Factorio Prototype DocsVersion 1.1.107

WorkingSound :: struct or SoundExample code

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

Properties

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 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.

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.

Properties

sound :: Sound

The sound to be played when the entity is working.

apparent_volume :: float optional

Default: 1

max_sounds_per_type :: uint8 optional

match_progress_to_activity :: bool optional

Default: false

match_volume_to_activity :: bool optional

Default: false

match_speed_to_activity :: bool optional

Default: false

persistent :: bool optional

Default: false

use_doppler_shift :: bool optional

Default: true

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.

probability :: double optional

Default: 1

Modifies how often the sound is played.

Example

probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds

fade_in_ticks :: uint32 optional

Default: 0

Can't be used when match_progress_to_activity is true.

fade_out_ticks :: uint32 optional

Default: 0

Can't be used when match_progress_to_activity is 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.

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