Types/WorkingSound: Difference between revisions

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(added activate_sound, deactivate_sound)
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=== apparent_volume ===
=== apparent_volume ===
'''Type''': [[Types/float]]
'''Type''': [[Types/float]]
'''Default''': 1
=== max_sounds_per_type ===
'''Type''': [[Types/uint8]]
=== match_progress_to_activity ===
'''Type''': [[Types/bool]]
'''Default''': false
=== match_volume_to_activity ===
'''Type''': [[Types/bool]]
'''Default''': false
=== match_speed_to_activity ===
'''Type''': [[Types/bool]]
'''Default''': false


=== audible_distance_modifier ===
=== audible_distance_modifier ===
'''Type''': [[Types/double]]
'''Type''': [[Types/double]]


Modifies how far a sound can be heard. Default is ? which means that the sound can be heard up to ? tiles away from the entity.
'''Default''': 1
 
Modifies how far a sound can be heard.
=== probability ===
=== probability ===
'''Type''': [[Types/double]]
'''Type''': [[Types/double]]
'''Default''': 1


Modifies how often the sound is played. Example:
Modifies how often the sound is played. Example:
<syntaxhighlight lang="lua">probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds</syntaxhighlight>
<syntaxhighlight lang="lua">probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds</syntaxhighlight>
=== persistent ===
'''Type''': [[Types/bool]]
'''Default''': false


=== idle_sound ===
=== idle_sound ===
Line 35: Line 64:


Might not work with all entities that use working_sound. Used by car.
Might not work with all entities that use working_sound. Used by car.
=== max_sounds_per_type ===
'''Type''': [[Types/uint8]]
=== match_progress_to_activity ===
'''Type''': [[Types/bool]]
=== match_volume_to_activity ===
'''Type''': [[Types/bool]]
=== match_speed_to_activity ===
'''Type''': [[Types/bool]]


==Example==
==Example==

Revision as of 18:56, 7 August 2019

Basics

This type is used to produce sound from in-game entities when they are working/idle.

Mandatory properties

sound

Type: Types/Sound

The sound to be played when the entity is working.

Optional properties

apparent_volume

Type: Types/float

Default: 1

max_sounds_per_type

Type: Types/uint8

match_progress_to_activity

Type: Types/bool

Default: false

match_volume_to_activity

Type: Types/bool

Default: false

match_speed_to_activity

Type: Types/bool

Default: false

audible_distance_modifier

Type: Types/double

Default: 1

Modifies how far a sound can be heard.

probability

Type: Types/double

Default: 1

Modifies how often the sound is played. Example:

probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds

persistent

Type: Types/bool

Default: false

idle_sound

Type: Types/Sound

The sound to be played when the entity is idle. Might not work with all entities that use working_sound. Used by accumulator, assembling-machine, electric-energy-interface.

activate_sound

Type: Types/Sound

Might not work with all entities that use working_sound. Used by car.

deactivate_sound

Type: Types/Sound

Might not work with all entities that use working_sound. Used by car.

Example

Refinery:

working_sound =
 {
  sound = { filename = "__base__/sound/oil-refinery.ogg" },
  idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
  apparent_volume = 2.5,
 },

Roboport:

working_sound =
    {
      sound = { filename = "__base__/sound/roboport-working.ogg", volume = 0.6 },
      max_sounds_per_type = 3,
      audible_distance_modifier = 0.5,
      probability = 1 / (5 * 60) -- average pause between the sound is 5 seconds
    },