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Good afternoon, I would like to create ambient sounds first and then programmed ones, so those three things are essential, right? Just three things: .wav file and two blueprints Ambient Audio Control and Sound Blueprint.

 

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image.thumb.png.63e5177712eb78fd76a7ca8421b6cfa6.png

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The WAV file must be in this format;

TS 11.025 Hz, 16 bit, stereo

 

You can test it with one of my sounds WAV files. they wortk

 

 

I use this program;

https://www.audacityteam.org/

 

image.png

 

 

EDIT;

it is best to put the proxy XML in its own folder and to call it Proxy

image.png

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Actually, it can be 44.1kHz and SHOULD be mono.

 

You only really use stereo audio in the cab. Ambient sounds should be mono so that they can properly pan in 3D. They are also much easier to handle. 😉

Edited by Dwarsligger
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1 minute ago, Dwarsligger said:

Actually, it can be 44.1kHz and SHOULD be stereo.

 

You only really use stereo audio in the cab. Ambient sounds should be mono so that they can properly pan in 3D. 😉

I don't remember if TSC only allows sound in Stereo or Mono mode, I only remember that it was at 44100hz, little more than that.

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26 minuten geleden, Sjef61 zei:

But 44100hz Mono 16Bit PCM  is as it must be i understand from Dwarsligger for ambient sound

 

 

 

 

I understand, Thanks, so decided, 44100mhz mono and 16 bit for TSC in ambient sounds and even when you want to add the programmed ones

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This one of the few things that is properly documented in the official developer docs.

 

If using mono, the audio volume will automaticly get harder or softer if you get nearer or further from the object emanating it. When using stereo, one would need to use ListenerDistanceSquared and such to achieve that

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AHA...I saw it also in the official developer document.
 

EDIT;

 Just tested 44100hz Mono 16Bit PCM . It works fine the sound.

image.png

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18 uren geleden, Sjef61 zei:

AHA...I saw it also in the official developer document.
 

EDIT;

 Just tested 44100hz Mono 16Bit PCM . It works fine the sound.

 

Great, but the sound still doesn't work on mine, despite having the same settings as in the official DTG documentation.

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What kind of audio is it? I mean, is it like a constantly looping type, a random one-shot type, etc?

 

Also, is it added as a child to the scenery object that is supposed to emanate it?

 

Send me your file, I'll check it out and see what's wrong.

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13 minutes ago, Dwarsligger said:

What kind of audio is it? I mean, is it like a constantly looping type, a random one-shot type, etc?

 

Also, is it added as a child to the scenery object that is supposed to emanate it?

 

Send me your file, I'll check it out and see what's wrong.

Should I send you all the audio including the mesh?

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I've already found the problem. You didn't add the sound blueprint as a child to the scenery object, instead you've entered geometry into the sound blueprint.

I take it you want to have the object show up in the game, right?

 

Also, you only made the sound available in the top of the blueprint. You didn't added it as a loop or oneshot at the end of the blueprint.

 

Edit: Almost everything about the blueprint is wrong, you didn't enable it in any season and in any weather, and the end time of the sound was at midnight. Also, judging from the filename and content of the audio it is a station annoucement, yet this is a constantly looping sound. If it would work, the lady would have never stopped talking, she would be the most annoying woman on the planet.

 

Station annoucements should be done as random one-shots. You can even vary these or have them depend on the weather and/or season. You also need to define at which time the sound starts and ends. For station annoucements, you don't need them to play between, let's say 2AM en 6AM. You could have one that warns you for slippery platforms if the weather is set to rain, one that wishes you a merry christmas and a happy new year in the winter; the possibilities are endless. Actually very nifty and very underutilized by route builders.

 

But in order for that all to work, you DO need to enter all the blueprints correctly. Your blueprint is set like this: Play the sound constantly, Start at midnight, end at midnight. Don't appear if it's dry or rains or snows, don't play if it's spring, summer, autumn, or winter... No wonder it doesn't play... 😉

Edited by Dwarsligger
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This will work:

Source.rar

 

This one plays between 5:30am and 11:59pm in all seasons and all weathers. the sound blueprints and proxy are now correct and set to not appear by itself in the editor, instead, they are now added as a child to the new ES Altavoz.xml blueprint, which is what you select in the editor under sounds. So in the route editor you will select ES Altavoz under audio. If you want to change the name you select in the editorr, change the display name of THAT blueprint. This is what you place in the editor. The sound blueprint is referenced as a child, and that selects the proxy. Do this wrong and it won't even try to play. That was your first mistake.

 

* In these following screenshots, I've acidentally written 23:59pm and even 23:59am in my explanation in the black bold text, that obviously should both have been 11:59pm aka 23:59 in 24hr notation. Just ignore the am/pm part in the bold black text and it makes sense.

 

Your second mistake was to not enable it. You would have needed this:

 

Audio1.png.d0af573e8662b5ad1fcc2f0be6b27bf1.png

 

If you wanted a constant looping sound (most annoying woman in the world). But for a station annoucement, once every 3 minutes for instance is better. You would need to untick "IsLooped" in the Audio SAMPLE part at the top of the proxy, remove it from "Ambient loop", and add it to "Ambient random oneshot". So what you actually end up with is this:

 

Audio2.png.d9518d86d66a4e5b87945028318dc222.png

 

Don't forget to enable the appropriate seasons and weather types again.

 

You should now perfectly understand how to use normal station annoucements.

 

Bonus round: Now, let's say you want something fancy and want to have a different one for the winter. You would then untick winter in this blueprint and make a new blueprint where you ONLY tick winter. Then you add that blueprint to the scenery blueprint (in this case ES Altavoz.xml) as the second child. Same for rain, and so on and so on.

 

Or let's say you want one blueprint for all weather and all seasons, but you want variation, so you can get a random announcement each time. You would then go to the audio sample part of the proxy and remove the SingleSampleSound and replace it with a RandomSampleSound and add as much samples as you like that can randomly be picked to that. It will then play a different sound each time.

 

You should now understand all there is to know about ambient sounds, have fully mastered them, and be a pro at them. Congratulations.

Edited by Dwarsligger
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7 uren geleden, Dwarsligger zei:

This will work

 

This one plays between 5:30am and 11:59pm in all seasons and all weathers. the sound blueprints and proxy are now correct and set to not appear by itself in the editor, instead, they are now added as a child to the new ES Altavoz.xml blueprint, which is what you select in the editor under sounds. So in the route editor you will select ES Altavoz under audio. If you want to change the name you select in the editorr, change the display name of THAT blueprint. This is what you place in the editor. The sound blueprint is referenced as a child, and that selects the proxy. Do this wrong and it won't even try to play. That was your first mistake.

.......

 

I understand, I follow your steps and it will work in the next ones both the ambient sounds and the programmed ones (without needing to know Lua), right?

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Lua is only needed for trains and signals. You won't need it for ambient sounds. I've literally explained all there is to know about ambient sounds in above example.

 

Good luck!

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4 minutes ago, Dwarsligger said:

Lua is only needed for trains and signals. You won't need it for ambient sounds. I've literally explained all there is to know about ambient sounds in above example.

 

Good luck!

So, if I follow your steps, I can create ambient and programmed sounds, right?

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