Semaphore signal clunk noises

Semaphore signal clunk noises

Postby albinopigeon » Sat Feb 12, 2022 3:09 pm

Hello all,

If you've seen my posts you'll be familiar with this already, but I'm working on a new set of Southern semaphore signals, both the SR-era upper quads and the LSWR-era lower quad arms. I'm in need of an accurate "clunk" noise to use with these because at the moment they're completely silent. Specifically, I'm looking for a clear, crisp soundbite of a semaphore signal in operation.

Does anyone know of a YouTube video or some other source where I might be able to get this from - short of visiting a heritage line and recording one in person?

Thanks!
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Re: Semaphore signal clunk noises

Postby albinopigeon » Sat Feb 12, 2022 6:42 pm

I've found and made a good signal clunk noise, only now I can't seem to get it to work.

I've set it up similarly to the ALGB source files for the LNWR signals, but no sound plays when the signal operates. Here's how it looks in the BPE:

Image
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This is a Generic audio control blueprint, which is referenced by a Sound blueprint, which in turn is referenced by the signal arm blueprint itself. I've listened to the source .wav file and it sounds fine, but it refuses to sound ingame.

Thanks!
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Re: Semaphore signal clunk noises

Postby albinopigeon » Sat Feb 12, 2022 9:23 pm

I have discovered that scripting is the answer, however I am struggling with it and I am not a scripty person!

This is what I have, using a F14 gantry arrangement blueprint:

require "Assets/AndiS/FPSignals/scripts/FP Universal Semaphore.out"

function Initialise ()
DefaultInitialise() -- no need to give the route count here

gArmTable[1][ARM_HOME][SEM_CHILD_NAME] = "ARM_HOME1"
gArmTable[1][ARM_HOME][SEM_PROCEED_ANIM] = "Clear01"
gArmTable[1][ARM_HOME][SEM_BLOCKED_ANIM] = "Stop01"

gArmTable[2][ARM_HOME][SEM_CHILD_NAME] = "ARM_HOME2"
gArmTable[2][ARM_HOME][SEM_PROCEED_ANIM] = "Clear01"
gArmTable[2][ARM_HOME][SEM_BLOCKED_ANIM] = "Stop01"

gArmTable[3][ARM_HOME][SEM_CHILD_NAME] = "ARM_HOME3"
gArmTable[3][ARM_HOME][SEM_PROCEED_ANIM] = "Clear01"
gArmTable[3][ARM_HOME][SEM_BLOCKED_ANIM] = "Stop01"

end

function startOpening(routeIndex, armIndex)

Print("open")
Call ("Sound:SetParameter", "SignalProgress", 1)

end

function startClosing(routeIndex, armIndex)

Print("close")
Call ("Sound:SetParameter", "SignalProgress", 0)

end

The Print lines are being used with LogMate to troubleshoot but so far I've gotten nowhere.
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Re: Semaphore signal clunk noises

Postby AndiS » Sun Feb 13, 2022 3:30 pm

You solution seems spot-on to me. And it is what the manual says in 8.6.1, albeit not too prominent, I freely admit.

I can't find a fault in your blueprint except that you need another oneshot for "value is changing down", of course, for the closing animation. But you don't say that you do not have that anyway.

ALGB is the path to follow.

So is it working?
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Re: Semaphore signal clunk noises

Postby albinopigeon » Sun Feb 13, 2022 5:46 pm

I got it working in the end! It turned out I had merely exported the .wav file with the wrong encoding. I wish I could upload a video here to show you, but it has a nice soft clunk as the arm goes up and down. It's synced to the animation as well so it it quite satisfying.

It adds another string to my TS bow I guess!
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