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Adding birdsong to a route.

Posted: Tue Feb 05, 2019 3:04 pm
by bristolian
Good afternoon,

I'm toying with the idea of adding some native birdsong that I've recorded to a route, can someone please tell me what is the process I need to follow to do so?.

Thanks in advance.

Very Best Wishes,
Bob.

Re: Adding birdsong to a route.

Posted: Tue Feb 05, 2019 3:33 pm
by 749006
If you were to find a route that has background noises - I know the NNL does in places - have a look and see how it works.

Might be just a dav file which the train triggers at a point on the route

Peter

Re: Adding birdsong to a route.

Posted: Tue Feb 05, 2019 5:32 pm
by bristolian
749006 wrote:If you were to find a route that has background noises - I know the NNL does in places - have a look and see how it works.

Might be just a dav file which the train triggers at a point on the route

Peter

Thanks Peter.

Re: Adding birdsong to a route.

Posted: Tue Feb 05, 2019 7:12 pm
by Carinthia
Lineside sounds are usually generated by "sound domes".

There is a large collection of add-on sounds available in the UKTS Free Packs - the one concerned is called "Ambient Audio". There are a number of bird sounds included and maybe you will find your work has been done for you. If not, it might start you in the right direction.

See https://www.uktrainsim.com/FreewarePack ... ientAudio1

John

Re: Adding birdsong to a route.

Posted: Tue Feb 05, 2019 7:14 pm
by bristolian
Carinthia wrote:Lineside sounds are usually generated by "sound domes".

There is a large collection of add-on sounds available in the UKTS Free Packs - the one concerned is called "Ambient Audio". There are a number of bird sounds included and maybe you will find your work has been done for you. If not, it might start you in the right direction.

See https://www.uktrainsim.com/FreewarePack ... ientAudio1

John

Thanks John :).

Re: Adding birdsong to a route.

Posted: Tue Feb 05, 2019 9:28 pm
by bristolian
Good evening,

Further to the above, I've downloaded the ambient sounds from UKTS, and 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?

Thanks in advance.

Very Best Wishes, Bob.

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 5:08 am
by Carinthia
I think you will need to create your own sound dome to achieve that, but I am afraid I don't have the knowledge of doing so. Maybe the place to ask is TrainSimDev: http://www.trainsimdev.com/forum/viewforum.php?f=8 . They are a pretty helpful and friendly crowd there.

John

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 8:14 am
by bristolian
Carinthia wrote:I think you will need to create your own sound dome to achieve that, but I am afraid I don't have the knowledge of doing so. Maybe the place to ask is TrainSimDev: http://www.trainsimdev.com/forum/viewforum.php?f=8 . They are a pretty helpful and friendly crowd there.

John

Thanks John, I used to frequent there, but had forgotten them :).

Very Best Wishes,
Bob.

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 1:01 pm
by gptech
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

Code: Select all

<?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.

Code: Select all

			<SoundComponent>
				<cSoundComponentBlueprint>
					<ProxyName d:type="cDeltaString">UKTS_FP\Audio_Ambient\HD\Curlew</ProxyName>
Scroll down a bit more to find

Code: Select all

					<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:

Code: Select all

					<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!

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 1:03 pm
by bristolian
gptech wrote:
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 with RW Tools.

Right at the top is the name we see in the available assets listing

Code: Select all

<?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.

Code: Select all

			<SoundComponent>
				<cSoundComponentBlueprint>
					<ProxyName d:type="cDeltaString">UKTS_FP\Audio_Ambient\HD\Curlew</ProxyName>
Scroll down a bit more to find

Code: Select all

					<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
Now it gets interesting... close to the top is:

Code: Select all

					<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!
Thanks for taking the trouble to explain, in great detail, what to try.

Very Best Wishes,
Bob.

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 2:54 pm
by gptech
You're welcome; I'm by no means an expert but the above is basically the steps we have to go through to find out how anything works---a bit of a paper chase at times, one file leading to another, and then another but once you get your head round how it all hangs together it does make a certain kind of sense. Don't hesitate to ask if you need anything clarifying!

Are you intending to release the birdsong sounds? I'd certainly be interested if you are.

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 8:03 pm
by bristolian
gptech wrote:You're welcome; I'm by no means an expert but the above is basically the steps we have to go through to find out how anything works---a bit of a paper chase at times, one file leading to another, and then another but once you get your head round how it all hangs together it does make a certain kind of sense. Don't hesitate to ask if you need anything clarifying!

Are you intending to release the birdsong sounds? I'd certainly be interested if you are.
Indeed, yes I'll gladly upload them if I can get them to play nicely, as it were :).

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 10:26 pm
by bristolian
bristolian wrote:
gptech wrote:You're welcome; I'm by no means an expert but the above is basically the steps we have to go through to find out how anything works---a bit of a paper chase at times, one file leading to another, and then another but once you get your head round how it all hangs together it does make a certain kind of sense. Don't hesitate to ask if you need anything clarifying!

Are you intending to release the birdsong sounds? I'd certainly be interested if you are.
Indeed, yes I'll gladly upload them if I can get them to play nicely, as it were :).

The Lapwings are playing nicely :). Next, how do I add them to the UKTS Freeware Packs for download?.
Thanks, once again, for your invaluable help.

Very Best Wishes,
Bob.

Re: Adding birdsong to a route.

Posted: Wed Feb 06, 2019 11:29 pm
by gptech
bristolian wrote: how do I add them to the UKTS Freeware Packs for download?.
You don't, as they're not part of the pack :)

You could submit them for inclusion with a new release of the pack of course, but whether they're actually still being supported is guesswork---Jim's a bit like the Lord Lucan of TS and slipped out of sight quite some time back.

To keep things tidy, and really the UKTS Freepack folders should be reserved just for the contents as downloaded, you now need to find an alternative location for them---I got you to use the Curlew files as they were proven to be working by yourself so any issues would therefore be just with your sounds themselves (and you thought it was going to get easy?? :wink: )
There's very little in the Freepacks that isn't directly ported over from the default game files, the icon_ambientsound_large file referenced by Curlew.bin is just a copy of the default file located in ..\\Kuju\RailSimulator\Audio\Markers. The files were copied out and pasted into their Freepack folder structure as a sort of insurance against any revisions to the core game messing them up as much as anything.

Right, now for the hardest job of all: deciding whether you want to have your own Provider/Product folders or are happy to have your sounds mixed in with all the others. Having your own folders does mean it's easier to manage things, certainly as there are a lot of sound files already in the game.

If you went for your own folders you'd just create a new folder in the Assets folder--name it Bristolian, or Bob, or Bloke from Bristol now living in St Ives....anything you like as long as it's one your happy with and would be happy with for a considerable time as (hopefully) you'll be adding much more to it.

Let's say you go with Bristolian; in that folder you'd create another new folder named Audio, and in that Audio folder one named Birdsong--or BirdSong, how you name things is entirely up to you as long as it makes sense and follows logical steps, so a path along the lines of ..\Assets\Bristolian\Audio\Ambient\UK\BirdSong is just as valid if you wanted to differentiate/nest it further.
Whatever you name the folder for the sounds, just copy your 4 Lapwing files over into that (you aren't going to delete any working files until it's proven that the re-located ones work)

Now you have to go through the editing once more, in Lapwing.bin change the displayed name--doesn't need to be a big change, just enough for now to distinguish it from the version you have in the Freepack and once all is working properly and the 'proof of concept' files removed then it can be edited once more.
Change the path to the proxy file, and the path to the icon.

Next edit those proxy files to point to the new location.

I know that all seems a long way round, and working on multiple files isn't the easiest job so if you'd want me to do the editing I'll happily do so. I'd also be able to knock together a better 'step-by-step' guide which you could follow for any future sounds, which would easily be produced by copying and editing your Lapwing files to suit. You could make them available on a hosting site such as DropBox and send me a link, or e-mail them as attachments to gptechuk2000@yahoo.co.uk if that's how you'd like to go.

Whichever way you choose to go (and it's entirely up to you, don't feel under any obligation or pressurised) you'll soon have something that works just as youwant it to, is manageable and 'addable to' and easy to distribute.

Re: Adding birdsong to a route.

Posted: Thu Feb 07, 2019 6:57 am
by bristolian
gptech wrote:
bristolian wrote: how do I add them to the UKTS Freeware Packs for download?.
You don't, as they're not part of the pack :)

You could submit them for inclusion with a new release of the pack of course, but whether they're actually still being supported is guesswork---Jim's a bit like the Lord Lucan of TS and slipped out of sight quite some time back.

To keep things tidy, and really the UKTS Freepack folders should be reserved just for the contents as downloaded, you now need to find an alternative location for them---I got you to use the Curlew files as they were proven to be working by yourself so any issues would therefore be just with your sounds themselves (and you thought it was going to get easy?? :wink: )
There's very little in the Freepacks that isn't directly ported over from the default game files, the icon_ambientsound_large file referenced by Curlew.bin is just a copy of the default file located in ..\\Kuju\RailSimulator\Audio\Markers. The files were copied out and pasted into their Freepack folder structure as a sort of insurance against any revisions to the core game messing them up as much as anything.

Right, now for the hardest job of all: deciding whether you want to have your own Provider/Product folders or are happy to have your sounds mixed in with all the others. Having your own folders does mean it's easier to manage things, certainly as there are a lot of sound files already in the game.

If you went for your own folders you'd just create a new folder in the Assets folder--name it Bristolian, or Bob, or Bloke from Bristol now living in St Ives....anything you like as long as it's one your happy with and would be happy with for a considerable time as (hopefully) you'll be adding much more to it.

Let's say you go with Bristolian; in that folder you'd create another new folder named Audio, and in that Audio folder one named Birdsong--or BirdSong, how you name things is entirely up to you as long as it makes sense and follows logical steps, so a path along the lines of ..\Assets\Bristolian\Audio\Ambient\UK\BirdSong is just as valid if you wanted to differentiate/nest it further.
Whatever you name the folder for the sounds, just copy your 4 Lapwing files over into that (you aren't going to delete any working files until it's proven that the re-located ones work)

Now you have to go through the editing once more, in Lapwing.bin change the displayed name--doesn't need to be a big change, just enough for now to distinguish it from the version you have in the Freepack and once all is working properly and the 'proof of concept' files removed then it can be edited once more.
Change the path to the proxy file, and the path to the icon.

Next edit those proxy files to point to the new location.

I know that all seems a long way round, and working on multiple files isn't the easiest job so if you'd want me to do the editing I'll happily do so. I'd also be able to knock together a better 'step-by-step' guide which you could follow for any future sounds, which would easily be produced by copying and editing your Lapwing files to suit. You could make them available on a hosting site such as DropBox and send me a link, or e-mail them as attachments to gptechuk2000@yahoo.co.uk if that's how you'd like to go.

Whichever way you choose to go (and it's entirely up to you, don't feel under any obligation or pressurised) you'll soon have something that works just as youwant it to, is manageable and 'addable to' and easy to distribute.
Many thanks for your help - I've created an archive and hosted it here https://mega.nz/#!OQlUkQzR!psKeXA2z7Wa3 ... jU5H5S3nLQ for anyone who'd like to try it.

Inside the archive is an Assets folder, which'll need copying into your Railworks folder. To use, select Bristolian in the Provider list. Constructive criticism is welcomed :).

Very Best Wishes,
Bob.