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. | ||
max_sounds_per_prototype optional | :: uint8 | Sets a maximum limit on how many entities of the same prototype will play their working sound. [...] |
Sets a maximum limit on how many entities of the same prototype will play their working sound. [...] | ||
extra_sounds_ignore_limit optional | :: boolean | If |
If | ||
persistent optional | :: boolean | When |
When | ||
use_doppler_shift optional | :: boolean | |
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 | Cannot be empty. |
Cannot be empty. | ||
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 | :: boolean | |
match_volume_to_activity optional | :: boolean | |
match_speed_to_activity optional | :: boolean | |
play_for_working_visualisations optional | :: array[string] | Array of WorkingVisualisation::names, individual names cannot be empty. [...] |
Array of WorkingVisualisation::names, individual names cannot be empty. [...] | ||
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. | ||
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 | :: boolean | If |
If | ||
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_prototype optional | :: uint8 | Sets a maximum limit on how many entities of the same prototype will play their working sound. [...] |
Sets a maximum limit on how many entities of the same prototype will play their working sound. [...] | ||
persistent optional | :: boolean | When |
When | ||
sound_accents optional | :: SoundAccent or array[SoundAccent] | |
use_doppler_shift optional | :: boolean |
activity_to_speed_modifiers optional | :: ActivityMatchingModifiers | |
activity_to_volume_modifiers optional | :: ActivityMatchingModifiers | |
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 | :: boolean | |
match_speed_to_activity optional | :: boolean | |
match_volume_to_activity optional | :: boolean | |
play_for_working_visualisations optional | :: array[string] | Array of WorkingVisualisation::names, individual names cannot be empty. [...] |
Array of WorkingVisualisation::names, individual names cannot be empty. [...] | ||
probability optional | :: double | Modifies how often the sound is played. [...] |
Modifies how often the sound is played. [...] | ||
sound optional | :: Sound | Cannot be empty. |
Cannot be empty. | ||
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.
Sets a maximum limit on how many entities of the same prototype will play their working sound.
Inactive entities without an idle_sound
don't count towards this limit.
Entities with their working sound fading out don't count towards this limit.
Default: false
If true
, max_sounds_per_prototype
is ignored. 'extra sound' refers to idle_sound
, activate_sound
or deactivate_sound
.
Default: false
When true
, working sounds for all entities of the same prototype are combined into one and some (most) properties of this are ignored or unused.
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},
}
-- roboport
working_sound =
{
sound = {filename = "__base__/sound/roboport-working.ogg", volume = 0.6, audible_distance_modifier = 0.5},
max_sounds_per_prototype = 3,
probability = 1 / (5 * 60) -- average pause between the sound is 5 seconds
}