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Nolimits2Sounds (Update 1.2.0) — Custom Coaster Noises

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Posted December 29, 2017· Edited June 12, 2019

Nolimits 2 Sounds

Demo — Download — Contribute

This is a free-to-use collection of scripted sounds for coasters, including custom lift-hill sounds and various roars.

Current Soundlist

This list will always be updated accordingly. The complete changelog will be posted as a separate comment.

Name (section) Description Source Contributor
bm_lift B&M Lifthill Sound Silver Star @ Europapark
bm_roar B&M Roar Sound TheCodeMaster
gci_lift GCI Lifthill Sound Wood Coaster @ Knight Valley
rmc_lift RMC Lifthill Sound Twisted Timbers @ Kings Island
jet_funky_lift Funky Lifthill Sound for sketchy Jet Corsters Chupy Coaster @ Washuzan Highland Jetcoasterfan
jet_roar Jet Coaster Roar Sound Hurry Coaster @ Kobe Fruit and Flower Park Jetcoasterfan
misc_roar Roar suitable for most steel coaster types TheCodeMaster
misc_clunky_lift Clunky Sound for slow Lifthills Speed @ Oakwood
misc_old_lift Vintage Sound for normal and fast Lifthills. Similar to the existing Sound Speed @ Oakwood
misc_lsm General Purpose LSM Sound as found on Premier Rides Launch Coasters bestdani

How to use

Step 1. Download the latest release and copy it into your park directory.

Step 2. Add the Script to a coaster. (Coaster Properties -> Add from File -> Sounds.nl2script) Note: It is not needed to change the coaster's operation mode to scripted.

Step 3. You can now add any sound by naming sections (See the section-names in the list above). To support having a sound on multiple sections every section-name is appended by an underscore and a number starting at 1 going up with each additional section: <section_name>_<number>

Let's say we have a Mine Train coaster that has 3 Lifthills and we want each lift-hill to have the misc_old_lift sound. In this case we name the first lift-hill misc_old_lift_1, the second misc_old_lift_2 and so on.

Note: Global sounds like bm_roar also have to be appended by _1 due to the way this script works, even though you'd only add it once per coaster anyways.

Step 4. Switch to Play Mode and enjoy :)

MrRC posted on January 11th, 2018

If i wonna use B&M roar, how do add it to the stock track, i can't name the track piece.

You can name the station or any unused brake. The two roars apply globally automatically. Only for the lift hills it is important on which section it should play.

Posted January 20, 2019· Edited January 20, 2019

I apologize for my recent inactivity.
The LSM noise is implemented but not bundled with the latest release. To get it use this download link: https://github.com/Emonadeo/Nolimits2Sounds/archive/master.zip
I think I had a reason as to why I haven't pushed a new release yet but I forgot what it was. So if there are issues with the lsm sound let me know.

This project is not discontinued, I just didn't get around to keep it uptodate for no particular reason. Yeah, I suck at maintaining things. There's still stuff on my bucket list for this script.

Posted June 3, 2019· Edited June 3, 2019

You probably don't know what I mean by "naming sections".

Every track section (pieces of track separated by type separators) has a unique editable name. You can change that name by double clicking any piece of track that is a lift, station or brake. There is an empty text field at the top where you can input any name. If you are looking for the B&M roar for example, just name your station bm_roar_1 and fire up play mode to see the magic. ;)

Posted June 3, 2019· Edited June 3, 2019

I tried to use this this morning on Wicker Man. named the sections correctly, added the script into the coaster, yet it failed to read the .ogg file for the GCI lift sound. Any suggestions/tips on what I need to do differently?

Did you download the experimental version? If so use the stable version, the experimental version is currently broken. Gonna fix it in the next days.

Posted June 4, 2019· Edited June 4, 2019

@Jetcoasterfan Got the wink, I haven't forgotten. I totally haven't


@Lcucu3 Yes, but knowledge of scripting is needed. I've tried my best to provide some utilities to make adding custom sounds easier. See here


@RollerCoaster1234 I am guessing you named your first lift something like bm_lift_2, but since it's the first lift it should be bm_lift_1. (So if you have the roar and 2 independent lifts it's bm_roar_1, bm_lift_1 and bm_lift_2) Every sound counts on its own.

The sound playing is only dependant on the section's name, enabled or disabled rollback doesn't affect it at all.

Tempo and pitch of most sounds get increased if the train speeds up. (e.g. B&M lift speeds up, GCI I think doesn't if I remember correctly)

Oooh. Yeah the sounds only work on stations, brakes and lifts can't do anything about that unfortunately. Thought I said that whoops.
There is a script for each sound inside src/sounds folder. If you don't want the pitch to change you can delete the line sound.setPitch((float)train.getSpeed()/2.85f);

Not want to sound rude, but I highly doubt that you will be able to implement your own sound if you haven't done any scripting before.
This library is not particularly beginner friendly, so if you are really eager to get into scripting I recommend you to start with something more basic.

Posted June 7, 2019· Edited June 7, 2019

Yep, go into src/sounds/MiscLsm.nlvm and remove line 37: sound.setPitch(0.95f + currentSpeed * 0.01f);


Jetcoasterfan posted on June 3rd, 2019

Hope you will also add more sounds in the next few days.

Also @Jetcoasterfan, I will add more sounds very soon but I am having a hard time extracting decent sounding audioclips from the Jetcoasters, there is too much background noise and it also has to loop properly. I can't guarantee that the upcoming patch will contain one. Already had that issue 1 1/2 years ago, still trying my best.

The pitch and playback speed are the same in Nolimits 2. You can't vary the speed without also having the pitch change. The line I made you delete was responsible for changing the audio pitch (& speed), since you asked for removing the pitch.

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