Nah. this is something the game should do in vanilla. Not something modders need to add. I think the sound settings should be part of the game/player config and only save changed values. Something like: wooden-chest/open-sound = 0.5 (for 50% volume). I wouldn't even bother with migrations. If an entity is renamed then the sound resets to 100%. That's probably rare enough not to matter.Optera wrote: βThu Feb 13, 2020 3:22 pmI like that idea, but it will require a fundamental change in how entity sounds are handled. Currently Factorio only supports setting volumes in data stage.mrvn wrote: βMon Feb 03, 2020 3:59 pm I think it would be cool if one could click at an entity with an annoying sound and get a volume control pop-up. There should be sliders for the various sound effects an entity has (e.g. a chest would have a slider for opening and one for closing) and a mute button below the slider. A master slider could also be useful to control all sounds equally.
I do realize that most of the game you don't want to change the sounds. So maybe this would have to be activated by going to the sound settings and clicking an "Edit entities" button. This would then minimize the sound settings and allow clicking at entities to change their individual volumes. For the annoying belts sound the procedure would then be: open sound settings -> edit entities -> click at a belt -> turn down volume / mute.
The next best idea of automatically generating settings for every sound file also won't work as setting stage finishes before data stage.
This leaves us with manually generating each setting, constantly update default settings to match changes in base and just live with users having to reset to defaults whenever the values change.
If you make it a (mod) setting then every user in a multiplayer game would share the sound levels. It also wouldnt be changeable during the game as settings, right? Restarting to make belts less noisy would be bad.