Types/WorkingSound
Basics
This type is used to produce sound from in-game entities when they are working/idle.
Mandatory properties
sound
Type: Types/Sound
The sound to be played when the entity is working. If sound is not present, the entire WorkingSound is loaded as a Types/Sound.
Optional properties
apparent_volume
Type: Types/float
Default: 1
max_sounds_per_type
Type: Types/uint8
match_progress_to_activity
Type: Types/bool
Default: false
match_volume_to_activity
Type: Types/bool
Default: false
match_speed_to_activity
Type: Types/bool
Default: false
persistent
Type: Types/bool
Default: false
use_doppler_shift
Type: Types/bool
Default: true
audible_distance_modifier
Type: Types/double
Default: 1
Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number.
probability
Type: Types/double
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
Type: Types/uint32
Default: 0
Can't be used when match_progress_to_activity is true.
fade_out_ticks
Type: Types/uint32
Default: 0
Can't be used when match_progress_to_activity is true.
idle_sound
Type: Types/Sound
The sound to be played when the entity is idle. Might not work with all entities that use working_sound.
activate_sound
Type: Types/Sound
Might not work with all entities that use working_sound.
deactivate_sound
Type: Types/Sound
Might not work with all entities that use working_sound.
Example
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
},