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Crossing Bell Change

Unread postPosted: Sat Sep 10, 2016 9:43 pm
by FoodMonsterGuy
Is it possible to change the bell sounds on default crossings?(Kuju, Sherman Hill, etc) Can't find audio folders for them.

Re: Crossing Bell Change

Unread postPosted: Sat Sep 10, 2016 11:26 pm
by RailfanKyle
FoodMonsterGuy wrote:Is it possible to change the bell sounds on default crossings?(Kuju, Sherman Hill, etc) Can't find audio folders for them.

Idk I only know how to do the SMM's sounds, there must be a way to do it

Re: Crossing Bell Change

Unread postPosted: Sun Sep 11, 2016 8:54 am
by buzz456
RailfanKyle wrote:
FoodMonsterGuy wrote:Is it possible to change the bell sounds on default crossings?(Kuju, Sherman Hill, etc) Can't find audio folders for them.

Idk I only know how to do the SMM's sounds, there must be a way to do it


I mean this seriously not trying to be a wise guy. Do you know how to read the bin file? It will tell you where the sound is coming from I believe.

Re: Crossing Bell Change

Unread postPosted: Sun Sep 11, 2016 10:54 am
by RailfanKyle
buzz456 wrote:
RailfanKyle wrote:
FoodMonsterGuy wrote:Is it possible to change the bell sounds on default crossings?(Kuju, Sherman Hill, etc) Can't find audio folders for them.

Idk I only know how to do the SMM's sounds, there must be a way to do it


I mean this seriously not trying to be a wise guy. Do you know how to read the bin file? It will tell you where the sound is coming from I believe.

I do doesn't tell me anything

Re: Crossing Bell Change

Unread postPosted: Sun Sep 11, 2016 11:06 am
by buzz456
How can it have sound if it isn't told anything?

Re: Crossing Bell Change

Unread postPosted: Sun Sep 11, 2016 11:28 am
by RailfanKyle
buzz456 wrote:How can it have sound if it isn't told anything?

Idk, you don't know how many times I looked through the Bin files,

Re: Crossing Bell Change

Unread postPosted: Sun Sep 11, 2016 10:23 pm
by buzz456
Am I missing something here? I looked at the Kuju files and when I couldn't find anything I went and cranked up Cajon Pass and there does not appear to be any sound on the signals. So in other words there is no sound to modify. Am I wrong?

Re: Crossing Bell Change

Unread postPosted: Mon Sep 12, 2016 12:00 am
by bnsfsubdivision
buzz456 wrote:Am I missing something here? I looked at the Kuju files and when I couldn't find anything I went and cranked up Cajon Pass and there does not appear to be any sound on the signals. So in other words there is no sound to modify. Am I wrong?

RailSimulatorUS\Audio\Ambient\US\Point\Amb_P_US_LevelCrossing.dav

Re: Crossing Bell Change

Unread postPosted: Mon Sep 12, 2016 1:26 am
by RailfanKyle
bnsfsubdivision wrote:
buzz456 wrote:Am I missing something here? I looked at the Kuju files and when I couldn't find anything I went and cranked up Cajon Pass and there does not appear to be any sound on the signals. So in other words there is no sound to modify. Am I wrong?

RailSimulatorUS\Audio\Ambient\US\Point\Amb_P_US_LevelCrossing.dav

Ummmmm Buzz are you not finding the Ambient file in your file

Re: Crossing Bell Change

Unread postPosted: Mon Sep 12, 2016 8:21 am
by buzz456
I did find it. !**duh*!! Now all I have to do is figure out why it's not working. However that does answer the question first posed here kinda.

Re: Crossing Bell Change

Unread postPosted: Mon Sep 12, 2016 1:25 pm
by RailfanKyle
buzz456 wrote:I did find it. !**duh*!! Now all I have to do is figure out why it's not working. However that does answer the question first posed here kinda.

Same here

Re: Crossing Bell Change

Unread postPosted: Tue Sep 13, 2016 4:56 pm
by FoodMonsterGuy
Now I see. I should have looked further. !DUH! **!!bang!!**

Re: Crossing Bell Change

Unread postPosted: Fri Sep 23, 2016 11:20 pm
by BNEdward
The old cajon crossing had a ambient crossing sound placed. most newer routes have a sound aliased to the crossing.

Taken straight from bin/xml
<Name d:type="cDeltaString">Crossing Bell</Name>
<IsLooped d:type="bool">1</IsLooped>
<Priority d:type="sUInt32">50</Priority>
<BaseVolume d:type="sFloat32">1</BaseVolume>
<VolumeVariation d:type="sFloat32">0</VolumeVariation>
<BasePitchShift d:type="sFloat32">1</BasePitchShift>
<PitchShiftVariation d:type="sFloat32">0</PitchShiftVariation>
<AttenuationStartDist d:type="sFloat32">7220</AttenuationStartDist>
<NoFutherAttenuationDist d:type="sFloat32">7225</NoFutherAttenuationDist>
<InstanceGroup d:type="ref">0</InstanceGroup>
<Sample>
<kLoud-cSampleID>
<Filename d:type="cDeltaString">DTG\Miami\Audio\Ambient\US\Point\Amb_P_US_LevelCrossing.dav</Filename>