Elvas Tower: ORTS sound triggers, variables - Elvas Tower

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ORTS sound triggers, variables and the future of OR sound management. Rate Topic: -----

#31 User is offline   disc 

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Posted 03 November 2015 - 11:27 AM

It seems adding new variables no much harder than adding new discrete triggers.

#32 User is offline   Csantucci 

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Posted 03 November 2015 - 12:37 PM

Does MSTS complain about the new variable BrakeCyl?

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Posted 03 November 2015 - 01:37 PM

View PostCsantucci, on 03 November 2015 - 12:37 PM, said:

Does MSTS complain about the new variable BrakeCyl?


Dont know, i can't run MSTS. But i think it would ignore as it does with the new discrete triggers.

Another thing that i've noticed. OR adds the VolumeCurves to a list, for each sound source, so it seems that it supports multiple volumecurves for the same stream.

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Posted 04 November 2015 - 04:46 AM

The new variable is available from rev 3300

#35 User is offline   Coolhand101 

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Posted 12 November 2015 - 08:36 AM

I'm having a slight problem with the new brakeCyl trigger.

Applying the brake when the engine/consist is at a stand, will cause the brake rub sound to play!
Setting the volume stream to 0, using the
Variable_Trigger ( Speed_Dec_Past   0.1  SetStreamVolume ( 0.0 ) )
has no effect!

Any ideals ?

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Posted 12 November 2015 - 01:18 PM

View PostCoolhand101, on 12 November 2015 - 08:36 AM, said:

I'm having a slight problem with the new brakeCyl trigger.

Applying the brake when the engine/consist is at a stand, will cause the brake rub sound to play!
Setting the volume stream to 0, using the
Variable_Trigger ( Speed_Dec_Past   0.1  SetStreamVolume ( 0.0 ) )
has no effect!

Any ideals ?


probably the volume curve overrides the volume. But actually that loop should be stopped with releaselooprelease when the speed drops, not just silenced which wasting the resources. It makes no sense to play a sound at volume 0.

#37 User is offline   Coolhand101 

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Posted 12 November 2015 - 01:38 PM

View Postdisc, on 12 November 2015 - 01:18 PM, said:

probably the volume curve overrides the volume. But actually that loop should be stopped with releaselooprelease when the speed drops, not just silenced which wasting the resources. It makes no sense to play a sound at volume 0.



The Loop sound does stop with
Variable_Trigger ( Speed_Dec_Past 0.1   ReleaseLoopReleaseWithJump () ) 
but as soon as you apply the brake again, the loop sound plays while at a stand.

However i remember you saying that you can add more than one volume curve for one stream, so i added the extra curve to set zero volume at zero speed, this allows no sound played at 0 speed, and variable sound to play above 0 speed via the brake cylinder pressure readings.

Thanks

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Posted 12 November 2015 - 01:44 PM

it does stop with release (no need for jump, just unnecessary cpu usage), but even if you use multiple volume curves, releaselooprelease won't hurt. after the volume dropped to 0.

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Posted 12 November 2015 - 03:16 PM

Though not exactly related, one of the things that I would like to see in the OR sound management is the ability to code sound streams much like lights are coded--e.g., that things like Season, Time Of Day, Precipitation, etc. could be included in the stream definition. For example, it makes no sense to have frogs croaking in the wintertime, so a Season definition that would only allow the frog sound stream to play in the summer. Such coding could also be used in engines and wagons. For example, a sound stream of rain hitting the windshield could be coded to only play if the weather is Rain.

Just a thought . . .

As always, thanks to the OR team for thinking of new and better things to add to the OR sim.

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Posted 13 November 2015 - 04:44 AM

View Postrailguy, on 12 November 2015 - 03:16 PM, said:

Though not exactly related, one of the things that I would like to see in the OR sound management is the ability to code sound streams much like lights are coded--e.g., that things like Season, Time Of Day, Precipitation, etc. could be included in the stream definition. For example, it makes no sense to have frogs croaking in the wintertime, so a Season definition that would only allow the frog sound stream to play in the summer. Such coding could also be used in engines and wagons. For example, a sound stream of rain hitting the windshield could be coded to only play if the weather is Rain.

Just a thought . . .

As always, thanks to the OR team for thinking of new and better things to add to the OR sim.


These are possible, but another controller is needed, as the precipitation type is independent from the season. Timeofday is a good idea, for example industrial sounds at day, birds singing at the morning, cricket chirping at night :)

But with current SMS definitions, how do you describe that a sound should be played at summer night, but not in other times?

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