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Train Sim World 6

Release date: 30th September 2025

What have I done?

Internal passenger ambience

If this isn't your cup of tea, you can lower or even mute this in the audio settings

I programmed a core feature! A minor one, but still a nice detail. But what is it?


It adds the sound of talking passengers inside carriages, using a combination of 2D looping ambience & 3D one-shot sounds that trigger every now and then from random seat locations.

2D ambience: Stereo ambience that plays with no specific origin point in the carriage. It updates to match how many people are onboard after loading / unloading.

3D One-shots: Sounds that play from random seat locations in each carriage. Sounds like:

  • Coughing

  • Sneezing

  • Yawning

  • Laughing

  • Phone sounds

  • Food wrappers

Better yet, these are all affected by the time of day and season. With more food wrappers being heard around lunchtime, more coughing & sneezing during the winter and more yawning in the late-evening into the early-morning.

Each carriage also spawns with a "Chattiness" level which determines how loud the passenger talking will get and often the 3D one-shots play.

The passenger ambience is muffled while you're in the cab, but it still adds a nice bit of subtle background even in the driver's seat. Especially partnered with the onboard announcements.

I've also added the ability to mark quiet coaches. This basically prevents the busy chatter ambience from fading in; keeping the base level movement noise & all of the oneshot sounds I mentioned above.

This system makes the largest impact on conductor mode, as it now brings the carriage to life!

Once again, if you're not a fan of this, you can turn it down or even off in the audio settings.

GWR Class 150 recording

I went on my first recording trip! It was great fun & we recorded everything we wanted plus more! 

I travelled down to Exeter with one of my co-workers; where we met up with some GWR engineers the following morning at the train maintenance depot.

(It was super cool to see it all represented in-game as well, I'll try to re-create the recording setup in-game for my video dev-blog when the game releases).

We had 2 locos for the day, 150261, which we used for the static recordings & 150263, which we used for the running recordings as we sent it from Exeter to Paignton and back.

Funnily enough, 150261 is featured on the screenshot published on our Steam page! Not sure if that was a coincidence or not haha

I managed to snap a little shot in the cab before our engineer sat down to control everything for us.

Arrow III

I implemented all the sounds on the Arrow III, although we didn't have a recording trip for it ourselves, it's moments like this where our Beta team shines! We were able to receive authentic sounds from one of our Beta team members which I was then able to edit and implement in-game.

The arrow III has some lovely sounds; the brake resistors & transformer fan have to be my favourite 2 from it. 

I'd also noticed from all of my reference, that a large majority of the Arrow IIIs had flats. So I edited up a decent collection of internal and external flat sounds that I've implemented with about a 7.5% chance per bogie of being flat.

ALP45DP

Another good use of our Beta team, one cool detail on this one is the mode change-over dialogue which plays when requesting, transitioning to and engaging diesel or electric mode. The Beta team made me aware of this feature & sent me plenty of reference which I was then able to use to design the various beeps & voice-lines.

The cooling fans were another fun bit of logic to program. They're one of those things that start off so simple until you have to account for the spooling up and down and combining that with changing modes and game save states.

​​There's plenty more in the pipeline to be excited about!

Stay up-to-date with the TSW socials! As I'll obviously only be updating this page once they've announced something there first...

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