Alright, after much procrastination deliberation, this is what I'm starting with.
As the original post suggested, I'm making siblings to play_sound:
LuaGameScript::play_music() will play specified music track for all players in the game
LuaForce::play_music() will play specified music track for ...
Search found 446 matches
- Mon Nov 10, 2025 1:36 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1691
- Mon Nov 03, 2025 5:42 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1691
Re: A sibling API to play_sound: play_music
You're either asking to completely change what variable tracks are or asking to create an entirely new system of dynamic tracks. That's not going to happen.
- Mon Nov 03, 2025 11:51 am
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1691
Re: A sibling API to play_sound: play_music
Same, I'll keep ruminating on this, though.
- Fri Oct 31, 2025 11:06 am
- Forum: Technical Help
- Topic: Problems with sound effects
- Replies: 6
- Views: 367
Re: Problems with sound effects
Just a little note: I've loaded your save and confirmed that the sounds don't play because technically most of the map is in fog of war, including where the character is. So the only sounds that played at that moment are the GUI sounds which don't care about fog of war.
- Wed Oct 22, 2025 10:27 am
- Forum: Technical Help
- Topic: Problems with sound effects
- Replies: 6
- Views: 367
Re: Problems with sound effects
You can post the save with the issue and I can take a look.
- Wed Oct 22, 2025 9:30 am
- Forum: Technical Help
- Topic: Problems with sound effects
- Replies: 6
- Views: 367
Re: Problems with sound effects
What is the issue with sound effects you are trying to show in the clip?
- Fri Oct 17, 2025 5:27 pm
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 552
Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Got it, thanks for the details.
You can enable the show-detailed-info debug (press F4) option. There is a line saying which track is currently playing and if the game keeps going after the crash like you mentioned in your first post, maybe you could catch which track caused the crash.
That being ...
You can enable the show-detailed-info debug (press F4) option. There is a line saying which track is currently playing and if the game keeps going after the crash like you mentioned in your first post, maybe you could catch which track caused the crash.
That being ...
- Thu Oct 16, 2025 11:10 am
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1691
Re: A sibling API to play_sound: play_music
Maybe let's take a step back and decide what the goal of this music API should be.
One route we could go with is to enable complete control of the music player for mods, this would allow to create jukebox/playlists kind of mods. This would most likely require the music player to have a 'manual' or ...
One route we could go with is to enable complete control of the music player for mods, this would allow to create jukebox/playlists kind of mods. This would most likely require the music player to have a 'manual' or ...
- Thu Oct 16, 2025 9:58 am
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 552
Re: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
I was actually unable to reproduce the crash as I was expecting yet.
Can you clarify couple of things?
The change from 19 to 14 was done before or after the crash? And did it change anything?
Do/did you have Space Age mod enabled?
Sidenote: while troubleshooting this I've noticed the aquilo-10 ...
Can you clarify couple of things?
The change from 19 to 14 was done before or after the crash? And did it change anything?
Do/did you have Space Age mod enabled?
Sidenote: while troubleshooting this I've noticed the aquilo-10 ...
- Wed Oct 15, 2025 1:16 pm
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 552
Re: [2.0.69] Game crash when ambient music changes.
There was at least one other rename. In any case I'll investigate to confirm the crash.
- Wed Oct 15, 2025 12:47 pm
- Forum: Technical Help
- Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
- Replies: 8
- Views: 552
Re: [2.0.69] Game crash when ambient music changes.
Hello,
according to the mod discussion: https://mods.factorio.com/mod/world-wide-music/discussion/6877103828c66b1edb2b0bc3
the mod is currently broken on latest version of the game due to some files being renamed.
Use one of the different mods mentioned in the discussion.
I will add more checking ...
according to the mod discussion: https://mods.factorio.com/mod/world-wide-music/discussion/6877103828c66b1edb2b0bc3
the mod is currently broken on latest version of the game due to some files being renamed.
Use one of the different mods mentioned in the discussion.
I will add more checking ...
- Tue Oct 14, 2025 2:54 pm
- Forum: Modding interface requests
- Topic: A sibling API to play_sound: play_music
- Replies: 27
- Views: 1691
Re: A sibling API to play_sound: play_music
I'm open to this suggestion for 2.1 so let's figure out how it should look.
I'm imagining it would be done as an API to control the music player.
There would probably be the basics:
Play
Stop
Pause
Next
Previous
For more control there would be:
Select a track to play. It would use ...
I'm imagining it would be done as an API to control the music player.
There would probably be the basics:
Play
Stop
Pause
Next
Previous
For more control there would be:
Select a track to play. It would use ...
- Fri Oct 10, 2025 11:10 am
- Forum: Modding help
- Topic: play_sound(...) - is there any 'rate limit' to the API?
- Replies: 4
- Views: 326
Re: play_sound(...) - is there any 'rate limit' to the API?
Makes sense. But in this case I'm using luaForce.play_sound() with a nil PlaySoundSpecification.position thus I believe it's auto-selecting the position of every player in the target force. So this would not be the case here?
Correct, in that case the sound would be played globally ("from the ...
- Tue Oct 07, 2025 9:54 am
- Forum: Modding help
- Topic: play_sound(...) - is there any 'rate limit' to the API?
- Replies: 4
- Views: 326
Re: play_sound(...) - is there any 'rate limit' to the API?
play_sound() calls can not play the sound if it would play with 0 volume due to it being played too far from the listener, if the sound position is covered by fog of war or if all audio resources are already exhausted. Or if the sound exceeds the aggregation limits, but you mentioned this is not the ...
- Fri Oct 03, 2025 1:24 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.69] Crash creating high range artillery turret (AdvancedVolumeControl::getFadeModifier)
- Replies: 3
- Views: 634
Re: [Donion] [2.0.69] Crash creating high range artillery turret (AdvancedVolumeControl::getFadeModifier)
Thanks for the report, the issue is now fixed for the next release.
- Thu Oct 02, 2025 4:55 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.69] Crash creating high range artillery turret (AdvancedVolumeControl::getFadeModifier)
- Replies: 3
- Views: 634
Re: [Donion] [2.0.69] Crash creating high range artillery turret (AdvancedVolumeControl::getFadeModifier)
The issue is a missing rotating_sound .. which is supposed to be optional. I'll get that fixed.
- Wed Oct 01, 2025 12:32 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
- Replies: 10
- Views: 1356
Re: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
Btw. could I have your (sound) config.ini?
- Wed Oct 01, 2025 12:30 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
- Replies: 10
- Views: 1356
Re: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
Thanks for lookign into it! I know about the setting, but that just mutes it all. The explosions frequency is still rather important for me when monitoring the platforms. I guess the sound issues in space also are the reason that setting exists in the first place. Surely it's an indicator that the ...
- Wed Oct 01, 2025 12:27 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
- Replies: 10
- Views: 1356
Re: [Donion] [2.0.67] Sound balance way too loud when many sounds play at once
Alright, in the next release there will be following changes:
Stomper stomp sound doesn't play a million times when dying in a mine field (this is the case from you clip)
Cargo pod sounds are limited
Explosions, asteroid collisions and asteroid damage have their limits lowered (it's still a lot ...
Stomper stomp sound doesn't play a million times when dying in a mine field (this is the case from you clip)
Cargo pod sounds are limited
Explosions, asteroid collisions and asteroid damage have their limits lowered (it's still a lot ...
- Wed Oct 01, 2025 11:11 am
- Forum: Fixed for 2.1
- Topic: [Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
- Replies: 2
- Views: 978
Re: [Donion] [2.0.9] Switching items in Factoriopedia resumes music during pause
After looking into this again I came up with a solution I am satisfied with. Fixed for 2.1. Thanks for the report(s).