Adding sound to wagon

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FrankD1
Getting the hang of things now
Posts: 11
Joined: Sat Dec 29, 2012 3:18 am
Location: Canada

Adding sound to wagon

Post by FrankD1 »

Hello again, so, continuing with my sleeping car model, nailed the right procedure for doors animation, finally working thanks to some of the nice people here in this forum, I am still at a loss when it boils down to adding the doors sounds and the interior cab, yes I have modeled a 3d interior, and interior camera views, there's nothing that I attempt to do...... that works!

For now I would be really happy if anyone could please tell me how to add the sounds.

I have some info from wiki and developer docs but, as usual, very little info and it doesn't really help :)

So....... I know what sounds I need , and I can convert them or actually the blueprint editor converts them, but then there's something I do that it doesn't jive with the blueprint editor.

I create two files one is a Generic audio control, the second one is a sound blueprint.

in the generic audio control I set the single sample sound = > Open_door (second one is =>Closing_door) I set the priuority, base volume, attenuation start distance, no further etc.etc. in the "Sample" section i set the pathname and the filename = RailVehicles\Passenger\WLABm\Audio\wagon\Closing_door.wav
RailVehicles\Passenger\WLABm\Audio\wagon\Open_door.wav

Since i need a oneshot sound i disergard all the otehr stuff such as curve , modifier, etc.etc. and in the oneshot section I add the Triggered oneshot open door or closed door etc. and I am done.

save this file and move to the next which is the sound blueprint .

in this file i name it and then in the description=>category I choose "exclude from browser list"

in the sound component I have: RailVehicles\Passenger\WLABm\Audio\wagon\WLABm.xml NOT SURE IF THIS IS CORRECT

and that's it!

in the wagon blueprint then I add in the Container component the Children = > Wagon sound and reference in the Bueprint ID my Provider name + Product and the path (in the blueprint ID) to my wagon sound RailVehicles\Passenger\WLABm\Audio\wagon\WLABm.xml

and then I am done but when I try to save I get an error!!

I hope someone could help me with thjis it is so frustrating to say the least.

Thank you!
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TjoeTjoe
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Re: Adding sound to wagon

Post by TjoeTjoe »

Maybe this tutorial helps you any further: http://www.christrains.com/ts_faq_sounds.html

Furthermore, do not put spaces in your childnode name, so WagonSound instead of Wagon sound.

Your wagon blueprint must reference the Sound blueprint, the Sound blueprint must reference the sound proxy (or generic audio as you call it). Read the very important remark in Chris Longhurst's Faq as listed above about NOT exporting Sound BP's from the BP editor directly.
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FrankD1
Getting the hang of things now
Posts: 11
Joined: Sat Dec 29, 2012 3:18 am
Location: Canada

Re: Adding sound to wagon

Post by FrankD1 »

Thanks TjoeTjoe, I understand now not to export these files but still I can export the whole model, now it actually exports it without any error , but, unfortunately still can't hear any sound.

I've checked Chris's tutorial but it doesn't shed any light on a standard one shot sound for a regular passenger car, the tutorial is good for an engine not for a wagon.

Anyway there's something that I am doing that is wrong for sure, one thing now I know is not to export the sounds file but I am stuck with the rest.

I hope anyone else can jump in and help me out.

Many thanks again for your kind input!
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ChrisBarnes
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Re: Adding sound to wagon

Post by ChrisBarnes »

If you could copy and paste the exported .proxyxml, sound blueprint .xml and wagon blueprint .xml contents into a code box each, I'll take a look through them and see if I can spot anything. :)

Chris
Just Trains BR 4, 5, 6, 7 and LNER K4 & V2 script and simulation author
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FrankD1
Getting the hang of things now
Posts: 11
Joined: Sat Dec 29, 2012 3:18 am
Location: Canada

Re: Adding sound to wagon

Post by FrankD1 »

Thanks Gentlemen, I've found the problem, I had forgotten fill in the "Controller name" in the blueprint which was empty. You had to set the trigger and that is: "DoorsOpenCloseLeft/Right" in the "Controller Name" of the oneshot sound.

Now I can move on the the setting up of the virtual cabin! :D
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