Factorio Prototype DocsVersion 2.0.26

WorkingSound :: struct or SoundExample code

This type is used to produce sound from in-game entities when they are working/idle.

Inherits from MainSound

Properties

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]

Inherited from MainSound
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 match_progress_to_activity is true.

Can't be used when match_progress_to_activity is true.

fade_out_ticks optional :: uint32

Can't be used when match_progress_to_activity is true.

Can't be used when match_progress_to_activity is true.

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 true.

Only used if WorkingSound::persistent is true.

Properties

main_sounds :: MainSound or array[MainSound] optional

If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored.

apparent_volume :: float optional

Default: 1

max_sounds_per_type :: uint8 optional

extra_sounds_ignore_limit :: bool optional

Default: false

persistent :: bool optional

Default: false

use_doppler_shift :: bool optional

Default: true

idle_sound :: Sound optional

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

activate_sound :: Sound optional

Might not work with all entities that use working_sound.

deactivate_sound :: Sound optional

Might not work with all entities that use working_sound.

sound_accents :: SoundAccent or array[SoundAccent] optional

Overridden Properties

audible_distance_modifier :: double optional

Default: 1

Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number.

Examples

-- 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
}

Prototypes

Types

Defines