Search found 317 matches

by Donion
Mon Dec 02, 2024 5:44 pm
Forum: Not a bug
Topic: [2.0.23] Sound issue with looping combinators
Replies: 1
Views: 58

Re: [2.0.23] Sound issue with looping combinators

Thanks for the report, however this is not a bug.
When a combinator is updated often, its working sound speeds up, up to 2 times speed.
As far as I can tell this behaviour hasn't been changed in 7 years.
by Donion
Mon Dec 02, 2024 1:37 pm
Forum: Modding help
Topic: How to make the main sound play only after activate_sound?
Replies: 2
Views: 116

Re: How to make the main sound play only after activate_sound?

This is not possible.
The closest you can get is probably using fade_in_ticks on the main sound.
by Donion
Mon Dec 02, 2024 12:35 pm
Forum: Not a bug
Topic: Cargo/Fluid wagons are silent for departing/travelling trains.
Replies: 3
Views: 143

Re: Cargo/Fluid wagons are silent for departing/travelling trains.

Donion wrote: Mon Dec 02, 2024 11:05 am I can double check with the sound designer
He will look at it at some point.
by Donion
Mon Dec 02, 2024 11:05 am
Forum: Not a bug
Topic: Cargo/Fluid wagons are silent for departing/travelling trains.
Replies: 3
Views: 143

Re: Cargo/Fluid wagons are silent for departing/travelling trains.

Thanks for the report.
This is working as intended, pretty much all train sounds are dependent on the speed of the train.
When the train is leaving a stop it's too slow to play those sounds.
I can double check with the sound designer but this is "Not a bug" either way.
by Donion
Sun Dec 01, 2024 5:53 pm
Forum: Implemented Suggestions
Topic: Option to have Remote View music use the player's real location
Replies: 9
Views: 3259

Re: Option to have Remote View music use the player's real location

Perhaps the default should be to pick the track based on the view location, but finish that track even if the view subsequently changes? Regardless, I'm perfectly happy with his hidden setting. You can achieve that by using the other newly introduced hidden settings, see https://forums.factorio.com...
by Donion
Fri Nov 29, 2024 12:02 pm
Forum: Not a bug
Topic: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]
Replies: 3
Views: 150

Re: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]

Rocket silo sounds are pretty big and loud in general and they have increased audible range compared to most other sounds. In 1.1 and for a long time during development of 2.0 the sounds were unlimited and some people actually liked the crazy cacophony of many rockets flying. The limit of 3 is alrea...
by Donion
Fri Nov 29, 2024 11:30 am
Forum: Not a bug
Topic: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]
Replies: 3
Views: 150

Re: Sounds overload on Fulgora with multiple Rocket Silos [2.0.21]

Looking at your save with the 4 rocket silos on Fulgora, it's working as intended. Rocket flying sound is limited to 3 instances at the same time. If you think more are playing, please record a clip with "show-recently-played-sound-info" debug option enabled and reproduction steps (if ther...
by Donion
Thu Nov 28, 2024 1:24 pm
Forum: Technical Help
Topic: Speakers go to sleep when playing Factorio...
Replies: 3
Views: 187

Re: Speakers go to sleep when playing Factorio...

Hello,
this seems very unusual and out of our control.
"not enough sound output" doesn't make much sense to me, data-wise the output should be constant.
It looks to me as a driver issue, you can try changing the preferred audio driver in Sound Settings (requires restarting the game).
by Donion
Tue Nov 26, 2024 11:09 am
Forum: 1 / 0 magic
Topic: [2.0.20] Crash while doing nothing unusual
Replies: 3
Views: 253

Re: [2.0.20] Crash while doing nothing unusual

Looking at the log, I don't see how this crash could occur. Given it happened just once randomly, I would guess it's a random failure, potentially suggesting a hardware instability. If you experience more crashes and they are exactly the same I can look into it further. If it would be different cras...
by Donion
Tue Nov 26, 2024 10:29 am
Forum: Resolved Problems and Bugs
Topic: [Donion] [2.0.20] Flame thrower sound plays when not in use
Replies: 1
Views: 334

Re: [Donion] [2.0.20] Flame thrower sound plays when not in use

Thanks for the report, the issue is fixed for the next release, 2.0.22.
by Donion
Mon Nov 25, 2024 12:09 pm
Forum: Technical Help
Topic: Audio Drivers Crashing?
Replies: 1
Views: 84

Re: Audio Drivers Crashing?

You can try changing the preferred audio driver in Sound Settings (requires restarting the game) from Default (PulseAudio) to PipeWire.
Similar reports for reference: 119067 118921
by Donion
Fri Nov 22, 2024 1:45 pm
Forum: Resolved Problems and Bugs
Topic: [Donion] End of track 04 Beyond Nauvis first note of track 05 Pelagic Zone can be heard
Replies: 1
Views: 184

Re: [Donion] End of track 04 Beyond Nauvis first note of track 05 Pelagic Zone can be heard

Thanks for the report. Today the soundtrack has been updated, primarily to add Disc 2, but I've also trimmed off the stray note at the end of Track 4 (Disc 1).
by Donion
Fri Nov 22, 2024 9:52 am
Forum: Implemented Suggestions
Topic: [Wish] Added delay before switching over to another location's music in remote view
Replies: 13
Views: 2342

Re: [Wish] Added delay before switching over to another location's music in remote view

kizrak wrote: Fri Nov 22, 2024 3:48 am If I set `music-transition-delay-ticks` to `216000` or some other combination of settings allow me to achieve this? 🎶
Yes, setting the delay to some huge number will do what you want, the current song will finish and a new one based on the current surface you're looking at will start.
by Donion
Wed Nov 20, 2024 7:19 pm
Forum: Implemented Suggestions
Topic: [Wish] Added delay before switching over to another location's music in remote view
Replies: 13
Views: 2342

Re: [Wish] Added delay before switching over to another location's music in remote view

For 2.0.21 (the next release) I've added a delay before music transition happens, it's 8 seconds by default. The duration of each music transition stage is configurable using hidden sound settings music-transition-delay-ticks music-transition-fade-out-ticks music-transition-pause-ticks music-transit...
by Donion
Wed Nov 20, 2024 6:24 pm
Forum: Implemented Suggestions
Topic: Option to have Remote View music use the player's real location
Replies: 9
Views: 3259

Re: Option to have Remote View music use the player's real location

In 2.0.21 (the next release) I've added a hidden sound setting "ambient-music-based-on-physical-location", which defaults to false. Changing it to true will, as the name suggests, base the music on the player's physical location (the character's location).
by Donion
Wed Nov 20, 2024 1:31 pm
Forum: Ideas and Suggestions
Topic: [Space Age] Allow music tracks to play through to the end
Replies: 2
Views: 183

Re: [Space Age] Allow music tracks to play through to the end

Ref. 119871, 119140
Once I have those done you should be able to adjust settings so the music transitions are to your liking.
by Donion
Wed Nov 20, 2024 11:12 am
Forum: Bug Reports
Topic: [2.0.20] Train signal upgrade/ghost in remote view plays wrong sound
Replies: 1
Views: 142

Re: [2.0.20] Wrong Sound on train signal upgrade

Adding to the report, if you keep building the same signal on the same spot it will cycle between placing a ghost and making an upgrade request.
The sound is just a side effect of the buildability logic.

Go to advanced search