Search found 373 matches
- Wed Mar 26, 2025 3:35 pm
- Forum: Releases
- Topic: Version 2.0.43
- Replies: 9
- Views: 2536
Re: Version 2.0.43
Minor Features
Added support for volume and speed activity matching for persistent working sounds.
What does this mean?
The volume and/or playback speed can be influenced by entity's activity rate. Activity rate is a general concept telling you how active an entity is (it means ...
- Tue Mar 25, 2025 12:26 pm
- Forum: Assigned
- Topic: [Donion] [2.0.32] Vulcanus 7 soundtrack glitch
- Replies: 5
- Views: 407
Re: [Donion] [2.0.32] Vulcanus 7 soundtrack glitch
Just a little update, I have received a cleaned up version of the track from the composer so both in-game and standalone OST can be updated. It might take a while to actually get it released though. I'll keep you posted.
- Tue Mar 25, 2025 10:49 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.41] Lag spikes when music track is changed
- Replies: 1
- Views: 490
Re: [Donion] [2.0.41] Lag spikes when music track is changed
Thanks for the report.
The issue was related to variable music tracks and their threads. The threads could be sleeping when the track was ordered to stop, the game would wait for those threads which could lead to a noticeable stutter.
Similar stutter could occur if you press "Play next" while a ...
The issue was related to variable music tracks and their threads. The threads could be sleeping when the track was ordered to stop, the game would wait for those threads which could lead to a noticeable stutter.
Similar stutter could occur if you press "Play next" while a ...
- Mon Mar 24, 2025 5:50 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.15][win64] Crash switching audio device "Error SoundInterfaceSDL.cpp:271: Unsupported format 0"
- Replies: 1
- Views: 165
Re: [2.0.15][win64] Crash switching audio device "Error SoundInterfaceSDL.cpp:271: Unsupported format 0"
Thanks for the report, I must have missed it at the time.
This issue should be fixed since 2.0.16.
This issue should be fixed since 2.0.16.
- Sun Mar 23, 2025 8:43 pm
- Forum: Pending
- Topic: [2.0.42] Sound completely cuts out when disconnecting wireless headphones
- Replies: 2
- Views: 86
Re: [2.0.42] Sound completely cuts out when disconnecting wireless headphones
If the headphones are the default audio device (and stay default after disconnecting and reconnecting) the audio backend should do its best to resume playing sound through that device.
If you explicitly selected your headphones as the preferred output device in Factorio sound settings it might not ...
If you explicitly selected your headphones as the preferred output device in Factorio sound settings it might not ...
- Fri Mar 21, 2025 2:12 pm
- Forum: Not a bug
- Topic: [2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
- Replies: 4
- Views: 252
Re: [2.0.42][windows] GPU load increases massively when Factorio is in background at high game speed
It could also be a case of the GPU going into lower power state and then reporting higher utilization percentage even though it doesn't do any additional work, looking at power consumption of the GPU might be a better indicator. But this is also just a wild guess.
- Wed Mar 05, 2025 11:10 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.37] Sound menu checkboxes ignored during startup
- Replies: 1
- Views: 428
Re: [Donion] [2.0.37] Sound menu checkboxes ignored during startup
Thanks for the report, the issues is now fixed for the next release, 2.0.39.
- Mon Mar 03, 2025 12:29 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 4813
Re: Programmable Speaker Improvements
Thanks for the feedback, here are some responses:
Cyclic notes in vanilla
There are currently no plans to change or add any notes.
Volume controlled by signal from 0 to 100
I was wondering what should the resolution be. SDL audio backend is using 0 to 128 internally, I considered using that ...
Cyclic notes in vanilla
There are currently no plans to change or add any notes.
Volume controlled by signal from 0 to 100
I was wondering what should the resolution be. SDL audio backend is using 0 to 128 internally, I considered using that ...
- Mon Mar 03, 2025 11:41 am
- Forum: Releases
- Topic: Version 2.0.36
- Replies: 15
- Views: 5705
Re: Version 2.0.36
Edit: I misunderstood, I thought it was to turn off certain categories of sound effects (like, say, rocket launch). Still, very nice to have.
For adjusting individual sounds I suggest creating/using a mod.
We have a lot of sound categories already.
Edit: FYI, rocket silo sounds are under ...
- Mon Mar 03, 2025 10:21 am
- Forum: Translations
- Topic: Spelling Mistake
- Replies: 2
- Views: 549
Re: Spelling Mistake
Fixed for the next release, 2.0.38.
- Thu Feb 27, 2025 6:13 pm
- Forum: Translations
- Topic: Spelling Mistake
- Replies: 2
- Views: 549
Re: Spelling Mistake
Thanks for the report. I'll fix it once I'm back at work.
- Tue Feb 25, 2025 10:44 am
- Forum: Resolved Problems and Bugs
- Topic: [Donione] [2.0.35] Rails lost their walking sounds
- Replies: 1
- Views: 416
Re: [Donione] [2.0.35] Rails lost their walking sounds
Oops, fixed for the next release, 2.0.36. Thanks for the report.
- Mon Feb 24, 2025 5:44 pm
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 4813
Re: Programmable Speaker Improvements
Implemented for the next release, 2.0.36.
- Mon Feb 24, 2025 5:15 pm
- Forum: Implemented Suggestions
- Topic: Sound menu checkboxes
- Replies: 3
- Views: 960
Re: Sound menu checkboxes
Implemented for the next release, 2.0.36.
- Mon Feb 24, 2025 10:45 am
- Forum: General discussion
- Topic: One of the best songs in the space age soundtrack isn't in the game
- Replies: 2
- Views: 371
Re: One of the best songs in the space age soundtrack isn't in the game
Hello,
The standalone soundtrack contains the final versions of the tracks, remixed and remastered. And it sounds like Fulgora 7 - Resonant Frequency is actually quite different.
The in-game versions haven't been updated yet. They will be at some point.
The standalone soundtrack contains the final versions of the tracks, remixed and remastered. And it sounds like Fulgora 7 - Resonant Frequency is actually quite different.
The in-game versions haven't been updated yet. They will be at some point.
- Fri Feb 21, 2025 1:01 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion][2.0.32] Some buildings missing open/close sound effect
- Replies: 1
- Views: 621
Re: [Donion][2.0.32] Some buildings missing open/close sound effect
This is addressed for the next release, 2.0.36.
Together with couple of new sounds and adjustments on some other entities.
Thanks for the report.
Together with couple of new sounds and adjustments on some other entities.
Thanks for the report.
- Thu Feb 20, 2025 5:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.21] Foundries play full volume crafting sounds when clicked
- Replies: 1
- Views: 817
Re: [Donion] [2.0.21] Foundries play full volume crafting sounds when clicked
I'm so sorry, I completely missed this report.
The issue is fixed for the next release, 2.0.36. Thank you for the thorough report.
The issue is fixed for the next release, 2.0.36. Thank you for the thorough report.
- Thu Feb 20, 2025 4:40 pm
- Forum: Duplicates
- Topic: [2.0.32] Ghosting rail signal over other signal type triggers error sound
- Replies: 2
- Views: 236
- Tue Feb 18, 2025 10:46 am
- Forum: Implemented Suggestions
- Topic: Programmable Speaker Improvements
- Replies: 33
- Views: 4813
Re: Programmable Speaker Improvements
/sigh Would you expect the mute-programmable-speaker command take the "stop immediately" toggle into account?
Edit: never mind, already did it
Edit: never mind, already did it
- Tue Feb 18, 2025 9:46 am
- Forum: Gameplay Help
- Topic: Sound Settings Explanation Pls
- Replies: 1
- Views: 154
Re: Sound Settings Explanation Pls
So far I've picked up a vague idea (that's more of an assumption) of what each category is and some of the sounds that go into each.
Some of the categories have tooltips trying to explain a bit about which sounds they affect.
If you really want to check a specific sound you can use the "show ...