Just wondering then Lukas,
Would it be possible to add a sound source on a tramway curve to get a squealing sound? I reckon that would add to the realism on street traction lines with sharp curves.
Cheers,
Matt
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Hi Komachi,
first some terminology:
A sound region is an interactive track sound trigger, e.g. the rumbling sound that is activated as soon as your train crosses over a steel bridge, controlled by progress and speed of the player train.
A sound source is an ambient sound tied to a specific location, e.g. the birds chirping in a certain area, a loudspeaker announcement when passing a platform, or, in your example, a defect detector message when passing an axle counter / heat sensor / load profile sensor etc.
Sound regions need to be defined in the ttype.dat file of your route (each sound region has a track type number, thus the name ttype), and each sound region needs both an .sms file that plays in internal (cab) view, and an .sms file that plays in external views. Frequence and volume of the track sound is controlled by the speed of the train triggering it, and as you usually need different volumes / sounds of the player train as well as the AI trains in inside and outside views, having these two separate files makes sense.
Sound sources need to be defined in the ssource.dat file of your route. Ambient sound sources only need one .sms file that can be set-up to play either in any view, or just in cab views, or just in external views etc. The ambient sound does simply play when you are within the pre-defined activation distance, and is not triggered, modulated or controlled in any other way by the player and/or AI train.
See either of these two files of how a .sms file is to be added into the "playlist".
Cheers,Last edited by Swissie; 11-22-2008, 18:53.
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Adding sound regions
How do I add a custom sound region? I'm wanting to set up Defect DetectorsLast edited by Komachi; 11-22-2008, 17:48.Tags: None
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