Changing horns in Locomotion

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QR National Pty Ltd
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Changing horns in Locomotion

Post by QR National Pty Ltd »

Howdy gents!

Being fairly new to the game, im still getting my feet wet, so please forgive me for any wrong doings I might do.

Basically, I have messed around a bit with MSTS2Lomo and noticed there is the option of selecting which horn will be played. Now, no offence to our British friends, but Im not the greatest fan of their trains. So I was woundering, could it be possible to change out the horns instead of just having 1 American style "Nathan P series" horn (as it comes in the game) and putting an extra 2 horns with some variety?

Do the horns need to have any sort of modifications like in MSTS or are they pretty much able to be cut and pasted from a real life recording?

Thanks a lot for any help!
Cheers,
Mike
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Seelenquell
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Post by Seelenquell »

there are snd*.dat files. these are the sounds of the game. use locotool on them to get a wav-file. when you open this wav, you see what codec is used etc. :)
i did all models/renderings/textures myself. no conversions.

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QR National Pty Ltd
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Post by QR National Pty Ltd »

Thanks mate! :) I'll look into it!!
Cheers,
Mike
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Sebastian Styrnol
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Post by Sebastian Styrnol »

Now that's pretty cool! I see the potential for a whole new audio world within LoMo...

Wait a sec, can you get them back into the .dat file with locotool as well??? :oops:
Cheers, Sebastian

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Seelenquell
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Post by Seelenquell »

yes AFAIK if there is the same codec-frequency-mono-sound i think this could be true :)
i did all models/renderings/textures myself. no conversions.

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Post by chevyrider »

Sebastian Styrnol wrote:Now that's pretty cool! I see the potential for a whole new audio world within LoMo...

Wait a sec, can you get them back into the .dat file with locotool as well??? :oops:
Drag the changed XML file on locotool.exe again, and you have the new dat.
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Post by Illegal_Alien »

And the goodpart is; You can ADD them instead of REPLACING :P Yuo only will have an extra .dat file with the sound.
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Post by TTDXnut »

Illegal_Alien wrote:And the goodpart is; You can ADD them instead of REPLACING :P Yuo only will have an extra .dat file with the sound.
If you add a sound, how will it get used if there's no reference to it?

For example, here's a snippet from the Baldwin locomotive dat:
<useobject desc="startsnd" class="1">SNDS1 </useobject>
<useobject desc="soundeffect[0]" class="1">SNDW1 </useobject>
<useobject desc="soundeffect[1]" class="1">SNDW4 </useobject>
Each capitalized word is the name of a .dat file located in the ObjData folder. So it seems to me that if you were to add a new sound (new file name), such as a locomotive horn, you'd have to change the dat file to point to that new sound file for each locomotive you wanted to use it.
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Post by Seelenquell »

correct AFAIK
i did all models/renderings/textures myself. no conversions.

seelenquell.pytalhost.com has been reactivated from 16/07/28 till 18/05/31.. now it´s deactivated. at least there..
new URL is: http://seelenquell.125mb.com
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Post by Kikko »

I don't want to start a new topic for my problem, so is write it here. How can I add new sound for locomotives?
The xml part is clear, the sound file name has to be added to the xml of the locomotive.
But I can't create a working sound file. I tried a 352 kbps bit rate, PCM, 22KHz, 16 bit mono wav file, but it only sounds like a jetplane.
What should I do? What program should I use for converting wav files for the best quality? What changes required in the xml of the sound file?
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