Posted 18 March 2014 - 07:06 PM
Hi again all :)
I finally had a chance to try out the single shot "chugs" using the new triggers tonight, and the results I'll outline below are from using version 2096. Also, this was for a 2 cylinder engine, in this case using modified .sms files for one of my WP GS-64's.
Overall I'm tickled as I think we're on the right track here - the possibilities for steamer sound design will be light years ahead of what was possible in MSTS once everything gets refined I think!
With that said, here's my observations from tonight... Using the four triggers ( 121 through 124 ) I only got "chugs" at roughly twice every driver rotation. I say roughly, because the actual rate was one "chug" at slightly more than every 1/2 driver rotation. So, the triggers aren't quite matched on the "quarters", and are still happening at half the rate they need to be - 2 "chugs" per rotation rather than 4 as it should be for this locomotive. I also noticed that there seemed to be some variation in the timing of the triggers, that is, they didn't seem to happen equally spaced from one to the next. This seemed to be totally random as well, being independent of which particular "chug" was playing. Could this be an indication that the timing of the triggers are being effected by everything else going on in the background? That is, as the load on the system varies up and down (scenery loading, additional sounds being processed, etc) it might be affecting the processing time for the triggers, causing variation in when they occur?
I was curious how this would sound at higher speeds so I went ahead and run up to about 55 mph or a little more, at which point something very odd started to happen. "Chugs" started to be missed totally. I'd describe it almost like being a series of hiccups, where 3 chugs would happen and then silence where the 4th would be expected... 2 more then a silent chug again, 4 chugs then a silent one, and so on. It seemed like one of two things might have been happening - either the triggers were happening fast enough that occasionally one wouldn't even get "fired" (for lack of a better term), or perhaps the sound management system wasn't able to handle the rapid succession of triggers being sent to it causing occasional ones to be missed?
Lastly, a couple other thoughts from my scanning of the discussion since last time I was able to look it over here... The question of "chug" duration with respect to the reverser setting is an interesting one, though I'm not quite sure how this would be handled. From my perspective this isn't something I'd be particularly worried about, at least at this point in time. One thing that would be extremely nice though would be to have a trigger that would be activated dependent on whether the cylinder cocks are toggled open or closed ;)
Anyway, I'm thrilled with where we're going with this - and as always hats off to the OR team :D