Trophies and Medals Ter160 5 Posted February 3 Share Posted February 3 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. Screenshot: Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/ Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,362 Posted February 4 Share Posted February 4 @Ter160 Send you a DM Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23440 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 You are very kind, since none of the Discord servers answer my questions, which as always are one by one and not all at once, I think it is best that we continue here. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23445 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 (edited) I don't understand why the sound doesn't work, but the exported mesh appears Edited February 8 by Ter160 Change of screenshot Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23447 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,362 Posted February 8 Share Posted February 8 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/ EDIT; it is best to put the proxy XML in its own folder and to call it Proxy Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23448 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 8 Share Posted February 8 (edited) 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 February 8 by Dwarsligger Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23449 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 The sound is not in the result of the sound blueprint, in the rest of course it is heard perfectly. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23450 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 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. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23451 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,362 Posted February 8 Share Posted February 8 You can experiment. I use stereo and channel 1 and 2 are the same for ambient sound Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23453 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 57 minuten geleden, Sjef61 zei: You can experiment. I use stereo and channel 1 and 2 are the same for ambient sound I understand Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23454 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 Which of the following audio quality is supported? Default 16 bit, 24 bit or 32 bit Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23455 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,362 Posted February 8 Share Posted February 8 I use always this . But 44100hz Mono 16Bit PCM is as it must be i understand from Dwarsligger for ambient sound Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23456 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 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 1 Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23457 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 8 Share Posted February 8 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 Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23458 Share on other sites More sharing options...
0 Trophies and Medals Sjef61 2,362 Posted February 8 Share Posted February 8 AHA...I saw it also in the official developer document. EDIT; Just tested 44100hz Mono 16Bit PCM . It works fine the sound. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23459 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 8 Author Share Posted February 8 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. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23460 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 8 Share Posted February 8 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. Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23461 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 9 Author Share Posted February 9 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? Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23462 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 9 Share Posted February 9 (edited) Yes, please give me all the files in the object's source folder. Edited February 9 by Dwarsligger Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23463 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 9 Author Share Posted February 9 6 minutes ago, Dwarsligger said: Yes, please give me all the files in the object's source folder. No problem Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23464 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 9 Author Share Posted February 9 Well, there you have it. ES Sonido Prueba.zip Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23465 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 9 Share Posted February 9 (edited) 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 February 9 by Dwarsligger Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23466 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 9 Share Posted February 9 (edited) 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: 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: 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 February 9 by Dwarsligger 1 Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23467 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 9 Author Share Posted February 9 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? Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23468 Share on other sites More sharing options...
0 Trophies and Medals Dwarsligger 258 Posted February 9 Share Posted February 9 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! Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23469 Share on other sites More sharing options...
0 Trophies and Medals Ter160 5 Posted February 9 Author Share Posted February 9 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? Link to comment https://simtogether.com/forums/topic/2786-create-ambient-sounds/#findComment-23470 Share on other sites More sharing options...
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Ter160 5
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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Ter160
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
Dwarsligger
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
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