Specific sound for AI trains
#11
Posted 10 August 2017 - 04:59 AM
#12
Posted 10 August 2017 - 07:12 AM
For AI (and autopiloted) trains now there is maximum one hissing sound every 5 seconds (this could be eventually increased).
12/8/2017: File removed because patch committed
#13
Posted 10 August 2017 - 02:50 PM
#14
Posted 11 August 2017 - 11:55 PM
#15
Posted 09 December 2018 - 08:08 AM
Csantucci, on 09 March 2017 - 02:22 PM, said:
https://youtu.be/BFSjbyiNlQY
Please can you provide a complete list of the sound triggers you are adding. I can think of the following things that are useful to know:
- Train is player-driven vs AI
- Locomotive is leading vs helper
- (Possibly) Car is locomotive vs wagon
Do we need two triggers for each "vs" or can we get away with just one? I think you can use just one, set the defaults for option A, and enable/disable the triggers if the option B trigger occurs. I am not sure which choice should be the default, but probably player-driven, leading, locomotive?
#16
Posted 09 December 2018 - 12:15 PM
I went back to the last patch I created, which is this one, dated July 27th, 2017 (not yet complete)
aITRainsound6_3904.zip (2.83K)
Number of downloads: 542
As you can see, I have foreseen following triggers (numbers might need to be updated):
case 165: return Event.AITrainLeadLoco; case 166: return Event.AITrainHelperLoco; case 167: return Event.PlayerTrainLeadLoco; case 168: return Event.PlayerTrainHelperLoco; case 169: return Event.AITrainApproachingStation; case 170: return Event.AITrainLeavingStation;
I think that you need couples of triggers, because in that strange SMS code you can't define states, but only triggers.
So you need to have a trigger to define that, e.g. a train is an AI train to have its horn honking when the train meets your camera, but you need also to have the trigger defining that such train is now a player train, in order to disable that function.
Due to the fact that a car can't become a locomotive and a locomotive can't become a car, and that a car would have its .sms file and the locomotive its .sms file, I don't see the need to have a couple of triggers stating whether you are a loco or a wagon.
05 March 2023: outdated
#17
Posted 11 December 2018 - 12:36 PM
Csantucci, on 09 December 2018 - 12:15 PM, said:
So you need to have a trigger to define that, e.g. a train is an AI train to have its horn honking when the train meets your camera, but you need also to have the trigger defining that such train is now a player train, in order to disable that function.
Due to the fact that a car can't become a locomotive and a locomotive can't become a car, and that a car would have its .sms file and the locomotive its .sms file, I don't see the need to have a couple of triggers stating whether you are a loco or a wagon.
Thanks, I've updated the roadmap card and blueprint to match.
#18
Posted 05 March 2023 - 01:13 PM
Following sound events are made available for insertion in .sms files:
// AI train related events case 320: return Event.AITrainLeadLoco; case 321: return Event.AITrainHelperLoco; case 322: return Event.PlayerTrainLeadLoco; case 323: return Event.PlayerTrainHelperLoco; case 324: return Event.AITrainApproachingStation; case 325: return Event.AITrainLeavingStation;
#19
Posted 05 March 2023 - 02:34 PM
#20
Posted 05 March 2023 - 02:40 PM
:sign_thanks:
I'm not a sound guy but I'll give this a shot.
Some Questions:
Quote
case 325: return Event.AITrainLeavingStation;
Does it only trigger when stopping at station?
Can this be used for a horn/whistle blast?
How far from the station would this trigger (different speeds might be an issue)?
When leaving the station - does it trigger on very first detected movement?
Regards,
Scott