Types/WorkingSound: Difference between revisions
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'''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 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 [https://forums.factorio.com/viewforum.php?f=233 on the forums]. | |||
==Basics== | ==Basics== | ||
This type is used to produce sound from in-game entities when they are working/idle. | This type is used to produce sound from in-game entities when they are working/idle. |
Revision as of 17:51, 16 August 2023
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.
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:
probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds
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:
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
},