RTS Track Sounds

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Trainz Addict
Hi;
I have been playing with RTS track which has its own track sound, and turned off the default track sound.
I am trying to replace the original RTS sounds with my own, and at the same time, add more sounds to get a smoother transition as the train changes speed.

I thought I might be able to do this by simply creating new sound files, and adding the sound file names and speed in the config.txt file for RTS Tracksound RO.
But when I tested it, the sounds suddenly stopped completely when I reached a particular speed, when it should have used the next sound file. Does anyone know if there is a limit to the number of track sounds that can be used?
The original RTS Tracksound RO has 6 sound files.

Thanks for your help.

FW
 
Hi;
I have been playing with RTS track which has its own track sound, and turned off the default track sound.
I am trying to replace the original RTS sounds with my own, and at the same time, add more sounds to get a smoother transition as the train changes speed.

I thought I might be able to do this by simply creating new sound files, and adding the sound file names and speed in the config.txt file for RTS Tracksound RO.
But when I tested it, the sounds suddenly stopped completely when I reached a particular speed, when it should have used the next sound file. Does anyone know if there is a limit to the number of track sounds that can be used?
The original RTS Tracksound RO has 6 sound files.

Thanks for your help.

FW

The easiest way to know is simply try one that has 6 sound files and if that works fine then thats all you can have.
 
I noticed with RTS tracks that the tracksound was a bit too fast for the wheel speed of a train.

I altered the levels so that it gave a more realistic wheel speed sound

These are the original:

levels {
0 0.1
1 1
2 5
3 8
4 14
5 22
6 34

I changed it on my other PC, by altering the numerals ... I will have to check, what I did it, but I am AFK.

RTS is great as one short section over rides the Auran default tracksound.

You would need 6 different custom recorded sounds to plant in place of the originals.

BNSF50 has a tracksound, that is incorporated into Slavedriver's "Squeel" track.
 
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I have some sounds I can use as replacements to the original RO, but I don't get good results when I slow them down, for the slower wheel speeds. Speed up is fine.
I just have to go out and record some slower sounds. Not hard to do with trains always stopping for one reason or another.

TS12 does have sounds for the cars that seem more appropriate for today's rails compared to the old "click-clack". I just use the "-disablerailjointsound" in trainzoptions.
These are probably the same as in TS09 and 10, but the sounds seem to be generally better in TS12.

That said, I still want to create a set of sounds that will work with the RTS track. If I can get the right combo, I will try to upload them.

FW
 
I do like the idea of these added track sounds and will look into adding the RTS track to my routes, but, would it be possible create a set of invisible track with both modern and old style sounds.
For instance, place a short length of sound track at the end of a siding somewhere on the route with old clackety clack sounds for the steam era, or rumble with odd clack for the modern era.
The Trainz sounds just don't match the speed of the train at all. While going 80mph on the SnC, the clack sounds like your going 20mph. :wave:
 
I do like the idea of these added track sounds and will look into adding the RTS track to my routes, but, would it be possible create a set of invisible track with both modern and old style sounds.
For instance, place a short length of sound track at the end of a siding somewhere on the route with old clackety clack sounds for the steam era, or rumble with odd clack for the modern era.
The Trainz sounds just don't match the speed of the train at all. While going 80mph on the SnC, the clack sounds like your going 20mph. :wave:
As far as I know, once you lay a section of RTS track anywhere in the route (doesn't even need to be joined to any other track), you will get the RTS sounds once you have saved, closed, and re-started TS (you need to wait for TadDamon to close before restarting).

You cannot set different sounds for different RTS track. They will all use the one sound file.
I don't know what would happen if you were to create a new sound file, and specify it in the config.txt for a specific RTS track. Somehow, I don't think it would work, as the sound is not track specific; it plays no matter what track (RTS or not) the train is on.

There are tracks with specific sounds (squeal for one), but they always produce the same sound, regardless of the distance between wheels (which would affect squeal). I'm not sure if these tracks will even produce different sounds at different speeds.

I think what we need is sounds attached to cars, so we could have flat-spots, squeaky brakes, etc. But running TS on an old machine, I would probably take a huge hit on performance if each car were to be scripted for sound.

I guess any sim leaves something to the imagination of the player.

FW
 
which is what we have in TS12 on the Jointedrail cars, however in a similar fashion it seems to get applied to all the cars and engines on the entire map. i think this is an internal bug. once that gets fixed it is my intention to have different sounds on different cars.
 
Look at some of the Polish rolling stock on the DLS - it has had for some time some very realistic bogie sounds for bogey and 4 wheel stock - even one with a wheel flat :D

The issue of it applying to all cars is one I solved, but I can't remember how, so I'll have to think about that. It was to do with the bogey config IIRC.

hth,

Anthony
 
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Just a little something for others to try out...

I have noticed only one small niggle with RTS track, and that is, when the train on the track comes to a complete halt, you can still here the noise of the track, as though the train is still moving, but it isn't.

I still use the RTS track, as the sound it produces is superb, just wish it never made a sound when there is no train running on it, but it is something I have got used to over time.

Joe Airtime
 
The issue of it applying to all cars is one I solved, but I can't remember how, so I'll have to think about that. It was to do with the bogey config IIRC.

hth,

Anthony
Hi Anthony,

It's the priority tag in the bogey, when it's set to 1 makes it play on all assets, I use it at 1000 when I was creating one of these type of assets in TRS2006.

-Aaron
 
Does anyone know how to disable the RTS track sounds for aeroplanes, as one could disable the Auran track sounds by using 'disable-extra-track-sounds' in the config file?

Ingha
 
which is what we have in TS12 on the Jointedrail cars, however in a similar fashion it seems to get applied to all the cars and engines on the entire map. i think this is an internal bug. once that gets fixed it is my intention to have different sounds on different cars.
Oh, so that's why the sounds seem to have improved!

FW
EDIT: What I was originally referring to as "improved" sound was not the JR cars sound effect at all. It was just the standard TS car sound (without railjointsound), which seem to be better in TS12 than they were in TS10. I assume that is due to the enhanced sound processing and maybe to the doppler effect. But when I downloaded and installed the JR cars, then set up a train with some of those cars, I got a whole new experience!
You guys at JR have done a great job! Effects are fantastic! Even got the air sounds when the brakes were being applied, and the "groaning" sound when the train came to a stop!
This is what I have been looking for. Sure, it will get even better if each car can have its own sound, but I am extremely happy with this improvement!
 
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