Types/WorkingSound: Difference between revisions

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</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
</p><p>This wiki page is no longer updated and '''will be removed at some point in the future''', so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback [https://forums.factorio.com/viewforum.php?f=233 on the forums].</p></div>
==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. If sound is not present, the entire WorkingSound is loaded as a [[Types/Sound]].
== 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
=== persistent ===
'''Type''': [[Types/bool]]
'''Default''': false
=== use_doppler_shift ===
'''Type''': [[Types/bool]]
'''Default''': true
=== audible_distance_modifier ===
'''Type''': [[Types/double]]
'''Default''': 1
Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number.
=== probability ===
'''Type''': [[Types/double]]
'''Default''': 1
Modifies how often the sound is played. Example:
<syntaxhighlight lang="lua">probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds</syntaxhighlight>
=== fade_in_ticks ===
'''Type''': [[Types/uint32]]
'''Default''': 0
Can't be used when match_progress_to_activity is true.
=== fade_out_ticks ===
'''Type''': [[Types/uint32]]
'''Default''': 0
Can't be used when match_progress_to_activity is true.
=== 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.
=== activate_sound ===
'''Type''': [[Types/Sound]]
Might not work with all entities that use working_sound.
=== deactivate_sound ===
'''Type''': [[Types/Sound]]
Might not work with all entities that use working_sound.
==Example==
Refinery:
<syntaxhighlight lang="lua">
working_sound =
{
  sound = { filename = "__base__/sound/oil-refinery.ogg" },
  idle_sound = { filename = "__base__/sound/idle1.ogg", volume = 0.6 },
  apparent_volume = 2.5,
},</syntaxhighlight>
Roboport:
<syntaxhighlight lang="lua">
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
    },
</syntaxhighlight>

Latest revision as of 14:32, 25 October 2024

The prototype docs have moved to a new website with an improved format. This documentation page can now be found here: https://lua-api.factorio.com/latest/types/WorkingSound.html

This wiki page is no longer updated and will be removed at some point in the future, so please update your browser bookmarks or other links that sent you here. If you'd like to contribute to the new docs, you can leave your feedback on the forums.