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emm

PFX brick Sound with Trains

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Hello All,

Ive been looking around to find an answer but can not.

I am looking to buy a PFX brick so i can add sound to the train. However what i am interesting in is as the train is stationary it plays the compressor sounds and then as it moves off the it plays the engine sound and increases it with speed

I watched the how to video and it is useless. Has anyone with a PFX brick managed to so this?

On their train video i believe it is at 10mins, 20seconds

Thanks

Andy

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Hi, this is Michael from Fx Bricks!

Sorry we haven't been more clear about explaining the speed dependent sound effects of the PFx Brick.  This is because we're constantly improving this capability and because there is more than one way it can be done.  In fact, the PFx Brick has 3 ways it performs speed dependent sound effects:

1. Pitch modulated

This is the simplest method and one we do not use for train sound effects.  It is more suitable for simple machinery or engines.  To use this method, you load a sound file which can be looped reliably to make a constantly "droning" engine sound.  This sound represents the engine at idle or lowest RPM.  Then you activate a sound action called "Motor Pitch Modulated".  When active, the PFx Brick will loop the sound file and when a desired motor channel changes speed, the PFx Brick will automatically pitch "bend" the playback of the sound file to simulating increasing engine RPM.  This method uses a simple DSP algorithm to change pitch in realtime and as such it ok for simple machinery but not convincing enough for distinctive prime mover sounds of trains.

2. Gated Playback

This method is suitable for simulating the "chuff" sound of steam locomotives.  This sound effect periodically plays a chuff sound (or any sound for that matter) as a function of the applied motor speed.  As the motor speed increases, the interval between consecutive playback of the chuff sound decreases. Furthermore, there is an adjustable "gain" parameter which controls how much influence the motor speed has on the playback interval. This can be used to "fine tune" the motor (or wheel) rotation and its correspondence with the playback chuff sound.  Ideally, you want a relatively synchronized relationship.  This can be tricky since not every model is the same, but the gain parameter lets you get very close.

Lastly, there is a firmware update coming soon which will improve this sound effect.  Currently, the same "chuff" sound file is used for every interval.  This can make the chuffing sound flat and robotic.  In the next update, we've allowed users to designate up to 4 sound files for the chuff sound.  This can be useful for simulating duplex or multiplexed steam drivers which tend to have a different sound for each driver's steam cycle.  It is also useful for conventional steam drivers since you can designate sounds for each phase of its steam cycle too.  When coupled with random playback of steam release valves, continuous playback of boiler simmer, etc. the overall effect of steam locomotive simulation can be quite convincing.  We'd love to spend more time optimizing pre-built profiles of sounds to achieve this effect, but at least end users can customize and tune the sound playback themselves and perhaps build better sound profiles than we can!

3. Indexed Playback

This is the most sophisticated method and the one we use for diesel locomotives.  It basically involves the automatic queuing playback of multiple sound files to simulate engines, motors, prime-movers, etc. This requires specially prepared sound files which can be reliably looped and/or sequentially played without gaps and acoustically transition smoothly.
A motor sound will typically have different acoustic properties depending on the speed or load of the motor. For example, as a motor increases or decrease speed or rpm, its pitch will increase/decrease proportionally to its speed. In order to simulate the sound of the motor, the PFx Brick can loop up to 8 different sound file loops representing the sound of the motor at each speed or power level called “notches”. In the PFx Brick configuration, the number of power notches can be specified as well as the speed level between each notch.  Additionally, for maximum fidelity, the sound of the motor transitioning between each power notch (accelerating and/or decelerating) can be represented with a dedicated sound file for each transition. Lastly, dedicated sound files for a motor startup and shutdown sound can also be specified.

The combination of these sound files can represent the entire range of operation of the locomotive with the playback seamlessly and automatically performed based on the motor speed.

Our predefined "profiles" which you can download from our website representing a diesel or steam locomotive etc. are basically a "bundle" of sound files and configuration settings.  You can use them as is or customize them to your preference.  For example, you can substitute the horn sounds with one more suitable to a different locomotive.  You can change which motor channel changes the sound.  And so on.  

Our diesel locomotive profiles typically combine a few sound effect actions.  We use "Indexed Playback" for simulating the prime mover.  We use one or more "Random Playback" effects to randomly inject compressor noises or air valve release sounds.  The combination of these sounds give the rich and realistic impression of the real thing.

For steam locomotives, we will use "continuous playback" of a loop representing the ambient boiler sounds.  Additionally, the "Gated Playback" sound effect will be active to simulate the "chuff" sounds.  Lastly, one or more "Random Playback" actions will be configured for steam release sounds or air compressors, etc. 

The power of the PFx Brick is the ability to combine all of these sound playback behaviours to make a rich soundscape.  Its polyphonic sound engine combined with Digital Signal Processing (DSP) make all kinds of sound simulation possible.  These sound effect actions are configured as "Startup Actions".  That is, actions which activate automatically every time after power-up. 

We recognize that we need to document these capabilities more.   We are missing out on the ability of community to make all kinds of amazing sound profiles and to share them with others.  Our profiles on our website are only scratching the surface of possibilities!

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On 12/5/2020 at 3:03 PM, michaelgale said:

Hi, this is Michael from Fx Bricks!

Sorry we haven't been more clear about explaining the speed dependent sound effects of the PFx Brick.  This is because we're constantly improving this capability and because there is more than one way it can be done.  In fact, the PFx Brick has 3 ways it performs speed dependent sound effects:

1. Pitch modulated

This is the simplest method and one we do not use for train sound effects.  It is more suitable for simple machinery or engines.  To use this method, you load a sound file which can be looped reliably to make a constantly "droning" engine sound.  This sound represents the engine at idle or lowest RPM.  Then you activate a sound action called "Motor Pitch Modulated".  When active, the PFx Brick will loop the sound file and when a desired motor channel changes speed, the PFx Brick will automatically pitch "bend" the playback of the sound file to simulating increasing engine RPM.  This method uses a simple DSP algorithm to change pitch in realtime and as such it ok for simple machinery but not convincing enough for distinctive prime mover sounds of trains.

2. Gated Playback

This method is suitable for simulating the "chuff" sound of steam locomotives.  This sound effect periodically plays a chuff sound (or any sound for that matter) as a function of the applied motor speed.  As the motor speed increases, the interval between consecutive playback of the chuff sound decreases. Furthermore, there is an adjustable "gain" parameter which controls how much influence the motor speed has on the playback interval. This can be used to "fine tune" the motor (or wheel) rotation and its correspondence with the playback chuff sound.  Ideally, you want a relatively synchronized relationship.  This can be tricky since not every model is the same, but the gain parameter lets you get very close.

Lastly, there is a firmware update coming soon which will improve this sound effect.  Currently, the same "chuff" sound file is used for every interval.  This can make the chuffing sound flat and robotic.  In the next update, we've allowed users to designate up to 4 sound files for the chuff sound.  This can be useful for simulating duplex or multiplexed steam drivers which tend to have a different sound for each driver's steam cycle.  It is also useful for conventional steam drivers since you can designate sounds for each phase of its steam cycle too.  When coupled with random playback of steam release valves, continuous playback of boiler simmer, etc. the overall effect of steam locomotive simulation can be quite convincing.  We'd love to spend more time optimizing pre-built profiles of sounds to achieve this effect, but at least end users can customize and tune the sound playback themselves and perhaps build better sound profiles than we can!

3. Indexed Playback

This is the most sophisticated method and the one we use for diesel locomotives.  It basically involves the automatic queuing playback of multiple sound files to simulate engines, motors, prime-movers, etc. This requires specially prepared sound files which can be reliably looped and/or sequentially played without gaps and acoustically transition smoothly.
A motor sound will typically have different acoustic properties depending on the speed or load of the motor. For example, as a motor increases or decrease speed or rpm, its pitch will increase/decrease proportionally to its speed. In order to simulate the sound of the motor, the PFx Brick can loop up to 8 different sound file loops representing the sound of the motor at each speed or power level called “notches”. In the PFx Brick configuration, the number of power notches can be specified as well as the speed level between each notch.  Additionally, for maximum fidelity, the sound of the motor transitioning between each power notch (accelerating and/or decelerating) can be represented with a dedicated sound file for each transition. Lastly, dedicated sound files for a motor startup and shutdown sound can also be specified.

The combination of these sound files can represent the entire range of operation of the locomotive with the playback seamlessly and automatically performed based on the motor speed.

Our predefined "profiles" which you can download from our website representing a diesel or steam locomotive etc. are basically a "bundle" of sound files and configuration settings.  You can use them as is or customize them to your preference.  For example, you can substitute the horn sounds with one more suitable to a different locomotive.  You can change which motor channel changes the sound.  And so on.  

Our diesel locomotive profiles typically combine a few sound effect actions.  We use "Indexed Playback" for simulating the prime mover.  We use one or more "Random Playback" effects to randomly inject compressor noises or air valve release sounds.  The combination of these sounds give the rich and realistic impression of the real thing.

For steam locomotives, we will use "continuous playback" of a loop representing the ambient boiler sounds.  Additionally, the "Gated Playback" sound effect will be active to simulate the "chuff" sounds.  Lastly, one or more "Random Playback" actions will be configured for steam release sounds or air compressors, etc. 

The power of the PFx Brick is the ability to combine all of these sound playback behaviours to make a rich soundscape.  Its polyphonic sound engine combined with Digital Signal Processing (DSP) make all kinds of sound simulation possible.  These sound effect actions are configured as "Startup Actions".  That is, actions which activate automatically every time after power-up. 

We recognize that we need to document these capabilities more.   We are missing out on the ability of community to make all kinds of amazing sound profiles and to share them with others.  Our profiles on our website are only scratching the surface of possibilities!

Sorry to bump an old thread, but is there any update on this software update? I’ve been looking forward to it the first time I read it, and haven’t seen the update live yet, or I just haven’t seen it on the website.

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@legonerd54321 Wow...your timing is spooky!  Just this week, we've been trying out pre-release candidates of our new firmware which include enhanced sound playback effects for trains.  Some of the key features:

1. Gated Playback - Gated playback of sound files (for "chuff" type sounds) can include up to 4 different and sequentially played sound files.  This makes the sound playback sound less "robotic" and flat.  Furthermore, you can have up to 4x groups of 4x playback sounds.  A group is selected based on motor speed with the same boundaries as the indexed playback.  This will let you specify a different "chuff" sound sequence through a locomotive's total speed range.

2. Speed Triggered Extra Sounds - The indexed playback mode now includes specifying playback of extra sound effects based on speed.  This includes:

a) Accelerating from stop - e.g. a turbo-charger "whine" sound, a steam or air brake release sound, etc.

b) Accelerating while moving - e.g. turbo charger sound

c) Slowing down quickly while moving - e.g. dynamic brake sounds, fans, steam release, etc.

d) Slowing down to stop - brake squeal sounds

Note that these sounds are based on acceleration as well as absolute speed.  Therefore a gradual slow down to stop might not incur a brake squeal sound.  This makes the overall sound from the model feel more realistic and life-like.

3. Developer Tools in Python - We've added some more scripts and tools to help developers with make sound profiles for the PFx Brick.  For example, you can specify all the details of a sound profile in a convenient plain text YAML file.  A python script will read this file and automatically load the sounds, configure motor and playback actions and setup the PFx Brick ready to use.  This will let you make changes and fine-tune the behaviour of the sound profile quickly since the script only makes changes that are required to the PFx Brick.  For example, if you change one audio sample file, it will only load that changed file and not reload the entire set of files.  

There's still a bit more work to do in terms of testing and documentation; however, we're getting very close to a public release.  This will include:

1. New ICD document v.3.38

2. New firmware release v.1.50

3. New PFx App release v.1.10

4. New pfx-brick-py Python language tools (v.0.8.0 on pypi probably)

Stay tuned!

 

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On 6/16/2021 at 8:16 PM, michaelgale said:

@legonerd54321 Wow...your timing is spooky!  Just this week, we've been trying out pre-release candidates of our new firmware which include enhanced sound playback effects for trains.  Some of the key features:

1. Gated Playback - Gated playback of sound files (for "chuff" type sounds) can include up to 4 different and sequentially played sound files.  This makes the sound playback sound less "robotic" and flat.  Furthermore, you can have up to 4x groups of 4x playback sounds.  A group is selected based on motor speed with the same boundaries as the indexed playback.  This will let you specify a different "chuff" sound sequence through a locomotive's total speed range.

2. Speed Triggered Extra Sounds - The indexed playback mode now includes specifying playback of extra sound effects based on speed.  This includes:

a) Accelerating from stop - e.g. a turbo-charger "whine" sound, a steam or air brake release sound, etc.

b) Accelerating while moving - e.g. turbo charger sound

c) Slowing down quickly while moving - e.g. dynamic brake sounds, fans, steam release, etc.

d) Slowing down to stop - brake squeal sounds

Note that these sounds are based on acceleration as well as absolute speed.  Therefore a gradual slow down to stop might not incur a brake squeal sound.  This makes the overall sound from the model feel more realistic and life-like.

3. Developer Tools in Python - We've added some more scripts and tools to help developers with make sound profiles for the PFx Brick.  For example, you can specify all the details of a sound profile in a convenient plain text YAML file.  A python script will read this file and automatically load the sounds, configure motor and playback actions and setup the PFx Brick ready to use.  This will let you make changes and fine-tune the behaviour of the sound profile quickly since the script only makes changes that are required to the PFx Brick.  For example, if you change one audio sample file, it will only load that changed file and not reload the entire set of files.  

There's still a bit more work to do in terms of testing and documentation; however, we're getting very close to a public release.  This will include:

1. New ICD document v.3.38

2. New firmware release v.1.50

3. New PFx App release v.1.10

4. New pfx-brick-py Python language tools (v.0.8.0 on pypi probably)

Stay tuned!

 

Hi. Is the Firmware already released? It’s now one and a half year later. I could find no updates on your website. I ordered a pfx brick because the Features from the update are really nice! 

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On 2/4/2023 at 11:09 PM, cor82 said:

Hi. Is the Firmware already released? It’s now one and a half year later. I could find no updates on your website. I ordered a pfx brick because the Features from the update are really nice! 

Looking for this as well. Is there a download of the v.1.50 and v.1.10 files somewhere? It doesn't need to be perfect/finished, just something to tinker with would be nice :classic:

cc @michaelgale

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Welcome to the Train Tech @cor82 and @NilsvN!

I'm not a user of the PFx Bricks, but from what I've read elsewhere, no.  Michael's been focusing on the release of the new Fx Track range, which is new 9v track, taking Lego to a model railway standard, and the development of the P40 switches, controllers and motor bogeys have taken a lot of time - not helped by their manufacturers being in Hong Kong and COVID in China recently has been chaos.  You can see the fairly extensive discussion thread for this range of products here:

I'm sure software updates will come, but it's not Michael's main priority right now.

Hope this helps.

Vilhelm22

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@Vilhelm22

Hi Vilhelm, I understand the reasons behind it for sure, I've been following development of the other Fx Bricks products closely :) I'm very stoked for the 9v pickup wheels they announced recently as well. And can't wait to get those P40's in hand!

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I have now dumped my PFX brick in the bin because for me the development is lagging now. However i understand the 9v is more important so can not fault the decision to abandon the PFX Brick 

But Hornby are releasing bluetooth sound decoders soon (similar to bluenami) and ill be going down that route for my trains.

Will allow all the benefits of DCC on lego trains….and sound.

Edited by emm

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Will do. As the decoder has multiple functions, it should open loads of possibilities with lights as well. 

I have already converted to running lipo batteries and removing the lego battery boxes and that has made a huge difference both in performance and run time.

However the lipo means i have to be alot more careful when the kids play with them

Edited by emm

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On 2/24/2023 at 10:11 AM, emm said:

I have now dumped my PFX brick in the bin because for me the development is lagging now. However i understand the 9v is more important so can not fault the decision to abandon the PFX Brick 

But Hornby are releasing bluetooth sound decoders soon (similar to bluenami) and ill be going down that route for my trains.

Will allow all the benefits of DCC on lego trains….and sound.

Hornby's Hm7000 decoder looks interesting.

Just needs a 21 pin adaptor and solder 4 cell LIPO(decoder cuts out under 12V) battery connected to pin 20 and 21(or possibly stay alive socket). Motor connection to pins 18 and 19. A smoke genrerator (or in my case vapouriser) would be powered from battery but controlled via the Aux pins using a Mossfet as switch. I just don't know how chuffs can be synchronized to sound.

If you still have that PFX I wouldn't mind buying that in the meantime.

Edited by Liam Biggs

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