The sound.cfg file format

■目次

■ 1. 概要

The sound.cfg file allows to reference which sound files should be used, how they are called and where they are located relative to the train folder.

The sound.cfg file is a plain text file encoded in any arbitrary encoding, however, UTF-8 with a byte order mark is the preferred choice. The parsing model for numbers is Strict. The file is required to be located inside the train folder and is expected to be named sound.cfg. The file is interpreted on a per-line basis, from top to bottom.

See also the quick reference for the sound.cfg…

■ 2. 文法

ファイル内の各行は空(または空白)飲みにすることが出来、またその行は無視され、新しいセクションの開始をマークするか、セクション内にキーと値のペアを含めることが出来ます。全てのキーと値のペアは、最後に開かれたセクションと関連付けされます。

新しいセクションを開くには、行を開始ブラケット (U+005B) で開始し、終了ブラケット (U+005D)で終了します。 カッコ内のテキストはセクション名を示し、大文字と小文字を区別しません。 行の最初と最後の空白、及びセクション名の最初と最後の空白は無視されます。従って、セクションの先頭は次の形式になります:

[NameOfTheSection]

キーと値のペアは、キー、等号 (U+003D)、そして値を与えることで示されます。 キーは大文字と小文字を区別しません。 行頭と末尾、及び等号の前後の空白は無視され、または、キーと値を囲む空白は無視されます。 従って、キーと値のペアは次のような書式をとります:

NameOfTheKey = Value

コメントは行末のどこでも使用可能です。 コメントはセミコロン (U+003B)で始まります。 コメントは存在する場合、処理される前に全ての行から削除されます。

■ 3. Content of the file

The first line in the file is required to be the following:

Version 1.0

Following the version line, these are the sections that can be used and their key-value pairs. In all key-value pairs, the parameter FileName corresponds to the file name of the sound to reference, relative to the train folder.


● [Run]
Index = FileName

Assigns a run sound. The non-negative integer Index represents the type of run sound to use. Route developers can choose which run sound to play for a given piece of track. Please see the page about standards for further information.

The sound is played at a pitch proportional to the speed. The recording should correspond to a speed of 90 km/h.


● [Flange]
Index = FileName

Assigns a flange sound. The non-negative integer Index represents the type of flange sound to use. Route developers can choose which flange sound to play for a given piece of track. Please see the page about standards for further information.

The sound is played at a pitch proportional to the speed. The recording should correspond to a speed of 45 km/h.


● [Motor]
Index = FileName

Assigns a motor sound. The non-negative integer Index represents the index of the motor sound that can be referenced in the #MOTOR_Xn sections of the train.dat. Please see the documentation for the train.dat for more information.


● [Switch]
Index = FileName

Assigns a switch sound- These are played once per axle when the train crosses a block containing pointwork. The non-negative integer Index represents the type of switch sound to use. Route developers can choose which flange sound to play for a given piece of track. Please see the page about standards for further information.


● [Brake]
BC Release High = FileName

Played occasionally when the pressure in the brake cylinder is decreased from a high value.

BC Release = FileName

Played occasionally when the pressure in the brake cylinder is decreased from a non-high value to a non-zero value.

BC Release Full = FileName

Played occasionally when the pressure in the brake cylinder is decreased to zero value.

Emergency = FileName

Played once when the emergency brakes are activated.

BP Decomp = FileName

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.


● [Compressor]
Attack = FileName

Played once when the air compressor is activated.

Loop = FileName

Played in a loop for the duration the air compressor is active.

Release = FileName

Played once when the air compressor is deactivated.


● [Suspension]
Left = FileName

Played occasionally when the train sways to the left side.

Right = FileName

Played occasionally when the train sways to the right side.


● [Horn]

There are two possible types of horn which may be defined via a [Horn] section- ‘Looped Horns’ and ‘Legacy Horns’

Looped Horns

A looped horn is made up of three components:
A start sound, a loop sound and an end sound.
The start sound is played once, followed by the loop sound for the duration of the keypress. When the horn key is released, the end sound will be played once.

PrimaryStart = FileName
SecondaryStart = FileName
MusicStart = FileName

Played once when the given horn is applied.

PrimaryLoop = FileName
SecondaryLoop = FileName
MusicLoop = FileName

Played in a loop whilst the given horn is active.

PrimaryEnd = FileName
SecondaryEnd = FileName
MusicEnd = FileName

Played once when the given horn is released.​

Legacy Horns

A legacy horn is made up of a single sound.

Primary = FileName

Played once whilst the primary horn is active.

Secondary = FileName

Played once whilst the secondary horn is active.

Music = FileName

Played in a continuous loop whilst the music horn is active.


● [Door]
Open Left = FileName

Played once when the left doors open.

Open Right = FileName

Played once when the right doors open.

Close Left = FileName

Played once when the left doors close.

Close Right = FileName

Played once when the right doors close.

Note

The duration of these sound files is used to determine the opening and closing speed of the doors.

If both a Left and a Right sound is present, then both sets of doors will open / close in the average duration of the two sounds.
If a single sound is present, then both sets of doors will open / close in the duration of this sound.


● [Ats]
Index = FileName

Assigns a plugin sound. The non-negative integer Index represents the sound index. Train plugin developers can choose which sound to play. The assignment of sounds needs to be coordinated with the plugin developer.


● [Buzzer]
Correct = FileName

Played once when the train stops at a station, but needs to correct its stop position.


● [Pilot Lamp]
On = FileName

Played once as soon as the doors have closed and the train is ready for departure.

Off = FileName

Played once as soon as the doors start to open.


● [Brake Handle]
Apply = FileName

Played once when the brake notch is increased to any value below the emergency brake position.

ApplyFast = FileName

Played once for each notch when the brake notch is increased in a continuous motion to any value below the emergency brake position.

Release = FileName

Played once when the brake notch is increased in a continuous motion to any value below the emergency brake position.

ReleaseFast = FileName

Played once for each notch when the brake notch is decreased in a continuous motion to any value above brake notch zero.

Min = FileName

Played once when the brake notch is decreased to brake notch zero.

Max = FileName

Played once when the emergency brakes are applied.

Note

If the ApplyFast sound is not present, then the Apply sound will be played instead. Similarly, if ReleaseFast is not present, then Release will be played instead.


● [Master Controller]
Up = FileName

Played once when the power notch is increased to any value below the maximum power notch.

UpFast = FileName

Played once for each notch when the power notch is increased in a single continuous motion to any value below the maximum power notch.

Down = FileName

Played once when the power notch is decreased to any value above power notch 0.

DownFast = FileName

Played once for each notch when the power notch is decreased in a single continuous motion to any value above power notch 0.

Min = FileName

Played once when the power notch is decreased to brake notch zero.

Max = FileName

Played once when the power notch is increased to the maximum power notch.

Note

If the UpFast sound is not present, then the Up sound will be played instead. Similarly, if DownFast is not present, then Down will be played instead.


● [Reverser]
On = FileName

Played once when the reverser is moved into any non-neutral position.

Off = FileName

Played once when the reverser is moved into the neutral position.


● [Breaker]
On = FileName

Played once when power is resumed (was interrupted before). There is a series of circumstances when that can happen, for example when moving from power notch zero to power notch one, assuming the reverser is non-neutral and the brakes are released. It can also happen when the power notch is already non-zero, but the reverser or brakes previously interrupted the power. The safety systems can also interrupt power.

Off = FileName

Played once when power is interrupted or resumed. There is a series of circumstances when that can happen, for example when moving from power notch zero to power notch one, or vice versa, assuming the reverser is non-neutral and the brakes are released. The safety systems can also interrupt power.

● [Windscreen]
RainDrop = FileName

Played when a rain drop hits the windscreen.

WetWipe = FileName

Played when the wiper moves with more than 20% of the available drops visible.

DryWipe = FileName

Played when the wiper moves with less than 20% of the available drops visible.

Switch = FileName

Played when the wiper switch is moved.


● [Others]
Noise = FileName

Played in a loop all the time for the duration of the simulation.

Shoe = FileName

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.

Halt = FileName

Played once or in a loop (depending on the train.dat setting) when the pass alarm system warns about an approaching station stop.