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Insert PAs or ambient sounds to announce all kinds of information about the trains for stations and stops


Question

 

Hello, good afternoon, I have been thinking for a while that my test route needs sound in stations and therefore in reality there are PAs in stations and some stops, well I want to do the same in the game

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That is possible.

You need to make 2 blueprints and a pool for placing the sound marker.

 

1) Sound Proxy

1 (2).jpg

 

2) Sound Blueprint

1 (1).jpg

 

8.01 Audio Control and Blueprints.pdf

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That pdf that you attached is old, I need the one for TS2020, step by step and the explanation of how to create a blueprint for the sound

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8 minuten geleden, Ter160 zei:

 

That pdf that you attached is old, I need the one for TS2020, step by step and the explanation of how to create a blueprint for the sound

 

Sorry but that is al there is. I had to deal with is as well and i succeeded ?

 

Can sent you in a PM a working example.

 

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Yes, perfect

 

It is that I get lost, easily, it is very difficult, I try to make it simple and without problems, also the IGS file, I think that it is that first you have to create an audio with blender 2.83, which I do not know how to do

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Send you the examples in a PM.

All 5 are the same ambient sound examples .
If you chance the WAV file than you can use it in TS2020
IGS file is included for use in Blender.

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Apart from the .wav format in TS2021, is audio in mp3 format allowed for PAs?

 

On the other hand, the IGS file is not required to create the PA system and make it work in the game, right?

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It works only as given in example.

you can convert the mp3 stereo file in the blueprint2 editor.

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The question I have is that the sound created does not appear, besides I did what you told me, I don't know where the fault is.

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You have from me a working  Example and WAV files.

They are STEREO files .

 

https://simtogether.com/applications/core/interface/file/attachment.php?id=3615

 

Handy program for editing sound

https://www.audacityteam.org/

Edited by Sjef61
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I need help with my audio, your name does not appear in the game, and I did two blueprints

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If you look in the blueprint editor you see the name  and location

 

Edited by Sjef61
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Well, I do not know what happened that does not appear even though the exports did not give me an error when creating and exporting the two environmental blueprint audio and sound blueprint, I need you to review it, if you want I will give you the images of the two blueprints

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Blueprint are ok.

Do you see this?

And Yes, cklik option SjefAssets

afbeelding.png

 

afbeelding.png

Edited by Sjef61
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The previous thing also appears to me, but I do not see in the list of sounds of the game, my public address

 

And that I have the provider activated, but mine that I have created

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I need this screenshot

afbeelding.png

Source\SJEF\SjefAssets\stansim.

 

Assets\SJEF\SjefAssets\stansim.

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Source\SJEF\SjefAssets\stansim.

 

Assets\SJEF\SjefAssets\stansim.

 

????

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I don't understand the path of that capture provider is:  Source\Renfe465\Megafonía de Prueba Feve and route Assets is: Assets\Renfe465\Megafonía de Prueba Feve

Edited by Ter160
Add more information
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Thats wrong and won 't work

I made it for Source\SJEF\SjefAssets\stansim

 

afbeelding.png

 

 

If you do use youre own path, you must change all the paths in the blueprint also!

And you have to make a new IGS output for the pole with the new texture path.

 

 

Edited by Sjef61
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If I create an audio with blender 2.83 for RW the speaker I have to convert it into a mesh, which I don't know how to do for that, you also said that you don't have to create an audio with blender and export it to IGS, but create two blueprints.

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Yes.
I gave you 5 working examples with the sound pole 3DS file and IGS and  XML files

This IGS file is a normal object (Poly) for placing the sound proxy.


I gave you the right path to place the source files in.
So, whats the problem?
 

Snap 2020-09-25 at 23.50.37.jpg

 

afbeelding.png

 

 

Edited by Sjef61

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