bristolian wrote: have successfully added sheep and Curlews to the route. However, I'd like to add the recording of some Lapwings, I've added a .dav file to the Audio section of Assets\Kuju|Railsimulator, but cannot select the dav in the World Editor. Where am I going wrong, do I need to edit some files?
Yes, or rather edit some "new" files to call for the Lapwings. By "new" I mean "new to the game", they can be copies of existing files that you modify to suit your sounds.
You have the Curlews playing in game, so looking at how that's done should give you a good start:
The Curlew "sound dome" comprises of:
Curlew.bin
Curlew.proxybin
Curlew.proxy.xml (essentially the same file with just a different extension--the game uses one in preference to the other buit I can't remember which way round it is)
Curlew.wav (the game will happily play .wav sounds, the conversion to .dav is not mandatory)
EVERY asset we use in the game is initially loaded by the game reading a .bin file, so let's look inside that Curlew.bin file with RW Tools.
Right at the top is the name we see in the available assets listing
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<?xml version="1.0" encoding="utf-8"?>
<cBlueprintLoader xmlns:d="http://www.kuju.com/TnT/2003/Delta" d:version="1.0">
<Blueprint>
<cSoundBlueprint>
<Name d:type="cDeltaString">FP Curlew (HD)</Name>
<BrowseInformation>
<iBrowseableBlueprint-cBrowseInformation>
<DisplayName>
<Localisation-cUserLocalisedString>
<English d:type="cDeltaString">FP Curlew (HD)</English>
about half way down the document is the reference to the proxy file; the file that defines how the sound is played.
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<SoundComponent>
<cSoundComponentBlueprint>
<ProxyName d:type="cDeltaString">UKTS_FP\Audio_Ambient\HD\Curlew</ProxyName>
Scroll down a bit more to find
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<GeometryID d:type="cDeltaString">UKTS_FP\Audio_Ambient\Markers\[00]icon_ambientsound_large</GeometryID>
which tells the game which "dome" to use.
All that lot, when read by the game, makes the sound available, and sets the foundations for a sound---not the sound itself, just it's sphere of influence if you like.
So, we'll go back to the top and drop down from the displayed name to look at the proxy.xml/proxy.bin file(s) with RW Tools.
Now it gets interesting... close to the top is:
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<Sample>
<kLoud-cSampleID>
<Pathname d:type="cDeltaString">UKTS_FP\Audio_Ambient\HD\</Pathname>
<Filename d:type="cDeltaString">UKTS_FP\Audio_Ambient\HD\Curlew.wav</Filename>
</kLoud-cSampleID>
</Sample>
the sound itself.
Then there's a load of techie stuff you can play about with to change the volume, at what distance from the sound you start to hear it etc, but for the purposes of just getting a sound in the game of no immediate importance.
The quickest test you could do to check your sound actually works is to rename the existing Curlew.wav file to Curlew.wav.ORIGINAL (or whatever makes sense to you; just add a new extension after the existing .wav one so the game doesn't even bother reading it. It also makes it dead easy to rename it back once the test is done)
Now copy your Lapwing.dav file into the folder and rename that to Curlew.wav and test the route you added the Curlew to. Now instead of a Curlew you should hear a Lapwing (it should work, if not convert it back to a true .wav format and try again)
If it plays OK, remove your sound and rename the .ORIGINAL file back to Curlew.wav.
Copy the Curlew.bin, Curlew.proxybin and Curlew.proxy.xml files to a folder you use for WIP stuff and edit away!