rrfaniowa

If anyone knows of any railroad YouTube videos of cars up close moving slow and creating flange squeal, I would appreciate the links. 

Preferably videos without grade crossing bells, engine horns, or a lot of background noise. I know, that's a tall order but there's gotta be some good videos out there. 

I'm looking to add to my small collection of flange squeal sounds to add to my ISE random flange Arduino module. 



I would contact the creators for permission before using. 

Thanks much!
Scott Thornton
http://www.milanbranch.com

Scott Thornton

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Prof_Klyzlr

Scratchbuild

Dear Scott, Here's a prime opportunity for you to indulge in some finescale scratchbuilding. - Locate an unpainted (raw mill-finish) steel or aluminium handrail, pref long and industrial, at a quiet time of day - Grab a metal object with a little mass behind it, like a tire iron, or mid-weight dull knife. - Grab smartphone, turn on "voice recorder" app - place the phone 1' from the handrail, approx 2/3Rd's of the way along the rail's length. - Hit, slide, and scrape the implements along the rail, capturing the results. Make sure to attack the rail at different positions relative to the phone position, different angles/faces/edges etc (bonus points, I find I can get a surprisingly "playable" squeal/grind if I run my ring-finger along the rail, varying angle and pressure of the ring against a long mill-finish aluminium rail) IMPORTANT! keep the Recording app running, esp to catch the tail "decay" of any ( desirable) resonance the rail might "Ring out" with. With maybe 30 mins of various slides, drinks, hits, scrapes, and resonant "riiiiinngs", get thee to the Audio Editor (Audacity is FREE, and you're going to be going there anyway to format-convert the sources into CKT-SQUEAL suitable files anyway), And play with EQ (minimise unwanted rumble, emphasise the ear-splitting highs) And the Resonance and Ring Modulator filters (for those times when Too Much "rrriiiiiiiiiiiiiiiiiinnnnnnnnngggggg" is simply not enough....) Happy modelling, Aim to Improve, Prof Klyzlr Ps if you shy away from scratchbuilding, then IIRC example squeals have been posted previously, throw "flange squeal Klyzlr" into the Search box at top right... PPS if you're looking for the perfect clean straight-to-CKT YT clip, you won't find it (I've spent decades sample-hunting for various missions), the best move is to simply make your peace with the fact that the audio editor is your sonic X-acto knife, ACC, and Paint, and get comfy using this "fundamental 101-level modelling tool".
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rrfaniowa

There's a lot there…

Thanks, Prof. 

I've been using Audacity to edit and save the files I've prepped so far. That program has A LOT to it. There is obviously a high learning curve for becoming even a decent beginner audio editor. It's given me a much greater appreciation for those people in the audio profession who really know their stuff. 

I'll definitely be taking your advice and trying my hand at "finescale scratchbuilding" as you call it.

Scott Thornton

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Virginian and Lake Erie

Go to a curve in the country

Go to a curve in the country and wait for a train, early in the morning will give you the quietest time to record say 3 to 6 am.

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David Stewart

Youtube

This one might do the trick.

David Stewart

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Prof_Klyzlr

Finescale scratchbuildibg

Dear Scott, In sonic modelling, as in physical/visual modelling, "finescale" is an attitude, a state of mind. Sure you can "RTR" (Use someone's pre-fab files a la FreeSound.org, Which constrains you to what _their_ears_ say "sounds right", not _your_ ears), You can "kitbash" using varying degrees of starting fodder (location recordings of variable quality, background noise, distortion, etc), and apply varying levels of tools/techniques/craftsmanship to try and hit a given result (near as the re-purposed source materials + modelling efforts allow to what _your_ ears say sounds-right) Or (and the lines between hardcore kitbash and Scratchbuild are pretty fuzzy), You can apply a Scratchbuilding mindset (literally starting with raw waveforms and purpose-created "starting fodder") to aim-for/achieve a literal "finescale" sonic result which is ultra-tuned for both fidelity, scale appearance, and specific-deployment-conditions optimisation (so it is _exactly_ what _your_ ears say "sounds right", within the _specific_scene context. I mean, with the obvious high-grade visual modelling you tend to Aim for, why would/should we expect, nay Demand anything lesser from the layout/scene-supporting Sonic modelling components? Happy Modelling, Aim to Improve, Prof Klyzlr
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