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CarPrototype 'working_sound' has new 'main_sounds' sound array missing some detail

Posted: Wed Oct 30, 2024 1:56 am
by jockeril
In release 2.0.7, there is a mention of support for multiple main sounds for entities Added support for multiple main sounds for entities' working_sound. This is used in 'CarPrototype' -> 'working_sound'

Please add an explanation about how main sounds work in relation to the car prototype (how they are used) - in the entities.lua file lines 4220-4255 there is a definition of two main_sounds (truncated here):

Code: Select all

sound = { filename = "__base__/sound/car-engine-driving.ogg", volume = 0.67 },

 sound = { filename = "__base__/sound/car-engine.ogg", volume = 0.67 },

the reason I'm asking for it is that in my 'KnightRider mod' the theme music (which is a sound I defined in working_sound.main_sounds) also plays if the player is in the car and opens the car GUI, so essentially you hear the same music playing twice one over the other - this is not the intended behaviour and I'd like to fix that - I believe that could be accomplished if I know what each of the two sounds in the original definition are used for and when so I can fix the issue I mentioned,

(BTW - the extension sounds that I add for KITT greeting Michel also play when driving the tank and idk how to remove that, because a 'tank' is also a 'car'... this is a second issue I'd love to get help resolving)