{"id":6559,"date":"2023-09-12T08:26:04","date_gmt":"2023-09-12T08:26:04","guid":{"rendered":"https:\/\/tsugi-studio.com\/blog\/?p=6559"},"modified":"2023-10-31T02:10:26","modified_gmt":"2023-10-31T02:10:26","slug":"trains-sound-effects","status":"publish","type":"post","link":"https:\/\/tsugi-studio.com\/blog\/2023\/09\/12\/trains-sound-effects\/","title":{"rendered":"Trains Sound Effects"},"content":{"rendered":"<p>Sound design can add that extra level of immersion to our hobbies. We recently released <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-dspdeck.html\">DSP Deck<\/a> for the tools of the DSP Series, which allows for the quick triggering of sound effects during role-playing sessions, podcasting, and more!<\/p>\n<p>Recently, members of our <a href=\"https:\/\/discord.gg\/hacFY2EmgF\">Discord server<\/a> asked how to use <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\">GameSynth<\/a> to create sound effects for model trains or videos. Since trains can use different technologies, from old steam engines to modern maglev, rely on various mechanical parts, and run on networks full of equipment, a wide variety of sounds can be designed. In this post, we describe a few patches that should put you on the right\u2026 track.<\/p>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 00 Intro.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 00 Intro.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg1.png');\">Diesel Engine<\/h2>\n<p>Engine sounds can usually be broken down into noisy and tonal components that are more easily reproduced separately.<\/p>\n<p>For example, the rumble of the engine will be the lowest sound in the frequency range:<\/p>\n<ul>\n<li>Its tonal part can be generated by a simple <em>Pulse<\/em> <strong>Oscillator<\/strong> with a <em>frequency<\/em> under 90Hz. By controlling its <em>amplitude<\/em> with a <em>noise<\/em> <strong>LFO<\/strong>, we can make the sound more fluctuating. Any unwanted high frequency content can be removed by connecting the <strong>Oscillator<\/strong>\u2019s output to a <em>Lowpass<\/em> <strong>EQ Filter<\/strong> with a cutoff frequency of 150Hz.<\/li>\n<li>The noise part of the rumble uses a <strong>Noise<\/strong> module set as <em>Brownian, <\/em>with its <em>amplitude<\/em> and <em>lowpass<\/em> controlled by a <em>triangle<\/em> <strong>LFO<\/strong> to add modulation. This <strong>Noise<\/strong> module also controls the <em>amplitude<\/em> of a <strong>Noise Bands <\/strong>module (via a rectifier) which simulates the airflow coming out of the engine.<\/li>\n<\/ul>\n<p>The main engine noise can also be reproduced with two layers:<\/p>\n<ul>\n<li>The first one uses a white <strong>Noise<\/strong> module, with its <em>Lowpass<\/em> set to 500Hz. It is connected to a bell <strong>EQ Filter<\/strong> with its <em>frequency<\/em> at 300Hz, making the noise more resonant.<\/li>\n<li>The second branch relies on a <strong>Sine Bank<\/strong> to generate the rattle of the engine. The base <em>pitch<\/em> is around 200Hz with the <em>spread<\/em> lowered to 0.25 and some <em>saturation<\/em>. The <em>Levels<\/em> should decrease with the frequency of the bands. The <em>tunings<\/em> should also go down, although in a more moderate way to get the desired sound. A <em>lowpass<\/em> <strong>EQ Filter<\/strong> at 7000Hz will remove some of the harshness, while a <strong>Comb Filter<\/strong> adds some resonances.<\/li>\n<li>An overall modulation is provided by a <em>triangle<\/em> <strong>LFO<\/strong>.<\/li>\n<\/ul>\n<div class=\"post6559-2col clearfix\">\n<div class=\"image-link\"><a href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/tips1.jpg\" class=\"blog-picture-lity\" data-lity><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/tips1.jpg\" alt=\"GameSynth Engines Plugin\"><\/a><\/div>\n<p>Alternatively, if you own the <a href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth-enginesplugin.html\">GameSynth Engines plugin<\/a>, you can select the Truck or Tank vehicle type and import the result via a <strong>Patch Player<\/strong> module. This is a good way to quickly create elaborate patches in the Modular, by importing full models as sound sources!<\/p>\n<\/div>\n<p>The final layer of the engine consists of a hiss in the higher frequencies.<\/p>\n<ul>\n<li>A <strong>Noise<\/strong> module configured for the generation of <em>pink<\/em> noise &#8211; with a limited frequency range from 5000 to 15000 Hz &#8211; is used. A <em>bell<\/em> <strong>EQ Filter<\/strong> adds an extra resonance at 6000 Hz, while a <strong>Noise Bands<\/strong> is used to add a single band at 4000 Hz.<\/li>\n<li>Another <strong>Sine Bank<\/strong> (using \u00be of its sine waves) adds more content in the high-end with its <em>base pitch<\/em> at 2300Hz and a tiny <em>spread<\/em>. Its <em>amplitude<\/em> and <em>saturation<\/em> are slightly modulated by a <em>sine<\/em> <strong>LFO<\/strong>.<\/li>\n<\/ul>\n<p>All layers are processed by an <strong>EQ (5 bands)<\/strong> and a <strong>Tube<\/strong>, creating some interesting resonances and giving its character to the whole sound.<\/p>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 01 Diesel Engine.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 01 Diesel Engine.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg2.png');\">Electric Propulsion<\/h2>\n<p>Electric trains use a traction inverter to convert the train&#8217;s power source to an appropriate type of power to drive the traction motors. These devices produce a characteristic sweep when the train is accelerating or decelerating.<\/p>\n<ul>\n<li>Once again, a <strong>Sine Bank<\/strong> module is put to contribution to generate the tonal part of the sound (with a <em>spread<\/em> of 2). To get the right type of spectrum, a dozen of sinewave across the frequency range are set to higher levels.<\/li>\n<li>This time, a <strong>Machine<\/strong> module is used for the noisy component.<\/li>\n<li>After some filtering and a <strong>Ring Modulator<\/strong>, we use a <strong>Frequency Shifter<\/strong> whose <em>frequency<\/em> is modulated by an envelope to produce the sweep. Simultaneously, the <strong>Envelope<\/strong> also modulates the <strong>Machine&#8217;s<\/strong> <em>throttle<\/em> and the <strong>Sine Bank<\/strong>&#8216;s <em>pitch<\/em> inputs (though only slightly in this case).<\/li>\n<\/ul>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 02 Inverter.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 02 Inverter.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg3.png');\">Mechanical parts<\/h2>\n<p>Trains include many metallic mechanical parts such as side rods and couplers. Thankfully, GameSynth comes with a lot of modules that can help synthesize these types of sounds.<\/p>\n<ul>\n<li><strong>Gear<\/strong> should be one of the most useful. By adjusting the balance between <em>light click <\/em>and <em>heavy click<\/em> or by changing the <em>speed<\/em>, various sounds can be produced. An <strong>EQ (5 bands)<\/strong> can be used to add some interesting resonances.<\/li>\n<li>Both<strong> Clang <\/strong>and<strong> Gun Foley<\/strong> modules can also generate a large range of mechanical sounds for trains, especially when driven by a <strong>Clock<\/strong>. Like for the <strong>Gear <\/strong>module, applying some filtering or adding resonating modules (e.g., <strong>Cabinet<\/strong>, <strong>Tube<\/strong>&#8230;) will lead to more interesting sounds.<\/li>\n<li>Finally, the <strong>Friction<\/strong> module (set to <em>Metal<\/em>) will create convincing contact sounds. So will a <strong>Noise Bands<\/strong> module with a couple of narrow bands. By controlling their <em>amplitudes<\/em> via a <strong>LFO<\/strong>, cyclic sounds synchronized to the movement of other modules can be created.<\/li>\n<\/ul>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 03 Mechanical part.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 03 Mechanical part.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg4.png');\">Steam<\/h2>\n<p>GameSynth offers several options as well when it comes to simulate the sounds of air bursts or hisses coming from the train\u2019s machinery:<\/p>\n<ul>\n<li>Since it is extremely easy to set up, the <strong>Steam<\/strong> module is a good starting point, especially for air bursts. As usual, coupling it with filter modules will expand the palette of sounds that can be generated.<\/li>\n<li>The <strong>Noise<\/strong> and <strong>Noise<\/strong> <strong>Bands<\/strong> modules will give you even more options. For instance, by sending the noise through a filter controlled by an <strong>Arpeggiator<\/strong>, the rhythmic nature of a smokestack can be simulated. The noise modules are also more practical to use than <strong>Steam<\/strong> to produce longer hisses.<\/li>\n<\/ul>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 04 Steam.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 04 Steam.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg6.png');\">Passby<\/h2>\n<p>If you are creating a soundscape, chances are that at some point you will need a train passby. First, let\u2019s create a generic static passby:<\/p>\n<ul>\n<li>We will re-use some parts from our diesel engine patch, i.e., the tonal component of the rumble and the noise component of the main engine part.<\/li>\n<li>To increase the sense of speed, another <strong>Noise<\/strong> branch is added, consisting in a <em>pink<\/em> noise sent through a <strong>Saturator<\/strong>, and a low pass filter to smooth out the extra harshness.<\/li>\n<li>To create some resonance, a <strong>Friction<\/strong> module set to <em>Rock<\/em> is processed by a <strong>Frequency<\/strong> <strong>Shifter<\/strong>, adding some shimmer.<\/li>\n<li>A <strong>Fracture<\/strong> module conveniently adds some metal bumps to the passby.<\/li>\n<li>All these branches are sent to an <strong>EQ (5 bands)<\/strong> and a <strong>Saturator<\/strong> to blend the sound.<\/li>\n<\/ul>\n<p>Multiple whooshes &#8211; simulating the wagons passing-by \u2013 will improve the realism of the sound:<\/p>\n<ul>\n<li>They are created by first mixing a <strong>Noise<\/strong> <strong>Bands<\/strong> and a <strong>Machine<\/strong> modules, the output being processed by a <strong>Formant<\/strong> <strong>Filter<\/strong>.<\/li>\n<li>To create the multi-whoosh effect, a <strong>Gain<\/strong> and an <strong>EQ Filter<\/strong> are controlled with an <strong>Envelope<\/strong> that goes up and down several times.<\/li>\n<li>This <strong>Envelope<\/strong> will also control the <strong>Gain<\/strong> of the first part of the patch to a lesser extent.<\/li>\n<\/ul>\n<p>By mixing the static sound with the multiple whooshes, a sense of motion is created, without any discontinuities.<\/p>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 05 Passby.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 05 Passby.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg7.png');\">Rail screech<\/h2>\n<p>Rail screeches can also be added during the passby &#8211; or the regular train movements.<\/p>\n<ul>\n<li>The <strong>Friction<\/strong> module set to <em>M<\/em><em>etal<\/em> is an obvious starting point. <strong>Resonator<\/strong> and <strong>Wavefolder<\/strong> modules will add harmonics for a harsher sound, while a <strong>Sine Bank<\/strong> module on another branch will add emphasis to specific frequencies (here around 2000 and 4000Hz).<\/li>\n<li>More harmonics are generated around 1500 and 5000Hz via narrow bands from two <strong>Noise Bands<\/strong> modules.<\/li>\n<li>To glue the sounds together, an extra <strong>Noise<\/strong> module is layered at low level, with heavily modulated <em>amplitude<\/em> and <em>lowpass<\/em> inputs.<\/li>\n<li>The overall amplitude of the patch is controlled via a <strong>MetaParameter<\/strong>. It is also used to slightly increase the effect of a <strong>Pitch Shifter<\/strong> when reaching higher values, which produces a more convincing screeching.<\/li>\n<\/ul>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 06 Rail.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 06 Rail.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<h2 class=\"tsugiblog-blackheader\" style=\"margin-top: 40px; padding: 22px 18px; max-width: 670px; background-position: right center; background-repeat: no-repeat; background-size: contain; letter-spacing: 0.05em; color: #ffffff; background-color: #000000; background-image: url('https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/header-bg8.png');\">Signals<\/h2>\n<p>Although signal sounds are not generated by the train itself, they are synonymous with railways and will be a nice addition when aiming for a realistic soundscape.<\/p>\n<p>When aiming for a level crossing signal:<\/p>\n<ul>\n<li>Use several instances of the <strong>Modes<\/strong> module to generate a simple bell sound. Make sure that the modes are tuned relatively to the fundamental frequency of the bell.<\/li>\n<li>Add filters, <strong>Cabinet<\/strong>, and <strong>Delay <\/strong>modules to make it feel like the sound is coming from an enclosure.<\/li>\n<li>Of course, use a <strong>Clock<\/strong> to trigger the signal repeatedly.<\/li>\n<\/ul>\n<p>Departure signals vary between countries and regions. In Japan, for instance, they are often simple melodies that add a charming character to the soundscape.<\/p>\n<ul>\n<li>These signals often sound like synthetic chimes that can be recreated by modulating the amplitude of an <strong>Oscillator<\/strong> with another <strong>Oscillator<\/strong>. In our example, we take a <em>triangle<\/em> wave to modulate a <em>sine<\/em> wave in order to create a more complex sound.<\/li>\n<li>The <strong>Sequencer<\/strong> module is used to create a simple melodic pattern, that can be repeated several times. The Sequencer trigger the <strong>Oscillators<\/strong> and their <strong>Envelopes<\/strong> and controls the pitch of the two <strong>Oscillators<\/strong>.<\/li>\n<li>Finally, you can add a reverb module to simulate the acoustics of the railway platform.<\/li>\n<\/ul>\n<p style=\"text-shadow: 0px 0px 6px #000;\n    background-color: #2a624d;\n    color: #fff;\n    padding: 30px;\n    background-image: url(https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/tips2.jpg);\n    background-size: cover;\n    background-repeat: no-repeat;\n    background-position: center;\">To easily create a melodic pattern for the Sequencer module, you can import a file output by the -sequence function of GameSynth\u2019s command line version (GameSynC). This function allows you to specify a melody by typing its notes in a text file.<\/p>\n<p>\n<a class=\"litymp3\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 07 Signals.mp4\" data-lity=\"\"><br \/>\n<img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Blog Trains 07 Signals.png\" alt=\"\"><br \/>\n<\/a>\n<\/p>\n<p>We hope this post will get you started with the design of sound effects for your model trains, railway videos, and so on. Feel free to use these patches as a starting point and experiment! They can also be modified to generate sounds for other types of vehicles and mechanical devices.<\/p>\n<p><a class=\"download-patches\" href=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/09\/train\/GameSynth Train Patches.zip\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2022\/04\/download-patches2023.png\" alt=\"download-patches\"><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/tsugi-studio.com\/web\/en\/products-gamesynth.html\" rel=\"noopener\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2020\/06\/2020_06_Introducing-Modular-Weapons-Modules-banner-1.png\" alt=\"GameSynth\"><\/a><\/p>\n<p><a class=\"gs-learn-more\" href=\"https:\/\/discord.com\/invite\/hacFY2EmgF\"><img decoding=\"async\" src=\"https:\/\/tsugi-studio.com\/blog\/wp-content\/uploads\/2023\/04\/discord.png\" alt=\"discord\"><\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sound design can add that extra level of immersion to our hobbies. We recently released DSP Deck for the tools of the DSP Series,<\/p>\n","protected":false},"author":1,"featured_media":6562,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[15,12,6],"tags":[],"class_list":["post-6559","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-procedural-audio","category-tutorial","category-gamesynth"],"_links":{"self":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6559","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/comments?post=6559"}],"version-history":[{"count":21,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6559\/revisions"}],"predecessor-version":[{"id":6582,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/posts\/6559\/revisions\/6582"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media\/6562"}],"wp:attachment":[{"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/media?parent=6559"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/categories?post=6559"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tsugi-studio.com\/blog\/wp-json\/wp\/v2\/tags?post=6559"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}