Does anyone know how to take a sound and create a sound blueprint.

Making, fixing and applying sound files.

Does anyone know how to take a sound and create a sound blueprint.

Unread postby jpetersjr » Fri Jan 10, 2014 2:31 pm

I want to ask everyone if anyone know's how to take an actual sound and create a sound blueprint with it and then apply it to a building so it sounds out when you place the building in the sim.

I want to create a 60's concert hall for my pack of buildings and for my route set in 1970. I want to take a 60's song and apply it to a building so when you place the building you can slightly hear the music coming from inside the building to better represent the era.

Like they say, what's the 60's without the music?
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Re: Does anyone know how to take a sound and create a sound blueprint.

Unread postby mrennie » Fri Jan 10, 2014 2:52 pm

It's all there in Rail Sim Dev Docs > 8.01 audio Control and Blueprints > 1.2 Ambient Sounds (page 15 onwards).
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Re: Does anyone know how to take a sound and create a sound blueprint.

Unread postby arizonachris » Fri Jan 10, 2014 4:01 pm

Woah, JP, I think this would be something new and way cool for TS! It may already be used, but I can't think of anywhere I've heard ambient music like what you describe. Neat idea! !!*ok*!!
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Re: Does anyone know how to take a sound and create a sound blueprint.

Unread postby Bananarama » Fri Jan 10, 2014 6:55 pm

Neat idea, but keep in mind that filling a scene with sound files can have a dramatic effect on performance.
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Re: Does anyone know how to take a sound and create a sound blueprint.

Unread postby arizonachris » Fri Jan 10, 2014 7:16 pm

Now that I think on it, doesn't a crossing guard, or a digger, have these ambient sounds? !*don-know!*
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Re: Does anyone know how to take a sound and create a sound blueprint.

Unread postby mrennie » Sat Jan 11, 2014 7:13 am

arizonachris wrote:Now that I think on it, doesn't a crossing guard, or a digger, have these ambient sounds? !*don-know!*


Yes, and the birds. You have to make sure to use the right kind of ambient sound too - either a point sound that emanates from a specific point (and should be done as a mono recording so that it works with Doppler and pans in 3D space) or Ambient Area where the sound can be heard all around you while within a designated area (these sounds can be stereo, but have no Doppler and don't pan in 3D space). Anyway, it's all there in the Dev Docs.
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