Default sounds

Without using a sound.cfg file, openBVE looks for a series of optional sound files within the train folder.

■ Sounds played whilst only in the cab

File Effect
adjust.wav Played once when the train stops at a station, but needs to correct its stop position.
ats.wav Played in a loop when the built-in security system ATS rings its bell. This happens when passing certain transponders or when the security system is deactivated but power is applied.
atscnt.wav Played in a loop when the built-in security system ATS rings its chime. This happens after acknowledging the bell when passing S-type transponders.
brake.wav For trains with automatic air brake, is played when the handle is moved into the SRV or EMG position. For other trains, is played when the brake notch is decreased.
ding.wav Played once when the built-in security systems ATS-P or ATC change some states, e.g. when ATS-P activates the PTN APPROACH lamp, or when ATC changes the current speed restriction.
eb.wav Played in a loop when the built-in EB system rings.
halt.wav Played once or in a loop (depending on the train.dat setting) when the pass alarm system warns about an approaching station stop.
klaxon.wav Played once when the primary horn is applied.
klaxon0.wav Played once when the primary horn is applied. Has precedence over klaxon.wav.
klaxon1.wav Played once when the secondary horn is applied.
klaxon2.wav Played in a loop when the music horn is applied.
toats.wav Played once when the built-in security system is switched from ATC to ATS.
toatc.wav Played once when the built-in security system is switched from ATS to ATC.

■ Sonidos reproducidos en todos los carros (cuando aplique)

File Effect
air.wav Played occasionally when the pressure in the brake cylinder is decreased from a non-high value to a non-zero value.
airhigh.wav Played occasionally when the pressure in the brake cylinder is decreased from a high value.
airzero.wav Played occasionally when the pressure in the brake cylinder is decreased to zero value.
cpstart.wav Played once when the air compressor is activated.
cploop.wav Played in a loop for the duration the air compressor is active.
cpend.wav Played once when the air compressor is deactivated.
doorcls.wav Played once when the doors close.
doorclsl.wav Played once when the left doors close. Has precedence over doorscls.wav.
doorclsr.wav Played once when the right doors close. Has precedence over doorscls.wav.
dooropn.wav Played once when the doors open.
dooropnl.wav Played once when the left doors open. Has precedence over doorscls.wav.
dooropnr.wav Played once when the right doors open. Has precedence over doorscls.wav.
emrbrake.wav Played once when the emergency brakes are activated.
flangei.wav Defines a set of sounds played in a loop when the flange of the wheels rub against the rails. The sounds are played at a pitch proportional to the speed. The recordings should correspond to a speed of 45 km/h. The non-negative integer i corresponds to the Train.Flange command in CSV routes where route developers can select which of the flangei.wav sounds to play for a certain type of rail.
loop.wav Played in a loop all the time for the duration of the simulation.
point.wav Played once per axle when the train crosses a pointwork.
rub.wav Played in a loop when the brake shoe rubs against the wheels. The sound is played at a pitch inversely proportional to the speed, and the volume of the sound decreases with increasing speeds.
runi.wav Defines a set of sounds played in a loop for the duration the train moves. The sounds are played at a pitch proportional to the speed. The recordings should correspond to a speed of 90 km/h. The non-negative integer i corresponds to the Train.Run command in CSV routes where route developers can select which of the runi.wav sounds to play for a certain type of rail.
springl.wav Played once when the train sways to the left side.
springr.wav Played once when the train sways to the right side.
motori.wav Defines a set of sounds played in a loop as instructed by the train.dat. The pitch, volume and index i are defined in the #MOTOR_Xn sections in the train.dat, and the sounds should be developed in conjunction with the train.dat.