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The status of sound folder in pak128

Started by uci, February 20, 2018, 08:38:26 AM

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uci

Most WAV files in "pak128\pak128.prototype\sound" folder are taken from pak64: boing.wav,cash.wav,click.wav,dock.wav,explosion.wav,gavel.wav,jackhammer.wav

and also

aircraft-jet_stop.wav  = comet-jet.wav
engine-start-diesel_d.wav = truck.wav
engine-start-diesel-1.wav = bus.wav
train-horn-steam-0.wav = steam.wav
train-horn-diesel-0.wav = diesel.wav

Looking more deeply I noticed several wrong references. Below is a list of files which should be slightly changed to have proper sounds in game (instructions included).


sound[0] in sound.tab not used
sound[1] in sound.tab used by ships (it is a truck sound!)

Replace
sound[1]=engine-start-diesel_d.wav -> sound[1]=ship-horn_a.wav
in sound.tab


sound[2] in sound.tab not used
sound[3] in sound.tab not used
sound[4] in sound.tab not used
sound[5] not defined in sound.tab, but it is referenced by all airplanes

Add line
sound[5]=aircraft-jet_stop.wav
to sound.tab


engine-start-diesel-1.wav is used by 3 airplanes (it is a bus sound!)

In
pak128\vehicles\airplanes\sac-boeing_b-377.dat
pak128\vehicles\airplanes\sac-douglas_dc-5_128_set.dat
pak128\vehicles\airplanes\sac-douglas_dc-6_128_set.dat
replace   
sound=engine-start-diesel-1.wav -> sound=5


engine-start-petrol-0.wav not used
horsegallop2.wav not used
train-horn-diesel-0.wav is used by 3 road trucks (it is a train sound!)

In
pak128\vehicles\road-cargo\sentinel_cement_lorry.dat
pak128\vehicles\road-cargo\sentinel_goods_lorry.dat
pak128\vehicles\road-cargo\sentinel_wood_lorry.dat
replace
sound=train-horn-diesel-0.wav -> sound=engine-start-diesel-0.wav


train-horn-steam-0.wav is used by several ships (it is a train sound!)

In
pak128\vehicles\ships-cargo\mhz-c11c_bulk_barge.dat
pak128\vehicles\ships-cargo\mhz-c11c_wood_barge.dat
pak128\vehicles\ships-cargo\mhz-p11c_bulk_boat.dat
pak128\vehicles\ships-cargo\mhz-p11c_wood_boat.dat
pak128\vehicles\ships-cargo\rvg-steam_goods_ship_0.dat
pak128\vehicles\ships-ferries\rvg-steam_passanger_ship_0.dat
replace
sound=train-horn-steam-0.wav -> sound=ship-horn_a.wav

And also in
pak128\vehicles\ships-cargo\rvg-sail_goods_ship_0.dat
pak128\vehicles\ships-ferries\rvg-sail_passanger_ship_0.dat
pak128\vehicles\ships-ferries\sail_post_ship_0.dat
replace
sound=train-horn-steam-0.wav -> sound=-1

May I ask to add following ambiental and crossing sounds from pak64 into pak128\pak128.prototype\sound folder?
arctic.wav,crossing.wav,desert.wav,forest.wav,tropic.wav,Water.wav

Ambiental sounds are produced at cursor position after 13 seconds of no movement
( https://forum.simutrans.com/index.php?topic=9855.msg93225#msg93225 )

Also add line
sound=crossing.wav
to pak128\infrastructure\road_rail_crossings\RoadTrackCrossing.dat
(once, under the fast crossing object)

gauthier

I'll look into this, thanks for reporting. (There aren't actually people who are sadistic enough to play Simutrans with sounds, are there ?).

uci

Why do you think I spent time fixing this mess? ;)

Pak128 has very few sounds implemented, mostly vehicles. This is quite boring. But I hope we follow the path of pak128.Britain and assign lots of distinct sounds to many factories and vehicles (almost 200 in that pak). This would be fantastic.

Sounds is an important part of the game. It helps setting the mud, especially for newbies. Several Simutrans objects are capable of producing sounds: ambiental, way crossings (approaching vehicle), factories (producing goods), vehicles (departing stations). Sounds bring more life to the game.

I know sounds are not that great in Simutrans, but they fit very well with its retro style. Simutrans is a gem as it is.

Not everybody like sounds. For them there is a mute button. :)

P.S. See my previous attempt (7 years ago!)

https://forum.simutrans.com/index.php?topic=7184.msg69404#msg69404

gauthier

I have absolutely no knowledge of how to find sounds to add in the pak. If you can find a collection of nice sounds for pak128 I would gladly add them  ;)

uci

An easy start would be to import some sounds from pak64 and pak128.Britain-ex. Is there a legal issue with this?

Isaac Eiland-Hall

I use Sound Dogs for my theatrical needs - the EULA seems to indicate we can use them for games:

https://www.sounddogs.com/sound-effects-eula

I hadn't really thought about it before for Simutrans, flatly assuming that the rights probably wouldn't be cheap - but looks like they could well be.

If you poke around the site, it's easy to download a preview of "low quality", although I've found those to be of sufficient quality to run a theatrical production from --- although I've gone back and purchased the sound effects I ended up using, of course.

I guess part of the problem might be: can someone come up with a list of all the possible sound effects that might be wanted? I can work on trying to find some useful stuff, tracking which SFX numbers are involved, perhaps even editing sounds.... maybe this is a way I can finally give back to Simutrans after discovering that I am not a good painter, coder, or even painter assistant. d'oh.

uci

Quote from: Isaac.Eiland-Hall on February 22, 2018, 02:31:47 AM
I guess part of the problem might be: can someone come up with a list of all the possible sound effects that might be wanted?

Such a list might be long, but certainly can be created.