Trials and Tribulations of Sound Editing

Making, fixing and applying sound files.

Trials and Tribulations of Sound Editing

Unread postby nsl714 » Fri Oct 03, 2014 7:44 am

One aspect of the North Shore Interurban car which I am tweaking to suit is the sounds. Rather than have a number of threads asking separate questions which I cannot find answers to, I thought I'd group them all in one thread.

First problem is an interesting one. I have a new horn sound. There are three parts, the start, loop, and end. I have edited the proxybin file in RWTools to refer to all three (as .wav files), and have added the appropriate loop and oneshot blocks of code. HOWEVER, after loading the car in-game, the old horn still plays, and behaves the same way (horn sounds upon release of the spacebar). There is no reference to the old horn anywhere in the proxybin file now. Is there some other file I need to update besides the proxybin file? The proxyxml file has been similarly updated, but that doesn't help either.

Thanks,
Zach
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Re: Trials and Tribulations of Sound Editing

Unread postby jpetersjr » Fri Oct 03, 2014 7:51 am

Perhaps Mike Rennie might know the answer to this.
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Re: Trials and Tribulations of Sound Editing

Unread postby mrennie » Fri Oct 03, 2014 9:58 am

Zach, pm me the proxy files and I'll have a look at them.

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Re: Trials and Tribulations of Sound Editing

Unread postby Chacal » Fri Oct 03, 2014 10:00 am

1- if you are editing the proxyxml outside of RW-Tools, make sure your text editor saves in ANSI encoding, not Unicode.
2- Make sure the proxyxml and the proxybin are exactly the same.
3- Make sure your sound files are mono with the correct MHz (can't remember now).
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Re: Trials and Tribulations of Sound Editing

Unread postby nsl714 » Fri Oct 03, 2014 1:58 pm

In response to Chacal:
1. I edit in RW-Tools, so no worry there.
2. I was just editing the proxybin file, leaving the proxyxml alone. I corrected this this morning by running the proxybin files through serz.exe.
3. .wav files are mono, Frequency is 11025Hz.

The cars started crashing the game upon loading after making the proxyxml match the proxybin. It's either them or the .wav files themselves. Mike, you have a pm.

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Zach
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Re: Trials and Tribulations of Sound Editing

Unread postby nsl714 » Sat Oct 04, 2014 11:10 pm

After some finagling, the bell now works flawlessly, and the horn mostly does. (thanks Mike!) I now just need to trim/tweak the loop wav to make it smooth and adjust the starting time to separate the starting.wav and the loop.wav. (currently they play over each other). The end .wav plays reliably.

New problem though. I added a sound to play when the air compressor runs. I have a looped portion and a end portion. It will loop and run when the compressor runs...the first time. After that, it refuses to play. I select another car in the world and drain the air to the point of running the compressor, but it doesn't play there either. The code is as follows:
*snip*
I'm trying to think of how to go about this. Is there a detail I am missing, or would it be reliable to create an instance group with an exorbitant number of instances to work around?

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Zach
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Re: Trials and Tribulations of Sound Editing

Unread postby nsl714 » Tue Oct 14, 2014 10:51 pm

I can update the above to say that the compressor will run as many times as necessary...when the car is running singly, or already set up in trains. Uncoupling cars has no effect. What I have found is that the CompressorState control value goes to zero whenever a car is coupled. I can have two cars coupled, drain the air reservoir to the point of running the compressor from the physics engine standpoint. There is no sound. Uncoupling the car which you are located in from a cab standpoint starts the compressor. Recoupling stops the loop and triggers the "Shutting Off" oneshot. I tried the following combinations and here are the results:

Starting with 3 cars: Compressor runs fine.

Coupling 2 cars into 1 runs fine.

Coupling 1 car into 2 doesn't work. Uncoupling the car car which was coupled lets the compressor sound run. Coupling again turns it off. Uncoupling one of the two cars which were coupled to has no effect on the two remaining cars. The one car uncoupled has a compressor that runs until coupled back to the two cars which were uncoupled. Swapping to another train and back to the coupled three lets the compressor run.

2 to 2 cars. Doesn't work upon coupling. Uncoupling 3 makes it work in both sets of cars. Coupling the 3 to 1 lets it work

The consensus seems to be that attaching one car to any number of cars renders the compressor state stuck at zero. Any thoughts on the matter and how to resolve would be appreciated.

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Zach
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