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Interesting concept Jason. But for external, why would one want to hear it with no echo? Wouldn't that be a unrealistic cut to the horn if the other WAV's are trailing tails? Just thinking if people are driving mountain routes, they'll probably be doing most 2 and 4 views there. And the chance that the horn may have no echo during a pass by and/or filming - that would sound and feel rather unrealistic, wouldn't it?
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That's correct....The blank quotes allow for the horn to randomly play without the echo. Alternatively, as you have done, you can use a simple silent wav file to achieve the same effect. MSTS will attempt to play the triggered "file", even if no wav file is present. The two quotes may or may not even be necessary, but i put them in there to reduce the chance of an SMS error on load.
Regards,
Jason@SLI
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Looking deeper into the code, I suspect these 4 lines are to make the horn quillable. Or at least, adding a layer of funky squeaks and other sounds where the horn is playing some non-standard variant of its usual sound.
A couple of these guys who go to bed with their K5LA's put up their version of quillable horns in the library awhile ago, and I never did download them to see how that might have been coded. So this is entirely a shot in the dark for me.
I don't think I copied enough of the segment giving the error to allow proper diagnosis, so here's the larger picture. The top is the base horn K3LA, and the bottom is the overlayed sounds. Its like they are trying to make the horns sound old and on their last legs.
Stream (
Skip ( **** This stream allows the horn to be played at the same time **** )
Priority ( 6 )
Volume ( 1.0 )
Triggers ( 2
Discrete_Trigger ( 8 StartLoopRelease ( 1 File ( "x_K3LA.wav" -1 ) SelectionMethod ( SequentialSelection ) ) )
Discrete_Trigger ( 9 ReleaseLoopReleaseWithJump () )
)
FrequencyCurve(
SpeedControlled
CurvePoints ( 3
-100 22050
0 22050
100 22050
)
Granularity ( 0 )
)
)
Stream (
Skip ( **** This stream allows the horn to be played at the same time **** )
Priority ( 6 )
Volume ( 0.8 )
Triggers ( 1
Discrete_Trigger ( 9 PlayOneShot ( 4
File ( "ClearAudio.wav" -1 )
File ( "x_K3LA_echo.wav" -1 )
File ( "x_K3LA_echo2.wav" -1 )
File ( "x_K3LA_echo3.wav" -1 )
SelectionMethod ( RandomSelection )
)
)
)
FrequencyCurve(
SpeedControlled
CurvePoints ( 3
-100 22050
0 22050
100 22050
)
Granularity ( 0 )
)
)
The clearaudio.wav is a 4 second long, dead air, no sound wav file that I had on my hard drive.
I think the original empty quotes were just to allow the base horn to play its sound without the additional layer.
Additions or corrections or other hypothesis welcomed.
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So many questions about SMS and triggers still. I've been currently racking my brain as to triggers 18, 21, and 22. It should be Ind Apply and Release. I've come across a great Ind Apply WAV, and have put that to trigger 18. But as far as I can tell, 21 and 22 are useless as to activating release sounds? All I get is 'apply' either up or down based on trigger 18?
Yet, there seems to be something to the air brakes having 2 WAV's in the trigger line. Is it necessary, is it redundant - I'm not sure?
And too, the way Kuju 'hardwired' some of these triggers is a bit frustrating as well. IE; the repeating 'alerter' Z key. I wish there was a way to select options for it and others as 'One Shot', 'Activate/Deactivate', 'Activate/Loop/Deactivate' and 'Activate/Loop/Release'.
So many other sounds could be assigned to the Z key then such as emergency horns, or fans, or voices, etc.
So by trial and error, we discover that we're not stuck to the 11khz ceiling we thought we were for so long. Or masses of markers enables quicker responses for horn action, or sound shifting onto the X key makes for quillable horns and such. Some are godsend discoveries, some I still find questionable. But as long as people keep trying, it can only further improve MSTS. Or, leave some flotsam//jetsam that I or others maybe able to flesh out better, or completely rework from it's inspiration at least. So sometimes 'nothing' can mean everything to MSTS. Or, just be a overlooked 'Oops' that the little piggy got raced to market too fast.
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I agree with you Geoff, what is the purpose behind the "nothing" lines of computer jargon that only inflate the error list produced by the product designed to do so, written essentially by the same people designing the "WAV" and "SMS" files for us.
Seems like Government redundancy to me. I agree with you as well on the idea of someone at SLI seeing this post and letting us know what that line is about. Could it be that they use that as a tracking device??????
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Originally posted by geepster775 View PostSure, we can look past the errors, but whats the point of having these utilities if you have to wade through a growing list of known errors to find any critical ones. Its defeating the purpose of these tools.
Was just curious if any sound gurus knew what they were attempting to do with that empty sound line. Randomly play nothing?
If Errors are reported surely they are fixable?
Otherwise you've hit the nail on the head "you have to wade through a growing list of known errors to find any critical ones. Its defeating the purpose of these tools."
It's even more irritating because I actually like the SLI sounds and they play well. Hope someone from Streamlines is looking at this?
Geoff
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Nothing in MSTS needs a sound allocated to it, but if an sms is allocated then the wav files must also be present, "" will never work. If the wag has no sound line then RR or Conbuilder should not show an error.
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Just thinking out loud, but does a wag file require a sound line? If not I would remove the sound line from the center wag and see what RR says about it. I don't have that set or I would try it myself.
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Might be, but then MSTS does require a wav file to be present, there is one called silent.wav.
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I noticed that the 8 axle flatcar (3 WAGs) in the windmill train set came with correct sounds for the axle assemblies, but the WAG for the center wheel-less flatcar part came with a sound line containing nothing but empty quotes as well. CB and RR tripped on that, too. My guess is one person on the development team has been 'experimenting'. I changed it to Platform Intermediate, like on certain well car platforms.
Sure, we can look past the errors, but whats the point of having these utilities if you have to wade through a growing list of known errors to find any critical ones. Its defeating the purpose of these tools.
Was just curious if any sound gurus knew what they were attempting to do with that empty sound line. Randomly play nothing?
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I get that same "File ( "" -1 )" when I run RR and I inquired about a while ago, and got no answer as to why it was written like that. My list grows as I add more SLI locos as well. It does not seem to do anything, when you remove it or leave it be.
For my MSTS settings and running RR, I have come to just ignore these "errors".
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Interesting to see how SLI is doing theirs. And if you're happy with the way the horn works and sounds, I wouldn't put too much worry into the SMS errors you're getting. Odd that SLI isn't using any loops and/or a 'off' trigger for the horn action. As to the error message, it looks like some SMS is trying to pull a sound direct from this BNSF engine folder, where others maybe being wrangled from a Common.SND or other engines SMS.
What maybe also happening is the redundancy in the generic SMS's that came with MSTS. I think it was a ways to have an obtainable back up right there when tweeking sounds for the first time. But since, have become flotsam/jetsam. What CB and RR tend to do is comb through the entire SMS of everything. So your first d Sound set of streams can be accurate and correct, but the following addendum's may refer to Default GP38 sounds, etc. I know I've made the mistake in past of going to tweek a horn, and putting the line in the wrong body of a SMS. And/or deleting that horn for a better one in the proper body - but not deleting the useless line. And that's what I get pinged on when I do a check after.
So by and large, if the sounds all work and you're happy with them - don't worry. If not working, or you notice something missing, it pays to follow what these reports are telling you then.
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SLI sound files issue
When I run a check of my ENG files in Conbuilder, I get about 60 errors similar to the one below. The more new SLI releases I add to my installation, the longer this list grows.
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[SOUND FILE MISSING or DOES NOT EXIST]
The sound file specified by the file ..\\..\\SLI_22K_SOUND\\EMD645_K3LA_ext.sms does not exist in the folder
H:\PROGRAM FILES\MICROSOFT GAMES\TRAIN SIMULATOR\TRAINS\TRAINSET\SLI_BNSF_GP15-1\SOUND
If this file is aliased it should exist in ..\\..\\SLI_22K_SOUND\\ .
The error was found on this line:
File ( "" -1 )
_________________________
Looking at the SMS file, under the discrete triggers, there are 4 lines that call only 3 wav files. The top one is the error, its empty
Stream (
Skip ( **** This stream allows the horn to be played at the same time **** )
Priority ( 6 )
Volume ( 0.8 )
Triggers ( 2
Discrete_Trigger ( 9 PlayOneShot ( 4
File ( "" -1 )
File ( "x_K3LA_echo.wav" -1 )
File ( "x_K3LA_echo2.wav" -1 )
File ( "x_K3LA_echo3.wav" -1 )
SelectionMethod ( RandomSelection )
)
)
)
FrequencyCurve(
SpeedControlled
CurvePoints ( 3
-100 22050
0 22050
100 22050
)
Granularity ( 0 )
)
)
What is the impact of this error in-sim? Is Conbuilder just being picky here, and tripping on a non-problem? Is there an operational reason that line references no legitimate wav file?Tags: None
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