This type is used to produce sound from in-game entities when they are working/idle.
Inherits from MainSound |
main_sounds optional | :: MainSound or array[MainSound] | If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored. |
If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored. | ||
apparent_volume optional | :: float | |
max_sounds_per_type optional | :: uint8 | |
extra_sounds_ignore_limit optional | :: bool | |
persistent optional | :: bool | |
use_doppler_shift optional | :: bool | |
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_accents optional | :: SoundAccent or array[SoundAccent] |
sound optional | :: Sound | |
audible_distance_modifier[overridden] 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 | ||
activity_to_volume_modifiers optional | :: ActivityMatchingModifiers | |
activity_to_speed_modifiers optional | :: ActivityMatchingModifiers | |
match_progress_to_activity optional | :: bool | |
match_volume_to_activity optional | :: bool | |
match_speed_to_activity optional | :: bool | |
play_for_working_visualisations optional | :: array[string] | |
volume_smoothing_window_size optional | :: uint32 | Only used if WorkingSound::persistent is |
Only used if WorkingSound::persistent is |
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 | |
deactivate_sound optional | :: Sound | Might not work with all entities that use working_sound. |
Might not work with all entities that use working_sound. | ||
extra_sounds_ignore_limit optional | :: bool | |
idle_sound optional | :: Sound | The sound to be played when the entity is idle. [...] |
The sound to be played when the entity is idle. [...] | ||
main_sounds optional | :: MainSound or array[MainSound] | If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored. |
If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored. | ||
max_sounds_per_type optional | :: uint8 | |
persistent optional | :: bool | |
sound_accents optional | :: SoundAccent or array[SoundAccent] | |
use_doppler_shift optional | :: bool |
activity_to_speed_modifiers optional | :: ActivityMatchingModifiers | |
activity_to_volume_modifiers optional | :: ActivityMatchingModifiers | |
audible_distance_modifier[overridden] optional | :: double | Modifies how far a sound can be heard. [...] |
Modifies how far a sound can be heard. [...] | ||
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 | ||
match_progress_to_activity optional | :: bool | |
match_speed_to_activity optional | :: bool | |
match_volume_to_activity optional | :: bool | |
play_for_working_visualisations optional | :: array[string] | |
probability optional | :: double | Modifies how often the sound is played. |
Modifies how often the sound is played. | ||
sound optional | :: Sound | |
volume_smoothing_window_size optional | :: uint32 | Only used if WorkingSound::persistent is |
Only used if WorkingSound::persistent is |
If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored.
Default: 1
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.
Default: 1
Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number.
-- 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
}