Search found 449 matches

by Donion
Wed Nov 12, 2025 10:45 am
Forum: Modding interface requests
Topic: AmbientSound surface binding
Replies: 4
Views: 220

Re: AmbientSound surface binding

Another thing, AmbientSound::play_on_all_surfaces property could be useful.
by Donion
Wed Nov 12, 2025 10:21 am
Forum: Modding interface requests
Topic: AmbientSound surface binding
Replies: 4
Views: 220

Re: AmbientSound surface binding

How are the island surfaces named? Or more like, how would you like the music to be bound to those surfaces?
If you know what the planet_music string would be, can't you just incorporate that into the name of the surface?

My assumptions was that such surfaces created on demand would be named ...
by Donion
Tue Nov 11, 2025 5:59 pm
Forum: Modding interface requests
Topic: AmbientSound surface binding
Replies: 4
Views: 220

AmbientSound surface binding

Currently, all ambient sounds (music tracks) are either bound to one planet or to all space platforms (and space map). For surfaces which don't have an associated planet or space platform, there is a fallback to play Nauvis-bound tracks on them.
This is not very flexible and not at all friendly ...
by Donion
Mon Nov 10, 2025 1:36 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1796

Re: A sibling API to play_sound: play_music

Alright, after much procrastination deliberation, this is what I'm starting with.

As the original post suggested, I'm making siblings to play_sound:

LuaGameScript::play_music() will play specified music track for all players in the game
LuaForce::play_music() will play specified music track for ...
by Donion
Mon Nov 03, 2025 5:42 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1796

Re: A sibling API to play_sound: play_music

Eketek wrote: Mon Nov 03, 2025 4:17 pm I looked a bit more closely at variable ambient sounds ...
You're either asking to completely change what variable tracks are or asking to create an entirely new system of dynamic tracks. That's not going to happen.
by Donion
Mon Nov 03, 2025 11:51 am
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1796

Re: A sibling API to play_sound: play_music

mmmPI wrote: Mon Nov 03, 2025 11:40 am
HermanyAI wrote: Mon Oct 27, 2025 6:40 pm while being simple enough.
no :cry: But it does illustrate some of the questions that makes it difficult to have a straightforward proposition :). There's too much "open questions at the end" for me, i'm a bit lost.
Same, I'll keep ruminating on this, though.
by Donion
Fri Oct 31, 2025 11:06 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 372

Re: Problems with sound effects

Just a little note: I've loaded your save and confirmed that the sounds don't play because technically most of the map is in fog of war, including where the character is. So the only sounds that played at that moment are the GUI sounds which don't care about fog of war.
by Donion
Wed Oct 22, 2025 10:27 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 372

Re: Problems with sound effects

You can post the save with the issue and I can take a look.
by Donion
Wed Oct 22, 2025 9:30 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 372

Re: Problems with sound effects

What is the issue with sound effects you are trying to show in the clip?
by Donion
Fri Oct 17, 2025 5:27 pm
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 564

Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)

Got it, thanks for the details.
You can enable the show-detailed-info debug (press F4) option. There is a line saying which track is currently playing and if the game keeps going after the crash like you mentioned in your first post, maybe you could catch which track caused the crash.

That being ...
by Donion
Thu Oct 16, 2025 11:10 am
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1796

Re: A sibling API to play_sound: play_music

Maybe let's take a step back and decide what the goal of this music API should be.

One route we could go with is to enable complete control of the music player for mods, this would allow to create jukebox/playlists kind of mods. This would most likely require the music player to have a 'manual' or ...
by Donion
Thu Oct 16, 2025 9:58 am
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 564

Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)

I was actually unable to reproduce the crash as I was expecting yet.
Can you clarify couple of things?
The change from 19 to 14 was done before or after the crash? And did it change anything?
Do/did you have Space Age mod enabled?

Sidenote: while troubleshooting this I've noticed the aquilo-10 ...
by Donion
Wed Oct 15, 2025 1:16 pm
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 564

Re: [2.0.69] Game crash when ambient music changes.

There was at least one other rename. In any case I'll investigate to confirm the crash.
by Donion
Wed Oct 15, 2025 12:47 pm
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 564

Re: [2.0.69] Game crash when ambient music changes.

Hello,
according to the mod discussion: https://mods.factorio.com/mod/world-wide-music/discussion/6877103828c66b1edb2b0bc3
the mod is currently broken on latest version of the game due to some files being renamed.

Use one of the different mods mentioned in the discussion.

I will add more checking ...
by Donion
Tue Oct 14, 2025 2:54 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 27
Views: 1796

Re: A sibling API to play_sound: play_music

I'm open to this suggestion for 2.1 so let's figure out how it should look.

I'm imagining it would be done as an API to control the music player.

There would probably be the basics:

Play
Stop
Pause
Next
Previous


For more control there would be:

Select a track to play. It would use ...
by Donion
Fri Oct 10, 2025 11:10 am
Forum: Modding help
Topic: play_sound(...) - is there any 'rate limit' to the API?
Replies: 4
Views: 331

Re: play_sound(...) - is there any 'rate limit' to the API?


Makes sense. But in this case I'm using luaForce.play_sound() with a nil PlaySoundSpecification.position thus I believe it's auto-selecting the position of every player in the target force. So this would not be the case here?


Correct, in that case the sound would be played globally ("from the ...
by Donion
Tue Oct 07, 2025 9:54 am
Forum: Modding help
Topic: play_sound(...) - is there any 'rate limit' to the API?
Replies: 4
Views: 331

Re: play_sound(...) - is there any 'rate limit' to the API?

play_sound() calls can not play the sound if it would play with 0 volume due to it being played too far from the listener, if the sound position is covered by fog of war or if all audio resources are already exhausted. Or if the sound exceeds the aggregation limits, but you mentioned this is not the ...

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