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Disable vehicle noises in fast-forward mode

Started by jamespetts, January 10, 2009, 12:26:01 AM

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jamespetts

This should be fairly simple to achieve - when in fast forward mode over a town, it can be very irritating to hear the same 'bus engine revving every second or so as one's 'busses frantically dart about the roads like ants after drinking too much coffee. It would be a great advance for player comfort if the sounds of accelerating vehicles (but not other sounds) could be automatically disabled in fast-forward mode.
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emaxectranspoorte

#1
I also support this extension requests... :) Hope I didn't upset anyone... :-\

Because it's kind of annoying with all those vrooms in fast-forward mode when you've got many busses to handle. :o

EDIT: Although I say to be able to manually disable and enable them... Sorry, jamespetts, on that one... :-[


KrazyJay

emaxectranpoorte, you probably won't upset anyone expressing your ideas. At most you'll be ignored ;). Personally I'm quite happy to see a larger group trying to improve Simutrans with their new and fresh ideas, and since we have people like Igor, VS, Prissi and many more safeguarding, don't be afraid anyone here would do Simutrans any harm we can't undo. Also for this request, if any patch writer would support this, I'd be happy to see it done.

/off topic

How to know/see if patches written are included in a nightly? Like many of Jamesepetts' patches, I'd love to see them implemented, but I'm totally not sure whether they're included in the nightlies I download...

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VS

Hm, you can check out the logs with svn... or some more friendly clients like Tortoise can show the log since last update. I can't think of any other simple way.

Best option would be to wire the code repo to ohloh or CIA and enjoy all the benefits of a complete analysis system that would take care of it without much work on our side. Hint hint... for prissi & tron, at least.

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

emaxectranspoorte

#4
Quote from: VS on January 10, 2009, 05:18:01 PM
Hm, you can check out the logs with svn... or some more friendly clients like Tortoise can show the log since last update. I can't think of any other simple way.

I thought Tortoise and svn were one and the same. Tortoise SVN. At least, that's what I saw. :-\

Quote from: VS on January 10, 2009, 05:18:01 PM
Best option would be to wire the code repo to ohloh or CIA and enjoy all the benefits of a complete analysis system that would take care of it without much work on our side.

:D If that's how you meant it, in a fun way. :-\

VS

On topic:
Sounds are annoying anyway. A solution would be to reduce volume according to station size and convoi arrivals from statistics... big stations provide a lot noise, too, even without fast mode.




Off topic:

Subversion aka svn is the whole system, and the team behind it makes a server, client, and some other utilities. But there are more clients than just the official one - Tortoise, some plugins for IDEs, text editors... The system is well documented and open, so it is in principle possible to replace any of the parts. It is a bit like browsers - IE, Firefox, Safari...

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

jamespetts

Another three possible solutions:

(1) make it possible to disable vehicle acceleration sounds independently of other sounds;

(2) reduce the volume of the sounds the further from the centre of the screen that the vehicle is; and

(3) have a minimum time in real-time seconds before a vehicle noise of the same type can be repeated.
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emaxectranspoorte

Quote from: VS on January 10, 2009, 08:05:22 PM

Off topic:

Subversion aka svn is the whole system, and the team behind it makes a server, client, and some other utilities. But there are more clients than just the official one - Tortoise, some plugins for IDEs, text editors... The system is well documented and open, so it is in principle possible to replace any of the parts. It is a bit like browsers - IE, Firefox, Safari...

Thanks for Clarifying that, VS.

VS

#8
Here's the patch - disgustingly simple, isn't it...

I recommend this "un-feature" if you want to repel some people from room. Build a line, fill with horses, turn on speakers and fast forward is it :D

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

emaxectranspoorte

#9
Quote from: VS on January 10, 2009, 09:05:21 PM
I recommend this "un-feature" if you want to repel some people from room. Build a line, fill with horses, turn on speakers and fast forward is it :D

:D ;) :D
By line you mean a transportation line, right? :-\ By horses you mean trams driven by horses (not electric), right? :-\

jamespetts

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VS

I wouldn't call it excellent, rather, simplistic :) No buttons in menu, no simuconf entries...

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

jamespetts

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VS

I hate the ruckus that usually can be heard in more developed and served areas... so finally some revenge!

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

prissi

Then the ching must go too; probably all sound should disable.

jamespetts

Quote from: prissi on January 19, 2009, 10:07:26 PM
Then the ching must go too; probably all sound should disable.

Not all sound, surely? The sounds generated by player actions (the click when selecting something, the doing when trying to do something prohibited, the building noises, etc.) should remain. Only the sounds generated by transport activity should be disabled.
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prissi

NEar a city there is always construction going on with city growth ... But I get the idea.

jamespetts

Quote from: prissi on January 19, 2009, 10:41:23 PM
NEar a city there is always construction going on with city growth ... But I get the idea.

I didn't think that there was any sound played when cities expanded of their own accord? If there is, I've never heard it.
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VS

Sorry, I forgot about income. Here is new version. (Although if you want to listen to money... :P )

I did not disable sounds generated as a response to player activity since these are not "multiplied" by faster time. Should they go, too?

My projects... Tools for messing with Simutrans graphics. Graphic archive - templates and some other stuff for painters. Development logs for most recent information on what is going on. And of course pak128!

jamespetts

Quote from: VS on January 20, 2009, 08:32:36 PM
Sorry, I forgot about income. Here is new version. (Although if you want to listen to money... :P )

I did not disable sounds generated as a response to player activity since these are not "multiplied" by faster time. Should they go, too?

In my view, no: they are useful feedback.
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