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.
Search found 317 matches
- Mon Dec 02, 2024 5:44 pm
- Forum: Not a bug
- Topic: [2.0.23] Sound issue with looping combinators
- Replies: 1
- Views: 58
- 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.
The closest you can get is probably using fade_in_ticks on the main sound.
- 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
- 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.
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.
- 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...
- 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...
- 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...
- 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).
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).
- Tue Nov 26, 2024 11:55 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.21] When using working_sound.persistent = true the sound disappears after a pause
- Replies: 1
- Views: 347
Re: [Donion] [2.0.21] When using working_sound.persistent = true the sound disappears after a pause
Thanks for the report, the issue is fixed for the next release, 2.0.22.
- 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...
- 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.
- Mon Nov 25, 2024 12:09 pm
- Forum: Technical Help
- Topic: Audio Drivers Crashing?
- Replies: 1
- Views: 84
- Mon Nov 25, 2024 11:38 am
- Forum: Duplicates
- Topic: [2.0.21] Wrong audio is played when updating rail signals
- Replies: 1
- Views: 65
Re: [2.0.21] Wrong audio is played when updating rail signals
Duplicate, ref. 122205
- 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).
- 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
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.
- 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...
- 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).
- 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
- 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.
The sound is just a side effect of the buildability logic.
- Tue Nov 19, 2024 12:04 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
- Replies: 18
- Views: 1675
Re: [Donion] [2.0.15]Inconsistently Missing Sound Effects, Maybe Related To Extended Sessions/Other Planets?
The issue is now fixed for the next release, 2.0.21.
Thanks again for the reports.
Thanks again for the reports.