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In my search of making the perfect sound file for my E6 (made up of clips from various engines) has me looking at sound sets puzzled. For example the extended startup sounds for one file start at clip 63 (my E6) and another a blue goose, starts at 55. The same holds true for the announcement played when the PFA key is pressed (in this case, arriving sounds for a passenger train) on the E6, that clip is #105 on the blue goose its 100. Also, the clips on the blue goose appear to be in some kind of order (ie clip 100 is the arriving sound, 101 is departing ect. Clip 91 is the departing announcement on the E6) on the goose file starting at 103 it has the sounds as they'd play during the PFA sounds. Not sure why this is and if the different numbers means anything. Side note, I tried to extend the extended start up passed clip 63 and it didn't work. Any ideas on this? 

Another question: Why is there a bunch of empty space in the sound file (clips 54-61 are empty)?

For a quick list of what I'd like:

A few clips of crew talk after the blow down on the extended start up sequence. (1:29-1:35 of video, reference only)

Longer shut down sequence (with some additional steam let off sounds)

A few clips of crew talk during the final stage of PFA (right before the engine moves) 

A short whistle to blow right when the train stops in PFA mode. 

"Now arriving on the advertised" crew talk after the arrival announcement on the PFA (before bell rings. FEF and Blue Goose have this sound)

Welcome to (insert destination here) in the PFA sounds 

Video of PFA sounds I'm looking to have. (Starts at 0:32). 1:15 here for ending sounds. 

Quillable whistle (Don't think this is possible on this engine though since clip 3 is taken, its a water hatch opening sound)

Short whistle sound 

I've thought about using either the northern or the goose file as a base and putting the E6 specific sounds in it. That way I'd cross over at least 2 things off my list right away. 

Looks like the "Now arriving on the advertised, welcome to and destination are on clips 124-126 and the short whistle is on clip 41 (used the goose sf for this). On my E6 file, 124-126 are part of the train wreak sequence (a stupid feature) and clip 41 is the dynamo shutting off sound. 

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Last edited by Trainlover9943
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In my search of making the perfect sound files for my E6 (made up of clips from various engines) has me looking at sound sets puzzled. For example the extended startup sounds for one file start at clip 63 (my E6) and another a blue goose, starts at 55. The same holds true for the announcement played when the PFA key is pressed (in this case, arriving sounds for a passenger train) on the E6, that clip is #105 on the blue goose its 100. Also, the clips on the blue goose appear to be in some kind of order (ie clip 100 is the arriving sound, 101 is departing ect. Clip 91 is the departing announcement on the E6) on the goose file starting at 103 it has the sounds as they'd play during the PFA sounds. Not sure why this is and if the different numbers means anything. Side note, I tried to extend the extended start up passed clip 63 and it didn't work. Any ideas on this? 

It's likely due to PS2 3v vs 5v

Matt, changing these sounds files get to be a bit of an art and there things that can and can't be done. With enough experimentation, you'll get there.

The way I understand it (and Mark can correct me if I'm wrong) that the clip number merely exists as a reference point and the thing to really pay attention to is the "Start" & "End" memory addresses.

I think that the firmware in the boards look for specific memory locations to play when initiating start up and shut downs. These location are predetermined and it may not be possible to insert a clip in between and fool the board into playing those extra inserted clips. I know when modifying Railking PS3 engines to include the quillable whistle, Clip 3 had to be empty otherwise the whole addition of a quilliable whistle wouldn't work.  On my older RK big boy with PS3 I actually had to grab a whole new file from a newer RK big boy just to have this clip location open and then I inserted a quillable whistle from a newer Premier big boy file. Worked awesome!

It may be a matter of modifying the actual audio of  clip you want to insert using other softwre (Mark discusses this on his website also) to directly insert those extra sounds.  That makes two problem for you though. These are 5v files which only have 1MB of storage and you'll run out of space fast. The next issue is that if you modify the audio in the clip, that audio will be played like that for other sequences where that same clip is used.

Again, Mark knows this much better than I and he is the top resource. Good luck with your experimentation, I am sure you are only a few engine uploads from a break through!

Last edited by H1000
@H1000 posted:

Matt, changing these sounds files get to be a bit of an art and there things that can and can't be done. With enough experimentation, you'll get there.

The way I understand it (and Mark can correct me if I'm wrong) that the clip number merely exists as a reference point and the thing to really pay attention to is the "Start" & "End" memory addresses.

I think that the firmware in the boards look for specific memory locations to play when initiating start up and shut downs. These location are predetermined and it may not be possible to insert a clip in between and fool the board into playing those extra inserted clips. I know when modifying Railking PS3 engines to include the quillable whistle, Clip 3 had to be empty otherwise the whole addition of a quilliable whistle wouldn't work.  On my older RK big boy with PS3 I actually had to grab a whole new file from a newer RK big boy just to have this clip location open and then I inserted a quillable whistle from a newer Premier big boy file. Worked awesome!

It may be a matter of modifying the actual audio of  clip you want to insert using other softwre (Mark discusses this on his website also) to directly insert those extra sounds.  That makes two problem for you though. These are 5v files which only have 1MB of storage and you'll run out of space fast. The next issue is that if you modify the audio in the clip, that audio will be played like that for other sequences where that same clip is used.

Again, Mark knows this much better than I and he is the top resource. Good luck with your experimentation, I am sure you are only a few engine uploads from a break through!

Thanks for your input and info. I'm really enjoying this program, I'm really hoping I can get what I want in my sound file.

I added the crossing sound to the engine. While it works when using the soft key on the remote. I had to replace clip 42 which was a steam idling sound that plays in the extended start up and shut down sequences. Well, you guessed it, it (the xing sound) now plays in the extended start up/shut down sequences. More than I bargained for. Looks like I can't have the crossing sound. (I tried to put it in clip 255 alone and it didn't play on the softkey). 

Last edited by Trainlover9943

A little update tonight. I tried to use a RK berk as a base for the sounds I want. While it worked, I got the crossing signal to work correctly, it just wasn't the same. The E6 file had some personality that I really liked. I'm back to using that file (without the crossing signal). So far its alright. Although I'd still like my list above if possible. 

A little update tonight. I tried to use a RK berk as a base for the sounds I want. While it worked, I got the crossing signal to work correctly, it just wasn't the same. The E6 file had some personality that I really liked. I'm back to using that file (without the crossing signal). So far its alright. Although I'd still like my list above if possible. 

As said before, I have noticed that PS2 3v  and PS3 files have more flexibility than ps2 5v. Honestly, for you to have that list, you might have to covert the engine.

As said before, I have noticed that PS2 3v  and PS3 files have more flexibility than ps2 5v. Honestly, for you to have that list, you might have to covert the engine.

They do, theres no denying that. Especially if I want quilling whistle, PS3 is the way to go. I'm thinking of giving the northern (or blue goose) base file a try since those truly have what I'm after. 

@H1000 posted:

Good luck with your experimentation, I am sure you are only a few engine uploads from a break through!

You're correct. I redid the file again (this time using the FEF as the base) and I'm getting VERY close to what I want! I got my welcome and now arriving on the advertised sounds. I also got the crossing sound and short whistle added correctly. Still would like more of a shut down sequence with the 6 key (the goose file offers that) so I'm really close. If I was to keep this file, I'd still have some small edits to make, on the PFA arrival and departure sounds, the end of the clip is cut off. On the FEF and the goose file, the arrival/departure and the train name are two different clips, on the E6 file it's one long clip. Also, I left some of the oil adding sounds which I'll have to replace since this is a coal burner. I think if I used the blue goose file as a base that'll do it. 

Last edited by Trainlover9943
@H1000 posted:

Matt, Once you find a file that has the features you want, You should be able to swap the audio clips to get the features with the desired sounds. The engine name will be wrong but that is easily changed in the remote or app.

The trouble is that I have to combine clips from various files to get the specific sounds I want out of the engine during the extended start up/shut down sequence and PFA. The name has been the name programmed into the board originally when I readd it. (Scale Atlantic it shows up as which works for me.) 

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