This type is used to produce sound from in-game entities when they are working/idle.
sound | :: Sound | The sound to be played when the entity is working. |
The sound to be played when the entity is working. | ||
apparent_volume optional | :: float | |
max_sounds_per_type optional | :: uint8 | |
match_progress_to_activity optional | :: bool | |
match_volume_to_activity optional | :: bool | |
match_speed_to_activity optional | :: bool | |
persistent optional | :: bool | |
use_doppler_shift optional | :: bool | |
audible_distance_modifier optional | :: double | Modifies how far a sound can be heard. |
Modifies how far a sound can be heard. | ||
probability optional | :: double | Modifies how often the sound is played. |
Modifies how often the sound is played. | ||
fade_in_ticks optional | :: uint32 | Can't be used when |
Can't be used when | ||
fade_out_ticks optional | :: uint32 | Can't be used when |
Can't be used when | ||
idle_sound optional | :: Sound | The sound to be played when the entity is idle. |
The sound to be played when the entity is idle. | ||
activate_sound optional | :: Sound | Might not work with all entities that use working_sound. |
Might not work with all entities that use working_sound. | ||
deactivate_sound optional | :: Sound | Might not work with all entities that use working_sound. |
Might not work with all entities that use working_sound. |
sound | :: Sound | The sound to be played when the entity is working. |
The sound to be played when the entity is working. | ||
activate_sound optional | :: Sound | Might not work with all entities that use working_sound. |
Might not work with all entities that use working_sound. | ||
apparent_volume optional | :: float | |
audible_distance_modifier optional | :: double | Modifies how far a sound can be heard. |
Modifies how far a sound can be heard. | ||
deactivate_sound optional | :: Sound | Might not work with all entities that use working_sound. |
Might not work with all entities that use working_sound. | ||
fade_in_ticks optional | :: uint32 | Can't be used when |
Can't be used when | ||
fade_out_ticks optional | :: uint32 | Can't be used when |
Can't be used when | ||
idle_sound optional | :: Sound | The sound to be played when the entity is idle. |
The sound to be played when the entity is idle. | ||
match_progress_to_activity optional | :: bool | |
match_speed_to_activity optional | :: bool | |
match_volume_to_activity optional | :: bool | |
max_sounds_per_type optional | :: uint8 | |
persistent optional | :: bool | |
probability optional | :: double | Modifies how often the sound is played. |
Modifies how often the sound is played. | ||
use_doppler_shift optional | :: bool |
The sound to be played when the entity is working.
Default: 1
Default: 1
Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number.
Default: 1
Modifies how often the sound is played.
probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds
Default: 0
Can't be used when match_progress_to_activity
is true.
Default: 0
Can't be used when match_progress_to_activity
is true.
The sound to be played when the entity is idle. Might not work with all entities that use working_sound.
Might not work with all entities that use working_sound.
Might not work with all entities that use working_sound.
-- 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
}