The Minecraft Transit Railway mod supports applying train sounds from either BVE Trainsim and OpenBVE to a certain extents.
This tutorial covers how to apply train sounds from BVE/OpenBVE, for use with custom train resource pack.
This article is ported from https://www.joban.org/wiki/MTR:Custom_BVE_Train_Sound, and have not covered steps for importing sounds from BVE Trainsim 5/6.
You may help improving the page by filling in the missing knowledge.
Version 1.0:
[MTR] MotorNoiseDataType = 4 MotorVolumeMultiply = 1 DoorCloseSoundLength = 1
MotorNoiseDataType = 4
indicates that this is a BVE4/OpenBVE format (train.dat) motor sound data.MotorVolumeMultiply = 1
requires some further explanation. Due to the different nature of the two games, sometimes the volume setting used by the train's creator in BVE can be quieter when used in Minecraft, so this setting is introduced to “multiply” the volume. However, Minecraft puts a clamp of 100% on the volume that MTR can programatically assign, which makes things complex. If the volume assigned for train.dat is moderate, but it's the WAV sound clips themselves that are quiet, then these settings won't have an effect. (For example if the originally assigned volume is 90%, you want to double it to get 180% by this setting, but Minecraft clamps it to 100%, and nearly no boost can be achieved by tweaking this setting.) In this case you need to dial up the volume of the WAV sound clips by the means of sound editing softwares like Audition.On the other hand, if the WAV sound clips are loud enough, but very low volumes are assigned in train.dat, then dialing up this setting would be the way to go. (10% doubled will give you the correct 20%. without hitting the clamp.) 1 represents 100% the original volume, 2 for 200%, etc.DoorCloseSoundLength = 1
is used to determine the time that the door closing sound should start playing. This should be the length of the sound in seconds. However, due to MTR's limitations, value longer than 1s are not accepted.Ogg Vorbis Files
)Your Resource Pack1)/assets/mtr/sounds
. (Make the folder if it doesn't exist)sound.cfg
, the sound ID to put should be trainSoundID_filename
kksp
as my train directory name):mtr_custom_resources.json
, replace soundID
with your actual sound ID/Train Folder Name:“bve_sound_base_id”: “soundID”
Your train in mtr_custom_resources.json
should now look something like this:
Now start your game, and everything should hopefully work.
point.ogg
is played whenever the train crosses a rail node, which is different from BVE's behavior (Crossing a junction). If you feel the sound doesn't fit, please remove it in sounds.json