (10) RE: Basics: Wheel and track noise and the Dist_Travelle..., Dokkensound, Apr-14-02, 01:58 PM, (11)
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