Krellnut's sounds: A question about TrackBedRumble

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Krellnut's sounds: A question about TrackBedRumble

Unread postby fecrails » Wed Mar 27, 2013 6:59 am

First of all, awesome add-on for RW! Version 2 is fantastic. !!*ok*!!

I've been adding the sound pack to other wagons and routes and while tinkering around with SH, I noticed that route has its own RailNetwork/TrackBedRumble folder. Should the same files used in the Kuju RailNetwork/TrackBedRumble folder be copied to that folder in SH? What do those files do?
*!!thnx!!*
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby buzz456 » Wed Mar 27, 2013 8:58 am

Yes, let me go find my link. I made up a D/L to put all that stuff in the right place. This should make everything work for Sherman Hill.

https://www.sugarsync.com/pf/D6076927_62669624_877793
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby fecrails » Fri Mar 29, 2013 7:37 am

Thanks Buzz. I'll work on it more this weekend. !*salute*!
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby OlPaint » Fri Mar 29, 2013 12:54 pm

Buzz

My Library search has failed to turn up the Krellnut Sounds Pack. Do you have a link?

I have installed WagonFreightSound Pack v.1 and v.2 I found here at RWA and have noticed marked improvement in ambient wheel screeches and car bump sounds. There is even a "flat wheel" thunk sound applied to random cars.

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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby Chacal » Fri Mar 29, 2013 1:37 pm

Both WagonFreightSound Pack v.1 and v.2 are from Krellnut.
You need only v2, it replaces v1.
RW is a completely different sim with this sound pack, the slack sounds alone are worth it.
When you have a look at the files in the pack, particularly the proxyxml files, you realize how much time Krellnut has put into this.
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby fecrails » Fri Mar 29, 2013 2:10 pm

Chacal wrote:RW is a completely different sim with this sound pack, the slack sounds alone are worth it.
When you have a look at the files in the pack, particularly the proxyxml files, you realize how much time Krellnut has put into this.


Yup! An unbelievable amount of work went in to that package. Thank you Krellnut! **!!bow!!**
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby OlPaint » Sat Mar 30, 2013 10:46 am

Chacal

I found two Coupler Sounds mods. "Coupler Sounds" http://railworksamerica.com/index.php/download-library/sounds-enhancements?view=document&id=380:coupler-sounds&catid=25:sounds and "RW Coupler Replacement Sounds"http://s1.zetaboards.com/DigiRails_Forums/topic/4811405/1/#new. Both mods have the following files "Coupler.dav", "T_DeCouple.dav", and "T_Couple.dav". Would you consider these coupler sounds worth the bother of installing into each of my Assets Audio folders? Or does Krellnut's Sounds mod already have these and would the coupler sounds mods be merely duplicates of sounds I already have loaded from Krellnut?

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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby Chacal » Sat Mar 30, 2013 5:11 pm

Short answer: I also use the coupler sounds from Zetaboards, I don't think they conflict with Krellnut's wagon sound pack. Just in case, I install the coupler sounds first, then Krellnut's pack, so if there's a conflict it is resolved in favor of the latter.

Longer answer:
Coupling sounds and wagon sounds are different and come from different blueprints.
Coupling sounds are played only when you couple/uncouple wagons.
Wagon sounds are random sounds played by a wagon depending on certain control values such as speed, acceleration, etc. They include coupler slack sounds, which play when the wagon starts moving (when its AbsoluteSpeed increases past 0.1 kph).

It seems Krellnut's pack redefines wagon sounds only, and the Zetaboards pack redefines coupling sounds only.

Those sound blueprints are referenced by the wagon blueprint which ties everything together.
For example, looking at the wagon blueprint for the default Kuju boxcar , we see these two references:

Code: Select all
<CouplingAudioControlName d:type="cDeltaString">Kuju\RailSimulatorUS\Audio\RailNetwork\Coupling\Coupling</CouplingAudioControlName>


The above blueprint is the one that plays the T_Couple.dav and T_Decouple.dav sounds. Krellnut's pack doesn't touch it.

Code: Select all
<cEntityContainerBlueprint-sChild d:id="53337840">
   <ChildName d:type="cDeltaString">Wagon Sound</ChildName>
   <BlueprintID>
      <iBlueprintLibrary-cAbsoluteBlueprintID>
         <BlueprintSetID>
            <iBlueprintLibrary-cBlueprintSetID>
               <Provider d:type="cDeltaString">Kuju</Provider>
               <Product d:type="cDeltaString">RailSimulatorUS</Product>
            </iBlueprintLibrary-cBlueprintSetID>
         </BlueprintSetID>
         <BlueprintID d:type="cDeltaString">Audio\RailVehicles\Wagons\Wagon Freight Sound.xml</BlueprintID>
      </iBlueprintLibrary-cAbsoluteBlueprintID>
   </BlueprintID>
...
</cEntityContainerBlueprint-sChild>


The above blueprint (Wagon Freight Sound.xml)is the one replaced by Krellnut's pack.
Hope this helps.
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby OlPaint » Sat Mar 30, 2013 7:45 pm

Chacal

Thanks for the info. Coupler sounds first then Wagon Sounds. Check and double check.

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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby OlPaint » Sun Mar 31, 2013 10:14 pm

Chacal

I am learning something new everyday. I have figured out that the .BIN files are important for the Asset Design in both texture and shape management. But now I am discovering the utmost importance for the BluePrint files for pulling all the other elements like sounds into a working breathing simulation. What editor do you use to read and understand the BluePrints?

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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby PapaXpress » Sun Mar 31, 2013 11:31 pm

RW_Tools is a must have for editing BIN and route files.
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby Chacal » Mon Apr 01, 2013 12:50 am

Blueprints are configuration files that the core RW engine reads. They are written in xml format.
Each piece of rolling stock (engine or wagon) exists first as an engine blueprint or a wagon blueprint.
This blueprint describes parameters (such as length, weight, physics) and references other blueprints (simulation, bogies, sound...), geometry (geopcdx files that define the visible engine and cab), and lua scripts for more advanced control. The developer's docs from RSC provide detailed descriptions of all of those elements.

The author of the original blueprints uses RSC's blueprint editor that comes with RW. It is invoked by launching utilities.exe in the Railworks folder.
The developer's docs provide examples of its use.

Once it is exported in the game though, a blueprint can no longer be read with the blueprint editor.
Then you must convert it to an xml file using serz.exe, and then edit the xml file.
As PapaXpress said above, RW-Tools does all that for you.

Personally, I use RW-Tools for opening a blueprint. Once it's on the screen, I copy/paste it into UltraEdit, an advanced text editor I've been using for more than 10 years. It has the additional advantage of highlighting XML syntax so that it is easier to read.
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby OlPaint » Mon Apr 01, 2013 7:28 am

Chacal

Thanks for the explaination of BluePrints and their importance to Railworks4. I had been using Notepad++ with its XML plugin for editing. I will try to find a copy of UltraEdit based on your recommendation.

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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby Chacal » Mon Apr 01, 2013 1:03 pm

No need to, really.
If Notepad++ works for you then don't change.
UltraEdit is just the old one I'm familiar with.
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Re: Krellnut's sounds: A question about TrackBedRumble

Unread postby inc3pt » Mon Apr 01, 2013 4:05 pm

If hope I'm not completely hijacking the thread but I have a question related to all this. I installed Krellnut's V2 sound pack from the library. I also installed Buzz's Sherman Hill RWP file. It seems that the only route that the sounds work on are Sherman Hill. I made sure to go into each other route (Cajon Pass, Donner Pass, etc.) and enable the blueprints for WJ Sound. I also cleared the cache and restarted the game. That didn't seem to do it.

May I ask what I'm missing? :D I know I'm running all about the forums noobing it up at the moment. Thanks again for everybody's help.

edit: Whoops, I reread the readme and figured it out. Please disregard!
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