Let's think about this...do-able...Now....
Dear Joe,
Interesting thoughts, although by strange coincidence, those modellers with an _audio_ bent (such as the team on the LayoutSound yahoogroup) have been thinking (and in some cases actively working on) exactly the concepts you're pondering now for at least 3 years that I'm personally aware of, likely more...
Let's take a little walk thru the ideas, and see what the "state of the art" actually is...
- Why stop with Loco sound?
Why indeed! We are surrounded by audio every moment of our lives, and our ears actually hear far more than we consciously realise. When a train passes, (that's a train, not just the loco consist), it's a sensory-filling auditory experience. Now, whether Scale Models should or should not be capable of "full scale" dB SPL is an entirely seperate conversation, but that only the loco should "have a voice" simply doesn't mesh up with our real-world experience. And, generally, when modelling, aren't we trying to recreate in miniature what we see/hear "in real life"?
NOTE! It's far easier and cheaper to add _layout_ sound to an given scene than it is to equip even every-second-car with onboard sound. And like the old MRC TechII throttle ads said "..just one additonal can improve the entire layout..."
IE it's not just the _moving_ items that deserve a voice...
- with decoders from Lok...
Hmmm, let's consider for a moment. Rollingstock generally doesn't have motors, so no need to pay for motor control that won't be used. A "sound only" decoder would be preferrable. Unfortunately, the only real "sound only" option from the US market is the Digitraxx "Soundbug" and "SFX" series, which sports a illusion-shattering 8bit 8kHz samplerate. (That's not such a big issue when you remember that the _user_programmable_ Lok decoders are still only 8bit 16kHz themselves!).
In the "soundbug"-families favour is that with a PR3, and some free software, it is "user programmable" with custom sounds, and can be programmed to trigger sounds based on Speed step, function, CAM/trigger input, and "random occurance" sounds. Also in it's favour is a RRP of around US$50, far cheaper than a Lok.
Sidenote, if we look sideways to our UK brethern, CT Elektronik and Zimo have high-audio-spec "sound only" decoders available (GE and MX series decoders respectively). However, at the current retail pricing, you could buy 3x Digitrax SFX0416 decoders for one Zimo GE50, so "your pays your $$$ and you makes your choices".
From a proto perspective, and a quickly way to "dip one's toe in the water", can I suggest that there are a number of R(emote) C(ontrol) L(ocomotive) radio platforms going round on various Class 1 and shortline railroads, which are prime candidates for initial "rollingstock sound" testing. These units such as the UP CCRCLs, CSX RCPs, and MRL Remote Cabooses have airhorns, brake gear, and other "loco like" noisemakers in prototype, which can be easily simulated with most any current diesel sound decoder (even not-user-loadable ones) by simply setting the "prime mover" element volume to zero or "off".
- What sounds are we thinking of?
Possible sounds for most any railcar include the ones your mentioned:
- flange squeal
- slack stretch/bunching
- draftgear/frame creaking
some others come to mind
- wheel flatspot (axle CAM triggered)
- active flange squeal (truck yaw switch via CAM input)
- mech reefer sounds (yes, I know Athearn has done it, but this is an opportunity to do it better and cheaper)
- cattle/sheep (remember the old "upset cow" SFX units for the P2K Mathers stock cars?)
and others which to be honest I can't recall right now...
I totally agree that yes, it _is_ relatively easy to do, _right_now_. Not in a years time, or 3 months time or 3 seconds time, but _Now_. Just as with _Layout_ sound, the hardware to do it has been available for decades now, at prices that are only fractions the cost of a single HO locomotive. The big problem, honestly, is not the hardware. rather, the realisation that all of the audio playback hardware in the world is nothing but paperweight without a _sound_ (digital audio file, or other audio signal source), to play.
- How about multi (audio) channel effects via layout-based walkie-talkies?
Adapting Lance M's Sennheiser Headphone system to act as a "2-channel" device, where Channel A = TSU loco sound, and Channel B = "talk to the dispatcher", may pose some challenges. The Sennheiser headphones lance is using are designed for the Home Theatre market, and as such have no "channel selection" capabilities of their own. If we attack it from the other direction, and start with "walkie talkie headsets" which each crew member and the Dispatcher is equipped with, then it may well be possible to connect a TSU to a walkie-talkie transmitter, (it's just an audio signal after all), and have the resulting "loco sound" appear "in channel" anytime the walkie-talkie unit's "Push-to-talk" button is _not_ keyed.
The downsides I see with this are:
- _everyone_ with headsets on the channel would be swapped with "loco sound" whether they wanted it or not. Turning your particular walkie-talkie down likely won't work, as it would make hearing the Dispatcher when s/he transmits almost impossible, thus rendering the whole concept unworkable.
- manually "switching to the "TSU channel" " may work under some circumstances, but again if it doesn't allow the dispatcher (or other crews on the "road channel") to "break over" the TSU loco sound, then it doesn't really work for our purposes...
- most "model RR budget" grade walkie talkie headsets are far from capable of the same audio performance of Lance's Sennheiser RS170 headphones. Ergo, the "high fidelity audio reproduction" of the TSU loco sound you started with is compromised. (3 steps forward, and 2 steps back)
The "8 channel" units you found were likely 8 _radio_ channels, not 8 _audio_ channels, and thus would be hamstrung by the above issues. I'm not saying that it's not a good idea, but getting a truly workable solution which does what you need it to _in_practise_ is respectfully going to need a little more work...
- "so, who's willing to take on this challenge?"
Well, as mentioned above, the crazy kids over at the LayoutSound Yahoogroup http://groups.yahoo.com/group/LayoutSound/ have been all-over this style of "rollingstock-based sound" project for over 2 years now, along with many other Model RR Sound missions and deployments. Dr Geoff Bunza and a number of other MRH contributors are members of the LayoutSound list, and have the necessary decoder programming skills to "make it happen". Did you see Dr Geoff's recent thread RE adding sound to a seaplane? All the same hardware and skills as for a freightcar-sound project, literally!
I also know that "Freightcar sound" has also been discussed previously here on MRH forum, and on the UK "RMWeb" forum to mention just 2 examples, and modellers from both sides of the Atlantic have persued the idea in consequence. I am also aware of at least one Aussie effort which recently demonstrated many of the effects under consideration, relevant to a rake of 20x 7mm scale 4-wheel non-airbraked wooden coal hoppers pulled by a TSU-equipped steam loco.
The LayoutSound group membership also rosters various hardware and software guys who wear their heart on their sleeve when it comes to "built for model RR devices with take-no-prisoners audio performance". (Big shout out to the team at Pricom, home of the DreamPlayer http://www.pricom.com , and Matt Harris - main-man behind the JMRI "SoundPro" application)....
Annnnd, as above, let's not forget that without a sound to play, even the most audio-potent railcar is just an NMRA-overweight lump of plastic/metal/silicon on wheels. The FREE cross-platform audio editor app Audacity http://audacity.sourceforge.net/ can provide most all of the audio firepower a newcomer sonic-modeller needs to "roll their own" decoder-ready sound files, and the LayoutSound team have Pro sound-design/editor members who are more than willing to share their techniques...
In answer to your parting question "so, who's willing to push this?", I'd respectfully suggest that the LayoutSound group, and other sonic-minded modellers worldwide have already been chasing this and many other "high-resolution model/layout aural enhancement" ideas for decades now.
It's not a case of "who's willing to go forward with the idea?",
but rather "why's it taken the rest of the model RRing world soooo long to catch up?"
Happy Modelling,
Aim to Improve,
Prof Klyzlr