Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Post your finished add-on release announcements here!

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby TS2013 » Fri Oct 18, 2013 7:09 pm

Nah, mate, you didn't get me right. I didn't mean these defective wheels sound gaps but a total silence where no sound was there at all. By that I mean no rumbling of the wagon wheels, just the perfect wheel roll sound and that's it. Sure not every wagon has defective wheels but every wagon makes some rumbling noise.
TS2013
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 7:44 pm

I can say that TS2014 has an issue reading this proxyxml with the rumble_*_0.wav files in place. I just went back in, re-added these rumble 0 sections for 1 - 5:

<kLoud-cSampleWithLikelihood d:id="34956008">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\Rumble_1_0.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>

What happens is that TS2014 starts off ok, but as you watch a train go by, toward the end of the train, there is a flat wheel sound and every car thereafter has this exact same wav sound. Switch the camera to the front of the train and then switch to fly-by view and the same flat wheel sound in the previous view continues to play for every car. TS2014 must have a wav file streaming issue. Something is up.

EDIT: I didn't delete the blurprint.pak file before testing. Let me tinker with this a bit more.

Walter, I'm assuming that by increasing this number below, it increases the probability of that particular file being played correct?

<Likelihood d:type="sFloat32">0.050000</Likelihood>

Also, these are the sections I removed as well. Were these wav files supposed to be included in v2 of your sounds? If so and you have them, then perhaps just a few small edits of your files will get things running in TS2014. What I don't want to happen is to have a totally cut up version of what you originally intended.

<kLoud-cRandomSampleSound d:id="34624100">
<Name d:type="cDeltaString">0 TO 10-Joint</Name>
<IsLooped d:type="bool">0</IsLooped>
<Priority d:type="sUInt32">100</Priority>
0.7 <BaseVolume d:type="sFloat32">0.700000</BaseVolume>
<VolumeVariation d:type="sFloat32">0.000000</VolumeVariation>
<BasePitchShift d:type="sFloat32">1.000000</BasePitchShift>
<PitchShiftVariation d:type="sFloat32">0.000000</PitchShiftVariation>
<AttenuationStartDist d:type="sFloat32">5000.000000</AttenuationStartDist>
<NoFutherAttenuationDist d:type="sFloat32">10000.000000</NoFutherAttenuationDist>
<InstanceGroup d:type="ref">0</InstanceGroup>
<Sample>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPH.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPHa.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPHb.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPHc.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPHd.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
<kLoud-cSampleWithLikelihood d:id="34624488">
<Likelihood d:type="sFloat32">0.050000</Likelihood>
<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">WJ Sound</Pathname>
<Filename d:type="cDeltaString">WJ Sound\Wagons\Audio\10MPHe.wav</Filename>
</kLoud-cSampleID>
</Sample>
</kLoud-cSampleWithLikelihood>
</Sample>
</kLoud-cRandomSampleSound>
Last edited by Bananimal on Fri Oct 18, 2013 8:13 pm, edited 1 time in total.
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby wacampbell » Fri Oct 18, 2013 8:00 pm

Does anyone know if the 'WJ Sounds' provider must be enabled in the Object Set Filter? I don't have it enabled and everything sounds OK, but I am not sure if I am missing something or if it might cause problems not to have it enabled.
Wayne Campbell
wacampbell
 
Posts: 511
Joined: Tue Sep 27, 2011 12:45 pm
Location: BC, Canada

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 8:11 pm

Does anyone know if the 'WJ Sounds' provider must be enabled in the Object Set Filter?


If you have V1 installed; no. If you have V2 installed; yes.

I made a video and uploading right now, will post when ready. It showcases my SD70 sounds I'm trying to rebuild. Sounds are the default and 70-Helper. The car sounds are using Wagon freight proxyxml with all the silent files in place.

Sure not every wagon has defective wheels but every wagon makes some rumbling noise.


That perfect wheel sound you hear is what you hear when they pass by, I know, I've got over 75Gb's of railway sounds I've recorded. I've been going out to record sounds for three years now. That perfect wheel sound I got when I caught a train with 30 or so brand new cars with; PERFECT WHEELS. I love that shimmer sound. But overall I think were discussing personal preferences. Set it up the way you like and have fun.

Walter, I'm assuming that by increasing this number below, it increases the probability of that particular file being played correct?


That's correct.

Were these wav files supposed to be included in v2 of your sounds?


I originally was going to add them in, but all the audio bogie folders would have had to be edited, and so many users would have a hard time with it, so I left it out. The effect is awesome though, I'll make video of the effect. Please let me know what you think.
Last edited by krellnut on Fri Oct 18, 2013 8:24 pm, edited 1 time in total.
krellnut
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 8:23 pm

Do you have these files for "10MPH.wav" 10-50 Walter? They are missing from the v2 download. I think this is where the issue is with cars going silent If these are the perfect wheel sounds because they are nowhere to be found in the WJ Sounds folder. The issues we are experiencing with every car having a flat wheel sound would be correctable if this is the case. I just tested your original files and there is silence from a good many cars. When I remove these sections, every car has a flat-wheel sound.

EDIT: Nevermind, I found them. However, they are not being played at all in TS2014? This is where the problem lies. What I'd like to do is resolve this issue, then re-upload the batch file with your original proxyxml to keep things as you intended. You did it right the first time. TS2014 isn't playing the perfect wheels sounds for some reason. let me take a look. Maybe I can figure it out.
Last edited by Bananimal on Fri Oct 18, 2013 8:31 pm, edited 1 time in total.
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 8:29 pm

No, there track joint sounds. The perfect wheel sounds are connected to track audio. There are a few different versions of the basic same name, which is; StandardBallastAudioControl.
krellnut
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby XDriver » Fri Oct 18, 2013 8:32 pm

After reading all the way through this post, I have to say I now know where the phrase, "reinventing the wheel" came from. *!lol!*
Image
User avatar
XDriver
R.I.P.
 
Posts: 812
Joined: Wed Oct 19, 2011 7:58 pm
Location: Erie, Pa.

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 8:33 pm

See my edit above in my previous post.

Ok, so next question, will these track sounds play for any and all tracks installed in TS? For instance, in my case, I am using Scalerail on some routes? Will this stop these track bed proxyxml files from loading?
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 8:40 pm

After reading all the way through this post, I have to say I now know where the phrase, "reinventing the wheel" came from. *!lol!*


Oh Joe,Joe,Joe. You ain't no Jane Rivers. LOL.
krellnut
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 8:46 pm

Ok, so next question, will these track sounds play for any and all tracks installed in TS? For instance, in my case, I am using Scalerail on some routes? Will this stop these track bed proxyxml files from loading?

The sounds will work with and all tracks. I have the sounds in; Assets\Kuju\RailSimulator\Audio\RailNetwork\TrackBedRumble. I just take; StandardBallastAudioControl, rename it to suit and drop it into the various route audio folders. The sounds are read from one central point. No problem with ScaleRail either.
krellnut
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 8:55 pm

Excellent! This is where the problem lies. All other routes except those that reference San Bernardino aren't playing the perfect wheel sounds.

K, back to the drawing board. I'm going to start from sctratch with your proxyxml files and create the correct xml for all US routes and see what I get. I want to make sure that I don't tamper with what you originally created if at all possible. We don't need a bastardized version of your work floating around if it is avoidable. Be back later.
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 9:21 pm

krellnut wrote:I originally was going to add them in, but all the audio bogie folders would have had to be edited, and so many users would have a hard time with it, so I left it out. The effect is awesome though, I'll make video of the effect. Please let me know what you think.


Send me a link to the bogie *. bin files. I'll set them up in the batch, or we can combine our efforts and you can release a v3 of your sounds. I think that would be the easiest for the community as opposed to having to download two packs to get things up and running in the sim. I'll need to be able to test with the wav files in place though. Your call. I don't mind building out the folder structure even though it will be tedious. Once done, we can merge what I build out with the missing wav files and you can release v3. Sound like a plan?
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 9:27 pm

I'll give you a link to my total wagon sound package which is; wheel sounds, joint sounds and flange sounds. If you like it and you want to try to make it work with all the different things in the game, that's your call.
krellnut
 

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby Bananimal » Fri Oct 18, 2013 9:39 pm

That would be awesome. Since I own all US DLC including Locos and routes, I will know the folder names. I'll build it out, zip it up, send it back to you and you can create the v3 installer under your name. I'll omit the wav files when I send it back to you to avoid having a massive file. We'll see, maybe it won't be necessary.

I'll get it done. I thrive on tedious work. Your sounds are too good not to have them working for the community. !!*ok*!!
Bananimal
 
Posts: 90
Joined: Sun May 02, 2010 11:38 am

Re: Krellnut's Wagon Sounds for All US DLC Wagons - Beta

Unread postby krellnut » Fri Oct 18, 2013 9:52 pm

http://youtu.be/0U3ATt_YIHk

Okay, this is with all the silent files in place. As you can hear, TS2014 has no problem with them. Likelihood set to; 1.000000 for the silent files.
krellnut
 

PreviousNext

Return to Freeware Add-On Releases

Who is online

Users browsing this forum: No registered users and 1 guest