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Programmable speaker: Difference between revisions

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{{:Programmable speaker/infobox}}
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A programmable speaker able to alert players on set circumstanced by the circuit network or just create an array to play funky music.
The ''programmable speaker'' is a [[circuit network]] entity that is capable of producing alerts in the form of sound, and elements on nearby players' guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.


As well as playing a sound, it can also be set to send a GUI text alert so you can see what has caused the alarm.
== GUI and configuration ==


You can toggle whether the sound plays globally (i.e. you can hear it wherever you are on the map) or locally, so it will only be audible in the immediate vicinity of the speaker.
[[File:Programmable_speaker_ui.png|330px]]
 
It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.
 
The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.
 
[[File:speaker_map_alert.gif]]<br />
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an [[Alerts|alert]] in players' GUIs, "Show alert" must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert.
 
The "Allow polyphony" check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.
 
The "Circuit value is pitch" check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.


Only  50 sounds can be heard at once due to a game limitation.
== History ==
== History ==
{{History|2.0.7|
* Stack size reduced from 50 to 10.
}}
{{history|0.17.66|
* Programmable Speaker sounds now change volume accordingly as player moves.
}}


{{history|0.15.0|
{{history|0.15.0|
* Introduced
* Introduced
}}
}}
== See also ==
* [[Circuit network]]


{{LogisticsNav}}
{{LogisticsNav}}
{{C|Circuit network}}

Latest revision as of 10:21, 23 October 2024

Programmable speaker.png
Programmable speaker

Programmable speaker entity.png

Recipe

Time.png
2
+
Copper cable.png
5
+
Electronic circuit.png
4
+
Iron plate.png
3
+
Iron stick.png
4
Programmable speaker.png
1

Total raw

Time.png
9.25
+
Copper plate.png
8.5
+
Iron plate.png
9

Map color

Health

Quality normal.png 150
Quality uncommon.png 195 Quality rare.png 240
Quality epic.png 285 Quality legendary.png 375

Stack size

10

Rocket capacity

10 (1 stack)

Energy consumption

2 kw (electric)

Mining time

0.1

Prototype type

programmable-speaker

Internal name

programmable-speaker

Required technologies

Circuit network (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

The programmable speaker is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players' guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example.

GUI and configuration

Programmable speaker ui.png

It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation.

The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles.

Speaker map alert.gif
As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm. Both text and an icon can be specified, as seen in the check mark image above. In order to show an alert in players' GUIs, "Show alert" must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert.

The "Allow polyphony" check-box determines whether more than one sound may be played at once. Essentially, when hooking up a constant signal to a programmable speaker, with polyphony enabled, sounds will repeat extremely rapidly. (10 per second or so) Without polyphony, this is limited to about 1 per half second. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. However, if producing music, polyphony may be needed.

The "Circuit value is pitch" check-box allows dynamically changing the pitch of the sound created by changing the circuit value. This is useful for music production. If the player simply wants a sound to be created whenever the conditional is met, they should disable this check-box.

History

  • 2.0.7:
    • Stack size reduced from 50 to 10.
  • 0.17.66:
    • Programmable Speaker sounds now change volume accordingly as player moves.

See also