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: -----

#61 User is offline   dennisat 

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Posted 15 November 2015 - 09:29 AM

View Postdisc, on 15 November 2015 - 08:51 AM, said:

I've added this to make possible to avoid the ttype method. Also the wagons should be the sound source. If it would be added to the track sound files, where would be the source? I don't know if it's easily possible to pass the wagons's curveforce to the track sound sources.


At the moment, the ttype sounds are triggered by the train passing sound region markers applied when the route is built. To trigger curve force sounds by this method would mean a lot of work in Route Editor. Also, only one ttype sound can be active at one time so a tunnel sound effect could not be active concurrently with a curve sound effect, for instance. However, it should be possible to rewrite the ttype handler code to work via the discrete triggers code. It may even be more efficient because the ttype handler code is a bit "out on a limb".

Dennis

#62 User is offline   disc 

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Posted 15 November 2015 - 10:57 AM

View Postrailguy, on 15 November 2015 - 09:13 AM, said:

I apologize for being ignorant, but where can the ORflange.wav file be downloaded? Thanks.


Here is one, but it's easy to make a new.
Attached File  ORflange.zip (400.05K)
Number of downloads: 266

View Postdennisat, on 15 November 2015 - 09:29 AM, said:

However, it should be possible to rewrite the ttype handler code to work via the discrete triggers code. It may even be more efficient because the ttype handler code is a bit "out on a limb".


You mean the ttype activates discrete the triggers of the wagon?

#63 User is offline   dennisat 

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Posted 15 November 2015 - 11:10 AM

View Postdisc, on 15 November 2015 - 10:57 AM, said:

You mean the ttype activates discrete the triggers of the wagon?


Yes, as the wagon passes a sound region marker, which is already detected in the ttype code, it could set a discrete trigger. I've been thinking about this for a while but not done anything about it. (Too much domestic work at home at the moment).

Dennis

#64 User is offline   Csantucci 

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Posted 15 November 2015 - 11:35 AM

About ttype: there would be absolutely no change to be done to the route files. Simply, within all files in the ttype list a stream related to the curve flange sound should be added. If the trainset which is using such ttype file is on a curve, the flange sound is played.
Why shouldn't this work?

#65 User is offline   dennisat 

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Posted 15 November 2015 - 01:09 PM

View PostCsantucci, on 15 November 2015 - 11:35 AM, said:

About ttype: there would be absolutely no change to be done to the route files. Simply, within all files in the ttype list a stream related to the curve flange sound should be added. If the trainset which is using such ttype file is on a curve, the flange sound is played.
Why shouldn't this work?


At the moment, ttype sounds are only triggered by sound region markers (placed by the route editor) that indicate the ttype sound required. Perhaps the curve force could trigger the ttype code but I like the idea of simplifying the code so that the discrete / variable trigger system handles all sound initiation / termination. As I said, I haven't really analysed the implications.

Dennis

#66 User is offline   Csantucci 

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Posted 15 November 2015 - 01:47 PM

I am not able to make myself understandable. In any ttype sound you can insert speed-dependent streams (dependent through triggers and volume curve). The same way, you can insert a curve force-dependent stream. The same as you get the speed from the train (or the car, I don't have the code now available), you get the curve force from the car.

#67 User is offline   Csantucci 

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Posted 16 November 2015 - 12:46 AM

I have the good news that the flangecurve works also if inserted in a track sound. I inserted it into usatrack0.sms and it worked. I only had to add a second volume curve (speedcontrolled), because apparently the curve force is there also at speed = 0, and it's not nice to have flange sound at speed = 0 :)
Here the volume curve I added at the bottom of disc's stream:
								VolumeCurve (
								SpeedControlled
								CurvePoints ( 2
								0.0 0.0
								3.0 1.0
								)
								)



To be complete I must say that I had a crash at game startup (before adding the second volume curve) that I wasn't able to reproduce.

#68 User is offline   dennisat 

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Posted 16 November 2015 - 02:30 AM

View PostCsantucci, on 15 November 2015 - 01:47 PM, said:

I am not able to make myself understandable. In any ttype sound you can insert speed-dependent streams (dependent through triggers and volume curve). The same way, you can insert a curve force-dependent stream. The same as you get the speed from the train (or the car, I don't have the code now available), you get the curve force from the car.


I understand you now, I wasn't thinking properly! You are right, that is a perfectly good way of using the curve sounds.

View PostCsantucci, on 16 November 2015 - 12:46 AM, said:

To be complete I must say that I had a crash at game startup (before adding the second volume curve) that I wasn't able to reproduce.


Yes, there are still some task synchronisation problems with sound. I've found two and have corrected them with "lock" processing. I haven't offered them as patches because they are virtually impossible to test because they happen so infrequently and "lock" processing is not popular with the OR Development Team. I've had these patches in place for many months and haven't had recurrences of the crashes they are meant to solve.
The "locks" don't seem to impact the performance of my system but I've recently changed my PC to an i7 6700K Skylake overclocked to 4.4GHz with solid state disks. It boots faster than my tablet!

Dennis

#69 User is offline   disc 

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Posted 16 November 2015 - 06:54 AM

View PostCsantucci, on 16 November 2015 - 12:46 AM, said:

I have the good news that the flangecurve works also if inserted in a track sound. I inserted it into usatrack0.sms and it worked.


That's strange, i didn't looked out for track sounds at all. If that works, then and all other variables can be used at track sounds.

#70 User is offline   dennisat 

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Posted 16 November 2015 - 09:55 AM

View Postdisc, on 16 November 2015 - 06:54 AM, said:

That's strange, i didn't looked out for track sounds at all. If that works, then and all other variables can be used at track sounds.


I think some variables may not be appropriate. Track sounds apply to a marked length of track, a "sound region". For instance tunnel sounds and bridge sounds. When a vehicle enters a sound region it "attaches" the appropriate sounds and "detaches" the sounds for the previous region. This abruptly cuts off the sounds for the previous region and starts up the sounds for the current region. Even if the same sound was in both sms files it would stutter as the sound region marker was passed. It must not matter, or be unnoticeable, if the sounds in a sound region sms file momentarily stutter.

Dennis

#71 User is offline   sim-al2 

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Posted 16 November 2015 - 02:10 PM

Is it possible to add a crossfade between track soundstreams? I think the transitions would be nicer if a very short (1 second or less) crossfade was possible.

Wagon specific track sounds would be very nice, since it could overcome the problems inherent to the current system. For example, rail joint sounds could be much nicer, with variations for each wagon allowing any number of axles and axle spacing to be accommodated.


Thank you disc for making these new sounds triggers available; the flange sounds are particularly exciting for me. :)

#72 User is offline   dennisat 

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Posted 17 November 2015 - 01:11 AM

View Postsim-al2, on 16 November 2015 - 02:10 PM, said:

Is it possible to add a crossfade between track soundstreams? I think the transitions would be nicer if a very short (1 second or less) crossfade was possible.


I think the problem here is that some sound regions are quite short, say 50m (or less) for small bridges. At 160Km/hour, common in the UK, a train will cover 44m/sec. This really gives no time for smooth transition and in reality, the sound would be heard as an abrupt sudden rattle or resonance.

View Postsim-al2, on 16 November 2015 - 02:10 PM, said:

Wagon specific track sounds would be very nice, since it could overcome the problems inherent to the current system. For example, rail joint sounds could be much nicer, with variations for each wagon allowing any number of axles and axle spacing to be accommodated.


Some vehicles already have this coded in their .sms files but of course the sounds can conflict with the types of track (welded, jointed, switch, etc) in the route. It could be possible with new sound triggers to indicate change of track type. The .sms file for the particular vehicle could then contain its specific track sounds in all circumstances. This would cause a conflict with the current track sound system. A mechanism would also be needed to "switch off" the route track sounds for vehicles that had them included in their .sms files.

Dennis

#73 User is offline   disc 

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Posted 17 November 2015 - 02:12 AM

In railworks, the track sounds are done by triggers, each welding/joint activates a sound trigger when a wheel passes on it, also bogies have own sound source, so the direction of the sounds are correct too.
The problem with that, the welding points in editor, are not always the same as in reality.

#74 User is offline   Coolhand101 

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Posted 17 November 2015 - 11:20 AM

On the subject of OR sounds. Is there anyway to link the motor sounds for wheelslip?

I know steamers can take avantage of this, even in MSTS, but diesels and electrics cannot.

The 'FrequencyCurve' uses 'speed' or 'variable 1 and 2( and 3?)'. I'm unsure if this could be added for actual wheel rotation.

For wheelslide, the brake rub sound would cut out once the wheels lock.

Any thoughts on this ?

Thanks

#75 User is offline   SP 0-6-0 

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Posted 01 July 2016 - 02:07 PM

I just recently uploaded some railroad diamond sounds at www.trainsim.com. It would be cool if we had specific triggers so these sounds would play only when a train is on the diamonds and then cut off.

Robert

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