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Specific sound for AI trains Rate Topic: -----

#11 User is offline   Fablok 

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Posted 10 August 2017 - 04:59 AM

Yup. You are right mr. Carlo. The problerm is that those trigers are both for AI and Player. I prefer to disable them for AI. Scenic Sub is a hissing massacre when AI goes downgrade. Every route with long downgrade is same for AI trains.

#12 User is offline   Csantucci 

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Posted 10 August 2017 - 07:12 AM

Hi Fablok, try replacing orts.simulation.dll with the one you have here in x.3912.
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 User is offline   Fablok 

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Posted 10 August 2017 - 02:50 PM

This is it. This is what I'm moaning all time :D Maybe hsss every 30/45 seconds and this will be fine:) O of course Off for good :p

#14 User is offline   Csantucci 

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Posted 11 August 2017 - 11:55 PM

Fixed in x.3915. Brake hisses for AI trains can't be nearer than 15 seconds.

#15 User is online   James Ross 

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Posted 09 December 2018 - 08:08 AM

View PostCsantucci, on 09 March 2017 - 02:22 PM, said:

I have now added a further specific trigger for AI helper locomotives, plus a couple of triggers for player locomotives, plus a couple of triggers for AI train approaching and departing station. I hope to upload in some days. Here a first demo video
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 User is offline   Csantucci 

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Posted 09 December 2018 - 12:15 PM

Hi James,
I went back to the last patch I created, which is this one, dated July 27th, 2017 (not yet complete)
Attached File  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 User is online   James Ross 

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Posted 11 December 2018 - 12:36 PM

View PostCsantucci, on 09 December 2018 - 12:15 PM, said:

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.

Thanks, I've updated the roadmap card and blueprint to match.

#18 User is offline   Csantucci 

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Posted 05 March 2023 - 01:13 PM

After some years, I've decided to make available in ORNYMG 139 what is available about this feature, and if it is accepted by OR users and content developers, I'll generate also a PR for the official OR releases.
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 User is offline   Weter 

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Posted 05 March 2023 - 02:34 PM

So, these are pairs of antagonistic activators/suppressors of distant-controlled (and any other) triggers, right?

#20 User is offline   scottb613 

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Posted 05 March 2023 - 02:40 PM

Hi Carlos,

:sign_thanks:

I'm not a sound guy but I'll give this a shot.

Some Questions:

Quote

case 324: return Event.AITrainApproachingStation;
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

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