Search found 373 matches

by Donion
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 ...
by Donion
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.
by Donion
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 ...
by Donion
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.
by Donion
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 ...
by Donion
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.
by Donion
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.
by Donion
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 ...
by Donion
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 ...
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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
by Donion
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 ...

Go to advanced search