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Sound triggers… initial report

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Charter Member · 332 posts

OK .... to summarize: I recorded my voice saying "14", "17", etc etc and made short wave files which I substituted for the .wav's called in the .sms files for the Dash 9. I then carefully moved every lever and button and documented the triggers (if any).The simple things like the horn, bell etc work as expected. The brake sounds are abysmal.12 plays the compressor, but only inside the cab.14 is supposed to be the train (auto) brake release .... it is the apply. Works in both internal and external view.17 is called Abrake. It plays only on the first one or two small train brake lever movements in either direction in the cab (never plays outside). Then never again until you restart the simulation.18 is called Ibrake. It plays only on the first independent brake application, cabview only, then never again until you restart the sim.21 and 22, called independent brake release and apply, never play in any view.53, called train brake apply is never used.54 is called emergency brake apply ... it is actually train brake release and does play in both internal and external views. However, it plays at the wrong time unless you have edited your .eng file to read thus:Notch ( 0.3 1 TrainBrakesControllerGraduatedSelfLapLimitedHoldingStart The "Holding" needs to be there.So, in summary, of the eight brake-related triggers, only 3 play consistently, which doesn't leave us with much.Could someone with some real-world cab experience audition the .wav files and identify the best candidates for train brake apply and release inside and outside?I've attached an Excel file that summarizes my results.krswen

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RE: Sound triggers .... initial report, Fred_Huntley, Mar-06-03, 00:27 AM, (1) RE: Sound triggers .... initial report, krswen, Mar-06-03, 07:37 PM, (5) RE: Sound triggers .... initial report, MikeA, Mar-12-03, 02:29 PM, (9) RE: Sound triggers .... initial report, scefhwil, Mar-12-03, 07:26 PM, (10) RE: Sound triggers .... initial report, MikeA, Mar-13-03, 02:28 PM, (12) RE: Sound triggers .... initial report, scefhwil, Mar-06-03, 06:44 AM, (2) RE: Sound triggers .... initial report, krswen, Mar-06-03, 07:35 PM, (4) RE: Sound triggers .... initial report, krswen, Mar-06-03, 07:26 PM, (3) RE: Sound triggers .... initial report, kro52, Mar-09-03, 09:41 PM, (6) RE: Sound triggers .... initial report, rob20, Mar-10-03, 04:11 AM, (7) RE: Sound triggers .... initial report, Pasi, Mar-12-03, 11:59 AM, (8) RE: Sound triggers .... initial report, krswen, Mar-12-03, 07:30 PM, (11) RE: Sound triggers .... initial report, Fred_Huntley, Mar-13-03, 03:26 PM, (13) RE: Sound triggers .... initial report, dalem, Mar-14-03, 01:48 PM, (14) RE: Sound triggers .... initial report, csantucci, May-01-04, 03:19 AM, (15)

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Charter Member · 194 posts

RE: Sound triggers .... initial report

Thanks for the research. I've printed your spreadsheet and will put it to good use.I've recently been struggling with the independent brake sound. As you pointed out, it works only once. The darnest thing is, Triggers 21 and 22 work just fine in the Sound Test Interface. I was hoping there was a solution somewhere in that interface, but alas, I have not found it, yet. Do you know how the interface works?Sound triggers… initial report – image 1

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Charter Member · 332 posts

RE: Sound triggers .... initial report

Fred .... No ... I only discovered the post about it (Sound Test Interface) recently and haven't experimented with it yet.krswen

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Member since May-6-03 · 416 posts

RE: Sound triggers .... initial report

The SoundTest interface is a bit too complicated to explain in a post reply, and I haven't even figured it out altogether. Rather than words, I would invoke some graphics to tell of my discoveries, which have been many but not really enough. Yours tells little about your puzzlement, actually.What it *does* tell me, is that the instant of being screencaptured, streams 1, 2 and 8 of scalabilityGroup5 were active and playing. (Remember: The count is from zero in the SoundTestInterface, but from "1" in the .sms. Believe it. Muddy waters 'R Us.I hope and intend to share my .sms and Sound Test Interfae discoveries with the folks here. Not yet.

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Charter Member · 262 posts

RE: Sound triggers .... initial report

A few comments on the STI.Buffers (bottom left corner)
HW = Hardware, SW = Software.
By default there are always 40 3D and 20 2D. Can be increased though. Edit the soundcfg.dat file (you'll spot the 40 and 20 values!). I use 200 and 20. Don't bother increasing the 20 as this is a realistic maximum already.Activated and Audible Sounds (top half right window)
sms files that the sim is processing are audible in the current view.
CB = cued blocks, P = Priority, HW/SW as above.Activated but Silent Sounds (bottom half right window)
sms files that the sim is processing but are not audible in the current view. These are needed to keep paired internal/external sms's in sync.

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Member since May-6-03 · 416 posts

RE: Sound triggers .... initial report

Thank you Stuart. Excellent info as always from your keyboard.Yes, I have made the change you have promoted to soundcfg.dat I also LoadAllWaves to good result.CB was a great find. "P" I had assumed, but the HW/SW had me fooled. Thanks.
Haven't yet figured out the "Dummies." Have assumed the "X, Y, Z" are the current view camera positions.Have discovered the "Volume" slider is handy to make sure the "highlighted" .sms is, in fact, what you are looking at.Convinced there is nothing whatever you can do with the Sound Test Interface to change values, you can only monitor your .sms changes, but that is indeed a valuable thing.Yes, the "Brake applied" trigger is either on or off. Once it's on, it's on; there is no "turning it on again." If it's on, it's value as a trigger has been lost.I love tinkering with this interface. It's what the hobby is about for me.

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Charter Member · 262 posts

RE: Sound triggers .... initial report

Thanks for posting that info Krswen.Am I correct then in thinking then that 14 is triggered when ever the train brake is applied, and 54 when ever the train brake is released (provided the .eng file is modified as you indicate)? So these two together could be used to correctly simulate brake squeal?

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Charter Member · 332 posts

RE: Sound triggers .... initial report

scefhwil ... I would think you could use them to play brake squeal. The recent NALW eng.sms files use it to trigger an external compressor sound too ..... a clever way around the lack of an external 12 trigger.krswen

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Member since Apr-10-03 · 278 posts

RE: Sound triggers .... initial report

Hello Krswen,
Be glad to audition your sounds. Send to: planet4xi@hotmail.com
I was the fellow asking abouut the independent brake release sound. KRO52

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rob20
Charter Member

Mar-10-03, 04:11 AM (EDT)

7. "RE: Sound triggers .... initial report"
In response to message #6

I have used this for quite a while from my own farting aroundStream (
Skip ( **** This stream allows the Train Brake & Independant Brakes to be played at the same time **** )
Priority ( 5 )
Triggers ( 5
Skip ( **** NOTE: Need to check if correct waves used for apply/release **** )
Skip ( **** Assumes 3 = Release, 1 & 2 = Apply **** )

Skip ( **** Tbrake **** )
Skip ( **** Release **** )
Discrete_Trigger ( 14 PlayOneShot ( 1 File ( "..//..//Common.Cab//sd40//Sound//d9_abrakef.wav" -1 )SelectionMethod ( SequentialSelection ) ) )
Skip ( **** Apply {normal & emergency} **** )
Discrete_Trigger ( 53 PlayOneShot ( 2 File ( "..//..//Common.Cab//sd40//Sound//d9_airb_auto1.wav" -1 ) File ( "..//..//Common.Cab//sd40//Sound//d9_airb_auto2.wav" -1 ) SelectionMethod ( RandomSelection ) ) )
Discrete_Trigger ( 54 PlayOneShot ( 2 File ( "..//..//Common.Cab//sd40//Sound//d9_airb_auto1.wav" -1 ) File ( "..//..//Common.Cab//sd40//Sound//d9_airb_ind3.wav" -1 ) SelectionMethod ( RandomSelection ) ) )

Skip ( **** Ibrake **** )
Skip ( **** Release **** )
Discrete_Trigger ( 21 PlayOneShot ( 1 File ( "..//..//Common.Cab//sd40//Sound//d9_airb_ind3.wav" -1 ) SelectionMethod ( SequentialSelection ) ) )
Skip ( **** Apply **** )
Discrete_Trigger ( 22 PlayOneShot ( 2 File ( "..//..//Common.Cab//sd40//Sound//d9_airb_ind1.wav" -1 ) File ( "..//..//Common.Cab//sd40//Sound//d9_airb_ind2.wav" -1 ) SelectionMethod ( RandomSelection ) ) )
)
14 is changed to abrakef
54 2nd part is changed to ind3.When you set train brake the independant applies if you do not bail and plays sound abrakef. When you here the sound you bail off the units and the sound wav stops playing. ind3 plays when it is completly bailed.
Rob20
try it for yourself. It isn't that bad.

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Pasi
Charter Member

Mar-12-03, 11:59 AM (EDT)

8. "RE: Sound triggers .... initial report"
In response to message #0

Hi Krswen, and thanks for the info.I've noticed, that trigger 13 stops the compressor. I've used them both and now i have compressor running idle in finnish Dv12 engine. I don't have my .sms file in this computer but it was quite easy:
(this is not correct way, but this gives you the idea)discrete_trigger 12 starts loop compressor_power.wav and simultaneusly stops loop compressor_idle.wav. Then discrete_trigger 13 does vice versa, stops compressor_power.wav loop and starts compressor_idle.wav loop. Just cut those wavs carefully and you have compressor running idle while not in full power.I've also made some experiences about using 44.1Khz sounds and that works very vell. Just add frequency_curve 44.100 in every strean where you use 44.1Khz wavs. I'll post samples from my .sms file tomorrow.

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Charter Member · 332 posts

RE: Sound triggers .... initial report

Hmmmmmm .... I hadn't thought of that, but you're right. Trigger 12 is invoked when the main reservoir pressure falls below whatever you set in the AirBrakesCompressorRestartPressure( 125 ) statement in your .eng file and trigger 13 when you reach the value in your AirBrakesMainMaxAirPressure( 130 ) statement (I'm pretty sure I've got that right).So, for the 30 seconds of unloaded running after the MR is filled, you could use the 13 trigger.I'll experiment.

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Charter Member · 194 posts

RE: Sound triggers .... initial report

Pasi, FWIW, using a sample rate of 44khz will increase file size by a factor of 4. I re-sampled the default a_d_comp1.wav, and it increased from 65k to 257k. I know I've been tempted to use higher sample rates, but usually do not, as I try to keep the default settings. It's OK to change memory allocation on your computer, but it can cause problems if you plan to share any of your files. You might simply exceed the memory of the poor guy who tries to use your files on a default system. For the same reason, I try to use mono files where possible.This is not meant as criticism. My personal goal is to strike a balance between the train sounds and the environmental sounds of the route by making every effort to make the .wav's small. Hopefully, they will all fit into memory.

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Charter Member · 52 posts

RE: Sound triggers .... initial report

I made a further check on brake triggers, as I had strange behaviours in writing my .sms files, and found out that the situation is not as linear as described.
14 is mainly the brake apply, and 54 is mainly the brake release, but:
- if you press the brake apply key continuously you do not ge only 14 triggers, but also 54 triggers! (while this does not apply if you click for short moments the brake apply key)
- if you return from emergency brake, when you get the 54 trigger when air is loaded you get at the same moment also one 14 trigger.So preparing brake squeal .sms must take this into account.Carlo

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