Crossing Bell Change

Making, fixing and applying sound files.

Crossing Bell Change

Unread postby FoodMonsterGuy » Sat Sep 10, 2016 9:43 pm

Is it possible to change the bell sounds on default crossings?(Kuju, Sherman Hill, etc) Can't find audio folders for them.
A single track mind without proper signalling is a mind bound to derail.
User avatar
FoodMonsterGuy
 
Posts: 285
Joined: Fri Aug 08, 2014 4:43 pm
Location: Georgia, United States

Re: Crossing Bell Change

Unread postby RailfanKyle » Sat Sep 10, 2016 11:26 pm

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
Boo?
RailfanKyle
 
Posts: 278
Joined: Wed Jul 27, 2016 6:55 pm

Re: Crossing Bell Change

Unread postby buzz456 » Sun Sep 11, 2016 8:54 am

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.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20910
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Crossing Bell Change

Unread postby RailfanKyle » Sun Sep 11, 2016 10:54 am

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
Boo?
RailfanKyle
 
Posts: 278
Joined: Wed Jul 27, 2016 6:55 pm

Re: Crossing Bell Change

Unread postby buzz456 » Sun Sep 11, 2016 11:06 am

How can it have sound if it isn't told anything?
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20910
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Crossing Bell Change

Unread postby RailfanKyle » Sun Sep 11, 2016 11:28 am

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,
Boo?
RailfanKyle
 
Posts: 278
Joined: Wed Jul 27, 2016 6:55 pm

Re: Crossing Bell Change

Unread postby buzz456 » Sun Sep 11, 2016 10:23 pm

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?
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20910
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Crossing Bell Change

Unread postby bnsfsubdivision » Mon Sep 12, 2016 12:00 am

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
Kevin Schulz
Artist - Searchlight Simulations
User avatar
bnsfsubdivision
 
Posts: 822
Joined: Sun Feb 20, 2011 5:27 am

Re: Crossing Bell Change

Unread postby RailfanKyle » Mon Sep 12, 2016 1:26 am

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
Boo?
RailfanKyle
 
Posts: 278
Joined: Wed Jul 27, 2016 6:55 pm

Re: Crossing Bell Change

Unread postby buzz456 » Mon Sep 12, 2016 8:21 am

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.
Buzz
39 and holding.
"Some people find fault like there's a reward for it."- Zig Ziglar
"If you can dream it you can do it."- Walt Disney
Image
User avatar
buzz456
Site Admin
 
Posts: 20910
Joined: Sun Mar 21, 2010 8:30 am
Location: SW Florida

Re: Crossing Bell Change

Unread postby RailfanKyle » Mon Sep 12, 2016 1:25 pm

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
Boo?
RailfanKyle
 
Posts: 278
Joined: Wed Jul 27, 2016 6:55 pm

Re: Crossing Bell Change

Unread postby FoodMonsterGuy » Tue Sep 13, 2016 4:56 pm

Now I see. I should have looked further. !DUH! **!!bang!!**
A single track mind without proper signalling is a mind bound to derail.
User avatar
FoodMonsterGuy
 
Posts: 285
Joined: Fri Aug 08, 2014 4:43 pm
Location: Georgia, United States

Re: Crossing Bell Change

Unread postby BNEdward » Fri Sep 23, 2016 11:20 pm

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>
BNEdward
 
Posts: 87
Joined: Tue Jan 22, 2013 10:15 pm
Location: Lynnville, TN


Return to Sound Application

Who is online

Users browsing this forum: No registered users and 0 guests