The intro sound and the rest of the music are very much separate.
The intro sound is loaded and played before other sounds and before the music player is created.
And yes, ideally the intro sound and main menu music would transition nicely and it is possible to do, but it is such a minor thing I've ...
Search found 496 matches
- Mon Jun 29, 2026 8:57 am
- Forum: Not a bug
- Topic: [2.1.8] Loading music plays over title music
- Replies: 6
- Views: 292
- Mon Jun 29, 2026 8:41 am
- Forum: Ideas and Suggestions
- Topic: [2.1] Customizing the Ambient Sound zoom fade
- Replies: 1
- Views: 82
Re: [2.1] Customizing the Ambient Sound zoom fade
Music (AmbientSound) is not affected by the zoom level based low pass filter.
If you think your music is affected, create a bug report including a short clip showing the issue, your config file and log file.
If you think your music is affected, create a bug report including a short clip showing the issue, your config file and log file.
- Thu Jun 25, 2026 9:06 am
- Forum: Not a bug
- Topic: [2.1.7][Linux] Ghost entities playing same, scratchy sound
- Replies: 3
- Views: 266
Re: [2.1.7][Linux] Ghost entities playing same, scratchy sound
Thanks for the report.
This is very much intended. Ghost entities play a special ghost sounds for opening their GUI, also closing, building the ghost, etc.
This is very much intended. Ghost entities play a special ghost sounds for opening their GUI, also closing, building the ghost, etc.
- Tue Jun 23, 2026 6:34 pm
- Forum: Bug Reports
- Topic: [2.1.7] [Linux] Audio when using the Pipewire audio driver is very choppy
- Replies: 1
- Views: 226
Re: [2.1.7] [Linux] Audio when using the Pipewire audio driver is very choppy
Thanks for the report.
The log doesn't show any errors regarding audio, so there is nothing to do on Factorio side.
My guess is that some specific combination of things in your setup doesn't play along with the pipewire SDL driver.
As long as the pulseaudio driver option works without issues I ...
The log doesn't show any errors regarding audio, so there is nothing to do on Factorio side.
My guess is that some specific combination of things in your setup doesn't play along with the pipewire SDL driver.
As long as the pulseaudio driver option works without issues I ...
- Tue Jun 23, 2026 3:58 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.1.7] Mining huge rocks uses the old sound that is used for other ores
- Replies: 1
- Views: 446
Re: [Donion] [2.1.7] Mining huge rocks uses the old sound that is used for other ores
Thanks for the report. I've changed the mining sound for huge rock and several other types of rocks to use the new sound. Fixed for the next release, 2.1.8.
- Tue Jun 23, 2026 1:48 pm
- Forum: Not a bug
- Topic: [Donion] [2.1.7] New stone mining sound has a unnatural electronic "plink" sound
- Replies: 1
- Views: 189
Re: [Donion] [2.1.7] New stone mining sound has a unnatural electronic "plink" sound
Hello, thanks for the report.
I have checked with our sound designer, the sound sounds as intended.
I have checked with our sound designer, the sound sounds as intended.
- Tue Jun 23, 2026 10:55 am
- Forum: Technical Help
- Topic: [2.1.7] No Sound, Audio Output Device not showing up
- Replies: 3
- Views: 189
Re: [2.1.7] No Sound, Audio Output Device not showing up
I'm glad it worked.
- Tue Jun 23, 2026 10:48 am
- Forum: Technical Help
- Topic: [2.1.7] No Sound, Audio Output Device not showing up
- Replies: 3
- Views: 189
Re: [2.1.7] No Sound, Audio Output Device not showing up
Does changing the preferred audio driver in Sound settings (requires Factorio restart) make any difference?
- Wed Jun 17, 2026 5:16 pm
- Forum: Implemented mod requests
- Topic: Add walking_sound_volume_modifier for CarPrototype
- Replies: 2
- Views: 343
Re: Add walking_sound_volume_modifier for CarPrototype
CarPrototype::driving_sound_volume_modifier is implemented for 2.1.
It cannot be negative, values above 1.0 are allowed.
Thanks for the suggestion.
It cannot be negative, values above 1.0 are allowed.
Thanks for the suggestion.
- Wed Jun 17, 2026 4:53 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 933
Re: Programmable speaker's Global option should be Force scoped
Implemented for 2.1. Thanks for the suggestion.
- Tue Jun 16, 2026 2:10 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 933
Re: Programmable speaker's Global option should be Force scoped
I believe the Surface option should also be force scoped, don't you think?
For the Local one, I consider it more of an environmental sound so if a player of a different force can see it it should be able to hear it as well. So I would leave that as is.
For the Local one, I consider it more of an environmental sound so if a player of a different force can see it it should be able to hear it as well. So I would leave that as is.
- Mon Jun 15, 2026 10:14 pm
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 933
Re: Programmable speaker's Global option should be Force scoped
Ok, so I will make Global respect the force and I won't be adding another option.
- Mon Jun 15, 2026 9:43 am
- Forum: Implemented Suggestions
- Topic: Programmable speaker's Global option should be Force scoped
- Replies: 7
- Views: 933
Re: Programmable speaker's Global option should be Force scoped
Global sounds being force scoped makes sense at a first glance.
I don't like the idea of adding another option, though. Is there actually a good usecase for Global (all forces)?
I don't like the idea of adding another option, though. Is there actually a good usecase for Global (all forces)?
- Wed Jun 03, 2026 9:51 am
- Forum: Implemented mod requests
- Topic: Add walking_sound_volume_modifier for CarPrototype
- Replies: 2
- Views: 343
Re: Add walking_sound_volume_modifier for CarPrototype
A Car plays the "driving_sound" of tiles as it drives over, so it would be a driving_sound_volume_modifier, but otherwise it sounds reasonable to me.
- Mon May 18, 2026 9:12 am
- Forum: Duplicates
- Topic: [2.0.76] Train stop sound plays twice when in GUI and near train stop
- Replies: 1
- Views: 228
- Mon Mar 23, 2026 5:42 pm
- Forum: Duplicates
- Topic: [2.0.76] Editor wagon placement sound stuck looping
- Replies: 2
- Views: 505
Re: [2.0.76] Editor wagon placement sound stuck looping
I changed my mind, fixed for 2.1.
- Mon Mar 23, 2026 5:41 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.8] Cargo Wagon continually makes annoying noise in Map Editor
- Replies: 2
- Views: 988
Re: [2.0.8] Cargo Wagon continually makes annoying noise in Map Editor
Still technically not a bug, but fixed for 2.1.
- Wed Mar 11, 2026 8:12 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype sounds
- Replies: 4
- Views: 711
Re: LuaEntityPrototype sounds
Ah, I see what you mean.
- Wed Mar 11, 2026 7:20 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype sounds
- Replies: 4
- Views: 711
Re: LuaEntityPrototype sounds
Those sounds can be played using the SoundPath.
Or do you want to do something else with the sounds?
Or do you want to do something else with the sounds?
- Mon Mar 09, 2026 10:40 am
- Forum: Pending
- Topic: [2.0.47] [Linux] Factorio plays no sound, and breaks sound on rest of computer
- Replies: 7
- Views: 2409
Re: [2.0.47] [Linux] Factorio plays no sound, and breaks sound on rest of computer
I have attached two separate log files to help any debugging.
These also don't show any errors related to audio.
I believe the original post mentions they are already on pipewire.
I was referring to the Factorio in-game sound settings, there is a dropdown to select a preferred the audio ...