SMS Trigger Parameter Question

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  • qballbandit
    5000 Post Veteran
    • Jan 2006
    • 6386
    • Elgin Il., USA.
    • MSOR

    #1

    SMS Trigger Parameter Question

    Hello,
    I know about as much about SMS logic as I know about my dogs logic, so I am looking for advice.

    I would like to have the spitters spit more often on some of my engines using a particular sound set. I believe the line in the .sms file tied to the.wav file is:

    Random_Trigger ( Delay_Min_Max ( 5 12 )

    Can someone please help me understand this parameters values?

    Thanks much!

    Neil
    Neil

    Chicago Railroading Fan
  • ragtimer
    Senior Member
    • May 2005
    • 2009
    • Stalinist,broke United Kingdom (Hey buddy,can you spare �1.3 trillion?))

    #2
    The number of seconds delay between playing the file.In the example the sound will be played between every 5 and 12 seconds.See the tutorial file on the Steam4Me site.

    Comment

    • mestevet
      Senior Member
      • Feb 2007
      • 2225
      • Chadds Ford, PA

      #3
      Neil

      Simple, the random trigger is set up to activate at random intervals between the "min" and "max" values (in seconds). So the statement you have there would mean that the .wav file specified would activate randomly sometime between every 5 to 12 seconds.

      If I understand what you're saying about "spitters", here's a statement I used for "random air noises" in my PRR E44 sounds:

      Code:
      Stream(
      	Skip ( **** Random Air Noises **** )
      	Priority ( 5 )
      	Triggers( 1
      		Random_Trigger ( Delay_Min_Max ( 25 40 ) Volume_Min_Max ( 0.05 0.08 )
      		PlayOneShot ( 3
      			File ( "x_Air_Hiss.wav" -1 ) 
      			File ( "x_Air_Release.wav" -1 ) 
      			File ( "x_Air_Blowoff.wav" -1 ) 
      			SelectionMethod ( RandomSelection )
      		)
      		)
      	)
      )
      What that does is randomly play one of those three .wav files at random intervals between 25 to 40 seconds at random volumes between 0.05 and 0.08 (which helps to make the sounds seem more varied). Clearly there are many ways in which this can be done, but this is an example which highlights different methods of achieving random sounds.

      Steve

      Comment

      • Noisemaker
        Senior Member
        • Jun 2006
        • 1827
        • .

        #4
        Like Neil, I'm slowly getting my head wrapped around this .SMS stuff as well. Now could 2 or more Random Streams exist in a SMS? Looking at some of MLT's engine SMS's, they're great in having this 'random radio chatter' which works well. But I notice the SMS also shows 'blower' and other noises which I don't think I hear? But given Steve's example, if two or more of that format - with proper paranthesis were in a SMS; that should be okay? IE; one for 'Random Radio Chatter' and another for 'Random Air Noises'.

        Comment

        • qballbandit
          5000 Post Veteran
          • Jan 2006
          • 6386
          • Elgin Il., USA.
          • MSOR

          #5
          Thanks Peter, I will have to dedicate more time to read the S4M tutorials.

          Steve, I really appreciate your example - this is going in my notes for sure!

          Neil
          Neil

          Chicago Railroading Fan

          Comment

          • mestevet
            Senior Member
            • Feb 2007
            • 2225
            • Chadds Ford, PA

            #6
            Originally posted by Noisemaker
            Like Neil, I'm slowly getting my head wrapped around this .SMS stuff as well. Now could 2 or more Random Streams exist in a SMS? Looking at some of MLT's engine SMS's, they're great in having this 'random radio chatter' which works well. But I notice the SMS also shows 'blower' and other noises which I don't think I hear? But given Steve's example, if two or more of that format - with proper paranthesis were in a SMS; that should be okay? IE; one for 'Random Radio Chatter' and another for 'Random Air Noises'.
            I think what you're asking is if you can have more than one stream activated by a "Random_Trigger" statement, to which the answer is yes.

            When I went looking for an example in the .sms files I've worked on, I found that I did not have one with more than one "Random_Trigger" statement though, so I quickly ginned one of my Silverliner II cab .sms files to add another stream using a random trigger (I have one already which plays radio chatter). I put in a diagnostic sound that I use when I'm working on a .sms file and used a random trigger to activate it every 10 to 20 seconds. Worked fine.

            I will warn you though, I have run into some odd "cross talk" between streams/triggers from time to time, or at least that's what it seems like to me. Typically this has only been when I'm using a LOT of streams. So I won't make any guarantees. The best way to go is to take an attitude of TESTING the .sms. Remember that there is the "Sound Test Interface" option when starting MSTS (add -soundtest to the command line in your shortcut which starts MSTS, then start MSTS, and when it's running, hit "Shift + T" to activate the Sound Test Interface window - it's a diagnostic that tells you what streams are playing, etc)

            There's another way to use "Random_Trigger" statement too, to make a timed trigger. If, instead of putting numbers in the statement like:

            Random_Trigger ( Delay_Min_Max ( 40 120 )

            you used

            Random_Trigger ( Delay_Min_Max ( 120 120 )

            then the sound you play with that trigger will play every 2 minutes. I don't know if that's useful or not, but it's something else to put in your bag of tricks.

            As for a blower that you don't hear... there could be many reasons for that. I had folks driving my Silverliners who said they never heard the traction motor noise, but it was because they were listening thru cheap speakers (to be frank). The noise was all in the "Bass" and cheap speakers don't reproduce bass sounds very well. I have a nice sound setup, with a subwoofer, and I can make the floor rumble with some good bass sounds, so I had no trouble hearing those sounds. The only way I discovered it was by listening to my sounds through a set of cheap headphones (which are roughly equivalent to cheap speakers) and lo and behold, I couldn't hear my traction motor sounds anymore.

            I'm not saying cheap speakers are your problem, I have no idea what setup you have. But that's just one example of the type of thing that can influence the way you hear the sounds.

            Steve

            Comment

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