Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Making, fixing and applying sound files.

Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby pilotguy251 » Tue Dec 10, 2019 1:45 am

Hello all, I am currently attempting to migrate the bell audio from the Searchlight Simulations EMD 16-645E3 - Sound Enhancement Pack to the default Donner Pass Southern Pacific SD40-2. I have been successful in modifying the files to get the P3 working, both interior and exterior, however, I am having trouble getting the bell audio to be heard on the exterior of the locomotive. I somehow got the interior to work. Below I will include the lines of code from the specific files I edited within the SP SD40-2 folder and perhaps it will be possible to discover where I may have gone wrong.
Before I continue, I will note that the file sd40_2_sp.bin has two other variants, sd40_2_sp_dodgy.bin and sd40_2_sp_nd.bin. Would these two need to be edited as well before the bell is audible in the cab of the locomotive? I only edited the primary one, as seen below, for initial testing, but I don't think the other two would be a cause for the bell not to work, as the horn works with only the primary file edited.

Thank you

NOTES: (bin) specifies that the .xml has been converted back to .bin when inserted in the respective directories.
*indicates a file that is not present by default and that I created based on the file structure of other locomotive sound folders.

Class SD40 Bell Sound.xml (bin)*

Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
   <Blueprint>
      <cSoundBlueprint>
         <Name d:type="cDeltaString">SD40 Horn Sound</Name>
         <BrowseInformation>
            <iBrowseableBlueprint-cBrowseInformation>
               <DisplayName>
                  <Localisation-cUserLocalisedString>
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </DisplayName>
               <Description>
                  <Localisation-cUserLocalisedString>
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </Description>
               <Category d:type="cDeltaString">eExcludeFromBrowserList</Category>
               <ValidInScenarios d:type="cDeltaString">eFalse</ValidInScenarios>
            </iBrowseableBlueprint-cBrowseInformation>
         </BrowseInformation>
         <SoundComponent>
            <cSoundComponentBlueprint>
               <ProxyName d:type="cDeltaString">MLWAudio\16-645D\Rebuilt 38 Series\Horn-Bell\EMD_BellControl_Bronze</ProxyName>
               <Type d:type="cDeltaString">RailVehicle</Type>
            </cSoundComponentBlueprint>
         </SoundComponent>
         <PosOriComponent>
            <cPosOriBlueprint/>
         </PosOriComponent>
         <EditorRenderComponent>
            <cEditorSceneryRenderBlueprint>
               <PrimaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">Kuju</Provider>
                           <Product d:type="cDeltaString">RailSimulator</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString"></BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </PrimaryNamedTextureSet>
               <SecondaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">Kuju</Provider>
                           <Product d:type="cDeltaString">RailSimulator</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString"></BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </SecondaryNamedTextureSet>
               <GeometryID d:type="cDeltaString">RSC\GP38-2BnPack01\Audio\Markers\[00]SoundEmitter</GeometryID>
               <CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>
               <Pickable d:type="cDeltaString">eTrue</Pickable>
               <CastsShadows d:type="cDeltaString">eTrue</CastsShadows>
               <ShadowType d:type="cDeltaString">eShadowType_None</ShadowType>
               <ViewType d:type="cDeltaString">ExternalView</ViewType>
               <HeatHaze/>
               <TexText/>
               <ProjectedLightElement/>
               <Instancable d:type="bool">0</Instancable>
               <DetailLevelGenerationRange>
                  <cSceneryRenderBlueprint-sDetailLevelGenerationRange>
                     <HighestLevel_1isHighest d:type="sInt32">10</HighestLevel_1isHighest>
                     <LowestLevel_10isLowest d:type="sInt32">10</LowestLevel_10isLowest>
                  </cSceneryRenderBlueprint-sDetailLevelGenerationRange>
               </DetailLevelGenerationRange>
            </cEditorSceneryRenderBlueprint>
         </EditorRenderComponent>
         <EditorRenderData>
            <cSoundBlueprint-sEditorRenderData>
               <InnerGeometryID d:type="cDeltaString"></InnerGeometryID>
               <InnerVisualSoundRadius d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100</InnerVisualSoundRadius>
               <OuterGeometryID d:type="cDeltaString"></OuterGeometryID>
               <OuterVisualSoundRadius d:type="sFloat32" d:alt_encoding="0000000000006940" d:precision="string">200</OuterVisualSoundRadius>
            </cSoundBlueprint-sEditorRenderData>
         </EditorRenderData>
      </cSoundBlueprint>
   </Blueprint>
</cBlueprintLoader>


Class SD40 Horn Sound.xml(bin) Works as is. Both interior and exterior are audible.

Code: Select all
<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
   <Blueprint>
      <cSoundBlueprint>
         <Name d:type="cDeltaString">SD40 Horn Sound</Name>                                                                                               
         <BrowseInformation>
            <iBrowseableBlueprint-cBrowseInformation>
               <DisplayName>
                  <Localisation-cUserLocalisedString>
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </DisplayName>
               <Description>
                  <Localisation-cUserLocalisedString>
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </Description>
               <Category d:type="cDeltaString">eExcludeFromBrowserList</Category>
               <ValidInScenarios d:type="cDeltaString">eFalse</ValidInScenarios>
            </iBrowseableBlueprint-cBrowseInformation>
         </BrowseInformation>
         <SoundComponent>
            <cSoundComponentBlueprint>
               <ProxyName d:type="cDeltaString">MLWAudio\16-645D\Rebuilt 38 Series\Horn-Bell\P3_HornControl</ProxyName>
               <Type d:type="cDeltaString">RailVehicle</Type>
            </cSoundComponentBlueprint>
         </SoundComponent>
         <PosOriComponent>
            <cPosOriBlueprint/>
         </PosOriComponent>
         <EditorRenderComponent>
            <cEditorSceneryRenderBlueprint>
               <PrimaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">Kuju</Provider>
                           <Product d:type="cDeltaString">RailSimulator</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString"></BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </PrimaryNamedTextureSet>
               <SecondaryNamedTextureSet>
                  <iBlueprintLibrary-cAbsoluteBlueprintID>
                     <BlueprintSetID>
                        <iBlueprintLibrary-cBlueprintSetID>
                           <Provider d:type="cDeltaString">Kuju</Provider>
                           <Product d:type="cDeltaString">RailSimulator</Product>
                        </iBlueprintLibrary-cBlueprintSetID>
                     </BlueprintSetID>
                     <BlueprintID d:type="cDeltaString"></BlueprintID>
                  </iBlueprintLibrary-cAbsoluteBlueprintID>
               </SecondaryNamedTextureSet>
               <GeometryID d:type="cDeltaString">RSC\GP38-2BnPack01\Audio\Markers\[00]SoundEmitter</GeometryID>
               <CollisionGeometryID d:type="cDeltaString"></CollisionGeometryID>
               <Pickable d:type="cDeltaString">eTrue</Pickable>
               <CastsShadows d:type="cDeltaString">eTrue</CastsShadows>
               <ShadowType d:type="cDeltaString">eShadowType_None</ShadowType>
               <ViewType d:type="cDeltaString">ExternalView</ViewType>
               <HeatHaze/>
               <TexText/>
               <ProjectedLightElement/>
               <Instancable d:type="bool">0</Instancable>
               <DetailLevelGenerationRange>
                  <cSceneryRenderBlueprint-sDetailLevelGenerationRange>
                     <HighestLevel_1isHighest d:type="sInt32">10</HighestLevel_1isHighest>
                     <LowestLevel_10isLowest d:type="sInt32">10</LowestLevel_10isLowest>
                  </cSceneryRenderBlueprint-sDetailLevelGenerationRange>
               </DetailLevelGenerationRange>
            </cEditorSceneryRenderBlueprint>
         </EditorRenderComponent>
         <EditorRenderData>
            <cSoundBlueprint-sEditorRenderData>
               <InnerGeometryID d:type="cDeltaString"></InnerGeometryID>
               <InnerVisualSoundRadius d:type="sFloat32" d:alt_encoding="0000000000005940" d:precision="string">100</InnerVisualSoundRadius>
               <OuterGeometryID d:type="cDeltaString"></OuterGeometryID>
               <OuterVisualSoundRadius d:type="sFloat32" d:alt_encoding="0000000000006940" d:precision="string">200</OuterVisualSoundRadius>
            </cSoundBlueprint-sEditorRenderData>
         </EditorRenderData>
      </cSoundBlueprint>
   </Blueprint>
</cBlueprintLoader>


sd40_2_sp.xml (bin)
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pilotguy251
 

Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby bnsfsubdivision » Tue Dec 10, 2019 3:28 am

The bell is scripted and will not work without a script powering it. You would have to modify the horn proxy and the actual bell recording to make it work without a script.
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Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby Alpenfreight » Tue Dec 10, 2019 9:09 am

It might be easier to modify the '.dav' files in an audio editor to fit the same structure as the default horn. It wont be exactly the same because of the advanced scripting, but the base audio would still be really good.
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Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby OpenRailer90 » Tue Dec 10, 2019 11:34 am

The horn is really easy to add. Use a non-scripted bronze bell like that in the discontinued MLWAudio/Oovee 16-645E3 pack, it's designed to work with the SD40T-2s.
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Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby pilotguy251 » Tue Dec 10, 2019 12:14 pm

bnsfsubdivision wrote:The bell is scripted and will not work without a script powering it. You would have to modify the horn proxy and the actual bell recording to make it work without a script.



Thanks for the reply.

Are the scripts controlling the horn and bell the .bin files or are they another file type? Again, I can hear the bell on the inside of the locomotive but not on the outside, so something is being powered partially by something if not a script. I'll have another look at the files when I get home.
pilotguy251
 

Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby pilotguy251 » Tue Dec 10, 2019 12:18 pm

OpenRailer90 wrote:The horn is really easy to add. Use a non-scripted bronze bell like that in the discontinued MLWAudio/Oovee 16-645E3 pack, it's designed to work with the SD40T-2s.


In that case, then I would just modify the .proxyxml horn file located within the audio folder of the locomotive like normal once the bell audio is added to the folder right? I may have to start over file wise, as I don't think the sim is reading those files now that I modified the engine file to read audio from elsewhere.
pilotguy251
 

Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby pilotguy251 » Tue Dec 10, 2019 4:18 pm

After looking into it a bit more, I think I have figured out how the scripting comes into the picture. I guess the default units are not scripted to have a separate bell control file, and all the ones moded by SS have been just about recoded completely. Surprised that I was able to get the horn working and the bell audible in the cab. Oh well, I will just revert to the default file structure and mod the sounds the normal way.

Thanks
pilotguy251
 

Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby OpenRailer90 » Tue Dec 10, 2019 5:06 pm

The interior brass bell works because it isn't scripted. Only the external brass bell doesn't work because it isn't a looped file unlike the inside, outside the ticks and dings are one-shot files controlled by a custom script from SS.
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Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby pilotguy251 » Tue Dec 10, 2019 8:16 pm

OpenRailer90 wrote:The interior brass bell works because it isn't scripted. Only the external brass bell doesn't work because it isn't a looped file unlike the inside, outside the ticks and dings are one-shot files controlled by a custom script from SS.


Thanks for the explanation! Makes perfect sense now. You mentioned the old Oovee sound pack. Is there anywhere it can be downloaded nowadays? Purchased it years ago and forgot about its existence up until a few months ago when trying to do another custom sound.
Thanks again, I have resorted to just downloading some other sounds and going the old route.
pilotguy251
 

Re: Migrating Searchlight Simulations GP38 Bronze Bell to Donner Pass SD40

Unread postby kris120 » Mon Feb 03, 2020 5:31 pm

I have a running proxy for the bronze bell by MLW which does not need scripting.
The secret was just to cut the length of some soundfiles to exactly the same length.
This is included in my MLW-patch for the HiLine:
http://www.railworksamerica.com/index.p ... =25:sounds
You have to use one of the versions with AI-traffic.
It's the file Audio\Railvehicles\Diesel\16-645E\AI\EMD_BellControl_BronzeAI.proxyxml
Only disadvantage is the short stop-sound (KlackZisch.wav), which is not original at all, but for me and for this demo it worked (it is for the AI-traffic !).
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