Types/WorkingSound
Revision as of 19:04, 9 September 2017 by Bilka (talk | contribs) (→idle_sound: added whcih entities use it)
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
},