Types/WorkingSound: Difference between revisions

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(Created page with "==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 t...")
 
m (→‎idle_sound: added whcih entities use it)
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'''Type''': [[Types/Sound]]
'''Type''': [[Types/Sound]]


The sound to be played when the entity is idle. Might not work with all entities that use working_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.


=== max_sounds_per_type ===
=== max_sounds_per_type ===

Revision as of 19:04, 9 September 2017

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

audible_distance_modifier

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.

probability

Type: Types/double

Modifies how often the sound is played. Example:

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

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.

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

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
    },