Search found 496 matches

by Donion
Mon Jun 29, 2026 8:57 am
Forum: Not a bug
Topic: [2.1.8] Loading music plays over title music
Replies: 6
Views: 293

Re: [2.1.8] Loading music plays over title music

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 ...
by Donion
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.
by Donion
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: 267

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.
by Donion
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 ...
by Donion
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.
by Donion
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.
by Donion
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?
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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)?
by Donion
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.
by Donion
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.
by Donion
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.
by Donion
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?
by Donion
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 ...

Go to advanced search