Boat's Clickety Clack for turnout frogs?

nicky9499

SSoTW Bot
Good day guys,

Boat has this fantastic asset called the Clickety Clack Trigger<kuid:76656:70000> and what it does is play a very nice set of railroad crashbangscreech sounds for when a train goes over a diamond. However I've used them in the following manner:



Which is excellent and works very well. However, I don't want to waste time affixing these to hundreds of turnouts across the entire route because I've already bestowed JR turnout frogs at every switch; I think it would be a marvelous idea to make use of this and have the sounds copied onto the JR frogs. This creates a more realistic sound situation where the train makes noise when jumping the gap instead of just at the switch blades.

I have tried copying clicketytrigger.gs, its associated wave files and the following section from config.txt:

script "ClicketyTrigger"
class "ClicketyTrigger"
surveyor-name-label 1
category-class "WX"
category-region-0 "UK"
category-region-1 "GB"
category-era-0 "1950s"
category-era-1 "1960s"
category-era-2 "1970s"
category-era-3 "1980s"
category-era-4 "1990s"
category-era-5 "2000s"
category-era-6 "2010s"
trainz-build 2.4
category-keyword "boat;ASB;sen;city;advanced"

Although the asset shows up fault-less in-game, it produces no sound when the train passes over it. Can someone advise, please?

Cheerio,
Nicholas
 
You read my mind..

I thought It would be an obvious thing to have the JR frogs be triggers for sound.. I was surprised that they weren't when I first discovered them. I hope you can get this working :)
 
The first attempt was moving the sounds into turnout frog asset. Second try I have just tried it the other way round; move the frog model and textures into ASB clickety clack asset. Having committed this, CMP shows no errors and it shows up in Surveyor just fine. Made sure to put on Route layer. Inexplicably however, it doesn't show up in Driver. There's no red bugs related to the asset either.

I guess I'll just leave this in the good hands of the experts, then. Thank you for considering my suggestion, Mr. Cornell.

Cheerio,
Nicholas
 
Hi Nicholas,

If your version of the ASB clickety-clack asset has the line 'surveyor-only 1' (or something similar) somewhere, either delete the line or change the value to 0.

Kieran.
 
Hi guys,

Thanks to Kieran's advice, I've managed to make it work and it sounds great. Because boat's trigger uses a different set of sounds different from the Auran set, you get a cacophony of noise whenever a train passes over a set of switches, most impressive. However, because they are essentially triggers, one still has to apply a radius 1 to every pair of turnout frogs across the entire route. Still beats having to place, position and set radius, nevertheless.

I'm not sure if I should still wait for the professionals to get an "official" version out though. Will discuss it with both Justin and Boat.

Cheerio,
Nicholas
 
Off the top of my head, I can think of quite alot of possibilities with Boat's Clickety Clack asset.

Flange noises
Bridge noises
Track gap noises
Rough track noises

Each having their own unique set of speed-corresponding wav sounds, named clack1 through clack6. One doesn't even need to touch the script. I have many good muffed-mic recordings from train rides at all sorts of speed. With some effort I could get some nice track sound triggers out. Sure, they're not random and will only play at trigger locations, but I can't think of any other way to implement such sounds.

One issue I note is Boat's trigger does have a noticeably lower volume as compared to the Auran switch sounds. The script will need to be edited to increase this volume.

Will take a short video of the turnout frogs with sounds on them when I get home.

Cheerio,
Nicholas
 
Very nice video ... but rarely does a helicopter, or a railfan in a jetpack follow a traincar ... what does it sound like it freeroaming, from a trackside railfans view ?
 
I'm not sure but I can imagine it becoming quite annoying hearing the same track sound all the time. Theres a part of that sound that really grates on me.. the higher pitched almost bell like... (Cannot find the words)
If trainz could alter it depending on speed.. add doppler and such.. Like BVE again.. It would be perfect.

I've never understood why a free sim can have the best sounds of all the Train sims. Out of our control I guess.
 
Very nice video ... but rarely does a helicopter, or a railfan in a jetpack follow a traincar ... what does it sound like it freeroaming, from a trackside railfans view ?

Ah, I did that too. Not sure if it's a problem with the Clickety Clack trigger or Trainz itself, but the frog sounds seem quite inconsistent at higher speeds (>20mph), sometimes there is, sometimes there isn't. It's like as though Trainz has difficulty re-playing the sound in quick repetition. For driving along, it works well though.

Hi Dave, the high pitch sound belongs to the default Auran sound set. Boat's sounds are softer with a little more "groan" in it. Nothing anybody can do about those for now, short of hacking into the game.
 
Last edited:
Hi Guys.... glad you're having fun with the Cickety-Clacks

As has been said, Surveyor Only will need to be changes to 0 as the Clickety Clack Trigger is intended to be invisible in Driver. This may also affect the sound in TS12 up as (I think) being invisible also makes the sound 'invisible'.

I am in fact intending to update this asset before long so watch out for the new version.

If you are doing your own versions, note that the original looks for audio in itself.
See....
kuid-table
{
clack <kuid:76656:70000>
}

You will need to change this to your asset for different sounds.

Actually I might make the new version use sounds from a 'sound' asset if that's possible, (not investigated yet but should be). Bit pointless having duplicated sounds everywhere!

Watch the DLS... It will be a week or 3!

Boat
 
Hi Boat, that is great news. We already have mesh and texture libraries, sounds doesn't seem too far fetched at all.

Cheerio,
Nicholas
 
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