For those interested how this is done.
Weather blueprints all point to an audio controller, for instance when you pick "Stormy Rain" it's reading "RW_Stormy_HeavyRain.bin" in the RailSimulatorCore/Weather folder. I didn't change anything in that file.
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<Name d:type="cDeltaString">IL_Stormy_HeavyRain</Name>
<AudioControl d:type="cDeltaString">Kuju\RailSimulatorCore\Audio\Weather\Weather</AudioControl>So after more and more reading and deciphering the VERY vague Railworks Wiki.. It dawned on me... "Why not just re-write the weather audio control as an ambient audio control instead. How will the game know the difference?" .. And thus the roadblock was clear. Ambient audio controllers can not only do ambient loops (the rain) they also allow you to do RandomOneShot audio events (the thunder and lightning) all in the same blueprint. It's a wonderful thing.
Sounds simple, but being as I knew nothing of how the audio engine in this game works when I tackled this, and trying to decipher what's left in the Railworks wiki, and learn how to deal with the not very nice interface of the blueprint editor (and a lot of manual notepad editing) this took place over many of hours.
Now I need to go get some coffee and I'm going to add in some wind, and hopefully pack up a beta or something.