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Getting a new sound region to work

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Reading Topic #606

Member since Oct-25-03 · 34 posts

Hello everyone:Here is the situation.I created a NEW SOUND REGION together with the appropriate .sms file.
I place the sound region on a section of track in an area ahead of where the player train starts. When the activity is loaded the Sound Test Interface does not show the sound region at all, however as soon as forward motion is started the region is display in the Sound Test Interface window and the sound plays. The train is nowhere near the region when it plays. I don't know why the sound plays before the region is reached. The region seems to have no effect as to when the sound is played. I know that other regions such as bridges, tunnels etc. play when the train arrives there. Why can't I get this new region to do the same?? Thanks.

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Charter Member · 265 posts

RE: Getting a new sound region to work

If an sms is playing when it shouldn't then most likely the problem is with the actual scripting used. Can you post the text of your NEW SOUND REGION?

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Member since Oct-25-03 · 34 posts

RE: Getting a new sound region to work

Scefhwil:
Thank you for your reply to my post.
Here is the latest. In order to elliminate any confusion with existing sounds I created a new route using the Route Geometry Extractor with a stretch of single track. I modified the ttype.dat file to include a "new sound". I created a .wav file and it plays fine. I was then able to place a sound region for this "new sound" using the Route Editor.
What happens now is that no sound is heard at all, even when the train reaches the sound region. The window in the Sound Test Interface displays the "new sound" so apparently it is being reconized. I have tried changing all of the parameters in the .sms file such as the priority and also adding activation and deactivation distances. No matter what I try there is still no sound. I have included the latest .sms file.
Help on this from anyone will be appreciated.ScalabiltyGroup( 3
Activation (
Track Type ( 2 )
ExternalCam ()
CabCam ()
PassengerCam ()
Deactivation ()
)
)
Volume ( 1.0)
Streams ( 1
Stream (
Priority ( 2 )
Triggers ( 1
Initial_Trigger (
PlayOneShot ( 1
File ( "new sound.wav" -1 )
SelectionMethod ( SequentialSelection )
)
)
)
)
)
)
)

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Charter Member · 265 posts

RE: Getting a new sound region to work

There are a few things I'd change in what you've posted. Try the following:-
ScalabiltyGroup( 1
Activation (
Distance ( 500 )
Track Type ( 2 )
ExternalCam ()
CabCam ()
PassengerCam ()
)
Deactivation (
Distance ( 500 )
Track Type ( 2 )
)
Volume ( 1.0)
Streams ( 1
Stream (
Priority ( 2 )
Triggers ( 1
Initial_Trigger (
PlayOneShot ( 1
File ( "new sound.wav" -1 )
SelectionMethod ( SequentialSelection )
)
)
)
)
)
) I note that you are using a PlayOneShot trigger, so the file is only played once and not looped. Also the above will only work for a Player loco. You'll need to repeat the same but as ScalabiltyGroup( 0 if you want AI's to play it as well.

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Member since Oct-25-03 · 34 posts

RE: Getting a new sound region to work

Scefhwil:Thanks for your input. Here are the results after incorporating your code:I added several more 1000m sections of track to ensure that the sound region is well ahead of where the train starts. Using the code that you supplied as is, the sound plays as soon as the activity is started. It is displayed in the Sound Test Interface window. Strangely, if I reduce the activation distance to 0-4 no sound plays and it is not displayed in the Sound Test Interface Window. An activation distance > 5 and the sound plays as soon as the activity is started. Since a sound region is established with both start and end points I don't understand the significance of the activation/deactivation distances?? The sound region seems to have no effect when the train arrives there.

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Charter Member · 56 posts

RE: Getting a new sound region to work

I believe that when MSTS starts an activity it does not know immediately in what sound region the player train is, so it may start with the wrong sound region. I must confess, however, that in these cases MSTS commonly starts with the Standard track sound region (that if I remember well is 0). This happens also to AI trains. If you start an activity and you have an AI train nearby, this latter plays the standard track sound region, even if it is in another sound region.
Maybe your problem has something to do with this. Try to create a sound region with a different track type just in front your train and check that you get its sound (and not the sound of tracktype 2) as soon as the train enters that sound region.
About distance, it defines the maximum distance between actual camera viewpoint and train where you still can hear the sound region sound, and not the distance between train and sound region.Carlo

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