Apparently all PS3 engines are capable of the Quillable Whistle. With the help of several others on this forum, I've figured out a way to copy a Quillable Whistle from a PS3 engine that has one to a PS3 engines that does not have one. (I expect that it is complicated procedure to create the Quillable Whistle sound which is why all PS3 engines don't have one).
The downside is that the Quillable Whistle won't match the sound of the other whistles in the sound file. But you can copy all of the whistle sounds from the donor engine. Then the whistle sounds will be consistent but won't match the donee engine.
So if you are after realism, this won't cut it. But if you are after a good show, this could work.
Using my ADPCM program to examine an engine with a Quillable Whistle, I could see that the whistle was clip number 3. This was one long clip that had several dozen smaller clips in it. Each small clip was a short segment of a whistle sound. The engine would append these sounds to one another based on how you rotated the thumbwheel.
With ADPCM, you can copy clip 3 from a donor engine into your sound file and then turn on the SPW softkey. Download the sound file into your engine, delete the engine from the remote, add it back and you have a Quillable Whistle.
Here is a link to short instructions:
http://www.silogic.com/trains/ADPCM.html#Quill1
Here is a link to two videos that show the Quillable Whistle:
http://www.silogic.com/trains/ADPCM.html#Quill2
My RTC program now supports the SPW functionality. That is shown in the second video on my page. You can download version 1.4.1 of ADPCM from that web page.