Editing Sound Files

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Mark DiVecchio

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Nov 18, 2016, 5:31:24 PM11/18/16
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Version 1.1.1 of ADPCM is a beta test version which allows certain changes to be made to the sound file. I am looking for a few people
who are willing to try the procedure and report results. If you would like to try it, you can get it at:

http://www.silogic.com/trains/RTC/ADPCM_1.1.1.zip

ADPCM will allow you to replace a clip in a sound file with a clip from another sound file.

Instructions:

1 Start with a sound file downloaded from the engine's web page as I describe in "Getting Sound Files" on the web page. Make a copy of it and work with the copy.
2 Run ADPCM and [Browse] or Drag & Drop the sound file into the Filename entry box.
3 Press the [Analyze] button. Note the value for "End of Sounds" which displays in the "Messages" box. More about this later.
4 Scroll down the index table to the clip that you want to change. Click on that row in the index.
5 Then right click on the row and select "Edit Clip".
6 Click on "Replace clip with a clip from another sound file" but it will probably already be selected. Note that option just below it does not work yet.
7 Press [Browse] or Drag & Drop the sound file that you will be taking the clip from.
8 Type the Clip Number of the clip in that sound file.
9 Press [Do It].
10 When the transfer is complete, you can press [Analyze] to look at and test the result of the clip change.
11 The file selected in step 2 has been updated (which is why you should work with a copy) and can be transfered to the engine using the DCS Loader.
12 You can go back to step 4 and change another clip.


Notes:

1. If you replace a short clip with a longer clip (look at the Length field of the clips), the sound file will grow. Right now, it is up to you to do the math using the "End of Sounds' value along with how much additional space is needed by the new clip.
If you exceed the file size (PS2: 1MB or 2MB, PS3: 4MB), I don't know what will happen. If you replace a clip with a shorter clip, the unused space is available for other clips.

2. With a few exceptions, clips seem to be randomly located in the index depending on the engine. ADPCM will not let you put a clip into a previously empty clip number. The engine would not know what to do with it.

3. Here are a few of what seem to be fixed clip # locations:
152 Engine whistle
153 Ending #1 for the whistle
154 Ending #2 for the whistle
155 Ending #3 for the whistle
156 Ending #4 for the whistle
----- you should always change all 5 of these clip at the same time
157 Bell

4. Do not put a 24 bit PCM clip into a PS2 sound file. As far as I know, PS2 engines cannot play 24 bit PCM sound clips. PS3 engines can play both types of sound clips.

5. I've tried this with a few engines and it seems to work. If any changed clips don't play correctly, you can always just reload the original sound file back into the engine. That said, I am not responsible for anything that happens to your engines as a
result of using ADPCM. I use version 5.0 of the DCS Loader.

I'd appreciate hearing any insights you have about other clips and how they are used.

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Mark DiVecchio K3FWT http://www.silogic.com Rainbow, CA 92028
My Genealogy Web Site : http://www.silogic.com/genealogy/genealogy.html
My Model Trains Web Site : http://www.silogic.com/trains/layout.html

Kevin Rice

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Nov 19, 2016, 12:07:05 AM11/19/16
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I need a test bed engine i can destroy.  i have a cheap but nice SD70ace PS2 I bought at a swap meet for $200 ... Even though its slowly failing to bits, it still looks great and runs well. I prefer not to toast it.

Then again maybe that'd be a good excuse to upgrade it to PS3.   Maybe ebay has some suitable toast it engines.



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Paul Reynolds

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Nov 19, 2016, 12:46:26 PM11/19/16
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I don't sense there's a need to risk destroying any engines... I plan to take one of the sound files I downloaded from MTH, remove a clip from it, place it in a second downloaded sound file and see if everything works as expected.  No engines harmed.  If that process works (and I expect it will) I'd be confident about then uploading the modified sound file onto an appropriate engine.  In the worst case I'd only have to go back and load the engine's original sound file, which should be risk free.

Paul


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Kevin Rice

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Nov 19, 2016, 12:58:47 PM11/19/16
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I think you are probably correct.   still I believe there are the following kinds of ps electronics that are testable targets. Ps2 5v, ps2 3v, ps3...  I don't think these differ by engine type.  I would be looking for inexpensive examples of each.  for example the engine runs but the shell is cracked or missing entirely. I don't think the electronics change by mth price category either so no reason for the top end stuff.   I was thinking of posting to the want to buy section of the ogr forum to see if anyone had any throwaways so to speak as I have described...

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Raymond Manley

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Nov 24, 2016, 4:21:09 PM11/24/16
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I just tried to update Clip#152 in a PS3 steam file with a clip from a PS2 steam file and after clicking Do it, nothing seems to update.  Tried clicking analyze but the sound clip is still the same.  Not sure if the problem is because it's coming from a PS2 file.  Let me know if you need more information or copies of the files I'm using.

Thank you for your work on this.

Raymond
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