Apologies for bumping a thread that hasn't been active in a year but I thought that I'd share this as a work around for getting working dynamic brake sounds.
Besides the RBMN locomotives that are on Jointed Rail's website, I don't believe there are any locomotives made for Trainz that have dynamic brake sounds. However, if you use the JR RBMN locomotives as a template, you can CREATE an enginesound that has dynamic brake sounds included, along with startup and shutdown sounds. I'll try to describe it as understandable as possilbe since a video tutorial explaining this better on how to do this is much needed.
1. First, if you want to get the engine sounds to work in the first place, you have to make sure the locomotive in which you want these features to work has the JR_loco script. Basically this technique will only work for a good majority of Jointed Rail locomotives (except for those that have the FX_loco script, there IS a difference between the two), so unless if you're good at converting assets with that specific script and preventing the asset from becoming faulty (it's more than just copy and pasting), you should only do this on Jointed Rail locomotives that already have the script saved inside.
You'll also have to edit the asset's config file under the extensions tag. Beneath the extensions tag is another tag, locosystems-45324. Below that, add these tags:
locosystems-45324 (Only add this tag if it is not written into the config file under the tag extensions)
{
custom_sounds 1
}
}
It should look something like this.
2. The naming of the .wav files differs from the standard way of making enginesounds. The default way is to name them idle (X).wav, up (X) - (Y).wav, down (Y) - (X).wav ((X) representing a number, and (Y) representing a number greater than (X)). However, for the advanced engine sounds, you need to set the names as n(X).wav (idle sound files), up(X)-(Y).wav (throttle up sound files), and dn(Y)-(X).wav (throttle down sound files). All of the engine sound files should be named like this:
Idling Sounds:
n0.wav
n1.wav
n2.wav
n3.wav
n4.wav
n5.wav
n6.wav
n7.wav
n8.wav
Throttle up:
up0-1.wav
up1-2.wav
up2-3.wav
up3-4.wav
up4-5.wav
up5-6.wav
up6-7.wav
up7-8.wav
Throttle down:
dn1-0.wav
dn2-1.wav
dn3-2.wav
dn4-3.wav
dn5-4.wav
dn6-5.wav
dn7-6.wav
dn8-7.wav
For the dynamic brake files, there should be three .wav files that need to be named dbrake.wav (dynamic brake sound), dbstart.wav (dynamic brake start sound), and dbend.wav (dynamic brake ending sound). The dynamic brake .wav files also need to be at least 10 seconds long for them to play in sequence (in the case of the RBMN locomotive enginesound files, the dynamic brake .wav files are too short which is why when activating the dynamic brakes on these assets, the dynamic brake sound stops for a brief period of time, then plays again, and stops again, and so on).
For the startup and shutdown sounds, they need to be named startup.wav and shutdown.wav (the default way of naming them is start.wav and stop.wav). Simple as that.
There is also a load sound effect that you can add that plays everytime you throttle up/down the enginesound. Although you really don't need it, the naming for this sound is load1.wav.
Another thing to note is that unlike the regular enginesound file configuration, the advanced enginesound file configuration uses 9 idle sounds instead of 8 (n0.wav - n8.wav), and 8 throttle up/down sounds instead of 7 (up0-1.wav to up 7-8.wav, dn1-0.wav to dn 8-7.wav), so if you plan on converting an already made enginesound into the advanced configuration, rename the idle 8.wav sound to n7.wav, create a copy that same file 3 times then rename the 3 copies to up7-8.wav, n8.wav, and dn8-7.wav.
The files should look something like this in the asset's editing folder.
3. The last thing that you need to do is go into the advanced enginesound's config file, and add the tags:
extensions
{
notch-durations
notch-up-durations
notch-down-durations
startup-duration
shutdown-duration
}
As the names imply, these tags are for the lengths of each individual sound file. Unlike the default enginesound configuration where you don't have to put any tags in which you have to enter the length of the .wav files and the sounds would play anyways, for the advanced configuration you NEED to have these tags in the config file for the .wav files to play. If you want to accurately measure the length of the .wav files I recommend a program called audacity. Just open up the program, place the .wav file onto Audacity's timeline, move the audio position to the very end of the file, and enter in the length of the clip into the tag that it goes in. The length of the n(X).wav files go to
notch-durations, up(X)-(Y).wav lengths go to
notch-up-durations, dn(Y)-(X).wav lengths go to
notch-down-durations, startup.wav length goes to
startup-duration, and shutdown.wav length goes to
shutdown-duration. You don't a length tag for the dbrake.wav, dbstart.wav, dbend.wav, and load1.wav files.
The tags should look something like this.
And with that, just right click on the asset in content manager (both the enginesound, and the locomotive that you have modified to play the enginesound), hit submit edits, and it should play. The only drawbacks of these enginesounds however is sometimes, there are small clips in the audio files due to how N3V handles the doppler transition sound effects, as well as the fact that the enginesounds play double the sound files for some reason (I assume this has to do with preventing the audio clippings but your guess is as good as mine). Other than that, if you want accurate enough sounds on your locomotive, I'd suggest taking this post into consideration. I'm aware that it's a bump and it's long and drawn out, but it's really the only sort of tutorial when it comes to giving locomotives in Trainz proper dynamic brake sounds. I might end up making a video on how to do this so I might come back to this post and edit the link in. Otherwise, hope this helps out alot. It's very well needed.