Types/WorkingSound: Difference between revisions
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'''Type''': [[Types/Sound]] | '''Type''': [[Types/Sound]] | ||
The sound to be played when the entity is working. | 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 == | == Optional properties == | ||
=== apparent_volume === | === apparent_volume === | ||
'''Type''': [[Types/float]] | '''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 === | === audible_distance_modifier === | ||
'''Type''': [[Types/double]] | '''Type''': [[Types/double]] | ||
Modifies how far a sound can be heard. | '''Default''': 1 | ||
Modifies how far a sound can be heard. Can only be 1 or lower, has to be a positive number. | |||
=== probability === | === probability === | ||
'''Type''': [[Types/double]] | '''Type''': [[Types/double]] | ||
'''Default''': 1 | |||
Modifies how often the sound is played. Example: | Modifies how often the sound is played. Example: | ||
<syntaxhighlight lang="lua">probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds</syntaxhighlight> | <syntaxhighlight lang="lua">probability = 1 / (3 * 60) -- average pause between the sound is 3 seconds</syntaxhighlight> | ||
=== 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 === | === idle_sound === | ||
'''Type''': [[Types/Sound]] | '''Type''': [[Types/Sound]] | ||
The sound to be played when the entity is idle. Might not work with all entities that use working_sound | The sound to be played when the entity is idle. Might not work with all entities that use working_sound. | ||
=== activate_sound === | === activate_sound === | ||
'''Type''': [[Types/Sound]] | '''Type''': [[Types/Sound]] | ||
Might not work with all entities that use working_sound | Might not work with all entities that use working_sound. | ||
=== deactivate_sound === | === deactivate_sound === | ||
'''Type''': [[Types/Sound]] | '''Type''': [[Types/Sound]] | ||
Might not work with all entities that use working_sound. | Might not work with all entities that use working_sound. | ||
==Example== | ==Example== |
Latest revision as of 11:48, 6 April 2020
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
},