Search found 466 matches
- Mon Feb 02, 2026 4:53 pm
- Forum: Resolved for the next release
- Topic: [Donion] [2.0.73] Infinite train sound loop after deconstruction train
- Replies: 1
- Views: 231
Re: [Donion] [2.0.73] Infinite train sound loop after deconstruction train
Thanks for the report, this is now fixed for the next release, 2.0.74.
- Mon Feb 02, 2026 4:02 pm
- Forum: Not a bug
- Topic: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
- Replies: 5
- Views: 287
Re: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
Alright. If it happens again savefile/replay will be appreciated. Although if it's something weirdly session dependent it will be tricky.
Thanks for the report anyway.
Thanks for the report anyway.
- Mon Feb 02, 2026 3:37 pm
- Forum: Not a bug
- Topic: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
- Replies: 5
- Views: 287
Re: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
If the alert stopped at the exact times as you were zooming in and out it would be pretty funny but currently just looking at the code I don't see a way the sound would not play if the condition was met.
I'll leave this thread open for a while longer, in case something comes up.
I'll leave this thread open for a while longer, in case something comes up.
- Mon Feb 02, 2026 11:28 am
- Forum: Not a bug
- Topic: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
- Replies: 5
- Views: 287
Re: [Donion] [2.0.73] Global speaker alert does not come in when zooming in
So far I'm unable to reproduce this.
You wouldn't have a savefile at that moment or close to it, would you (or is there a replay in any of your other latest posts)? I can't tell much from the clip.
Is there anything out of ordinary in the setting for that speaker? I assume it's just a simple ...
You wouldn't have a savefile at that moment or close to it, would you (or is there a replay in any of your other latest posts)? I can't tell much from the clip.
Is there anything out of ordinary in the setting for that speaker? I assume it's just a simple ...
- Mon Jan 19, 2026 6:16 pm
- Forum: Bug Reports
- Topic: [2.0.73] Locomotive open_sound and close_sound never play
- Replies: 1
- Views: 213
Re: [2.0.73] Locomotive open_sound and close_sound never play
Thanks for the report.
Somewhat recently I was discussing this with our sound designer and we decided that those sounds should not play for the locomotive since by clicking a locomotive a remote view is opened. In 2.1 the opening of remote view plays a sound instead.
So the only thing to do here is ...
Somewhat recently I was discussing this with our sound designer and we decided that those sounds should not play for the locomotive since by clicking a locomotive a remote view is opened. In 2.1 the opening of remote view plays a sound instead.
So the only thing to do here is ...
- Mon Jan 19, 2026 11:16 am
- Forum: 1 / 0 magic
- Topic: [2.0.72] Crash on start (SDL_coreaudio.m:default_device_changed)
- Replies: 1
- Views: 152
Re: [2.0.72] Crash on start (SDL_coreaudio.m:default_device_changed)
Thanks for the report.
Looking at the log, there were several errors coming from the audio driver before finally crashing, also from the audio driver. I'm guessing your audio device was in a state the driver wasn't able to handle. I don't know how or why that happened.
The audio driver is outside of ...
Looking at the log, there were several errors coming from the audio driver before finally crashing, also from the audio driver. I'm guessing your audio device was in a state the driver wasn't able to handle. I don't know how or why that happened.
The audio driver is outside of ...
- Wed Jan 14, 2026 6:32 pm
- Forum: General discussion
- Topic: Variable music
- Replies: 3
- Views: 427
Re: Variable music
According to FFF-435 :
The selected tracks have been remixed to enhance and intensify its dynamics to give them a proper album format experience. All the recording sessions with the musicians and the electronic compositions are paying off here. Many sections of tracks that were originally ...
- Wed Jan 14, 2026 6:28 pm
- Forum: General discussion
- Topic: Variable music
- Replies: 3
- Views: 427
Re: Variable music
My understanding after reading that FFF was that all the music for the new planets would be procedural, but after hundreds of hours playing Space Age I'm not sure.
The procedural music is only a small part of the whole soundtrack. Most of the music are regular tracks. There are 10 procedural ...
- Fri Jan 09, 2026 10:01 am
- Forum: Not a bug
- Topic: [2.0.72] Assembly machine sound is muffled
- Replies: 1
- Views: 438
Re: [2.0.72] Assembly machine sound is muffled
Thanks for the report.
I've asked our sound designer and at least for now there are no plans to tweak these sounds.
I've asked our sound designer and at least for now there are no plans to tweak these sounds.
- Thu Jan 08, 2026 12:39 pm
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 30
- Views: 3874
Re: A sibling API to play_sound: play_music
This is now implemented for 2.1.
Mostly like I've described in my previous post.
LuaPlayer will have a current_music read (name of the AmbientSound or empty when nothing is playing) and there will be an on_player_music_changed event (this includes both a track starting and finishing playing).
Mostly like I've described in my previous post.
LuaPlayer will have a current_music read (name of the AmbientSound or empty when nothing is playing) and there will be an on_player_music_changed event (this includes both a track starting and finishing playing).
- Mon Dec 08, 2025 5:39 pm
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
Implemented for 2.1.
- Wed Dec 03, 2025 12:26 pm
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
Last change: When you switch to randomize-all playback mode (hidden setting) the surface binding will be ignored.
- Wed Dec 03, 2025 12:11 pm
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
With the music API there will be a new track_type and those tracks will be unbound, so it won't interfere.
- Tue Dec 02, 2025 10:18 am
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
Alright, this is how it looks like, from AmbientSound docs:
planets :: array[SpaceLocationID] optional
The track can play only on specified planets.
If neither planets nor surface_names is given, the track plays on space platforms and in the space map.
Cannot be defined when play_on_all_surfaces ...
planets :: array[SpaceLocationID] optional
The track can play only on specified planets.
If neither planets nor surface_names is given, the track plays on space platforms and in the space map.
Cannot be defined when play_on_all_surfaces ...
- Wed Nov 26, 2025 11:33 am
- Forum: Resolved Problems and Bugs
- Topic: [Donion][2.0.72] No Sound on remote view after switching from space to planet
- Replies: 1
- Views: 1168
Re: [Donion][2.0.72] No Sound on remote view after switching from space to planet
Thanks for the report. The issue is now fixed for the next release, 2.0.73.
The problem was caused by switching to remote view of the same surface while riding in a cargo pod. As you have probably noticed, changing to a different surface should bring the sounds back to normal.
The problem was caused by switching to remote view of the same surface while riding in a cargo pod. As you have probably noticed, changing to a different surface should bring the sounds back to normal.
- Wed Nov 19, 2025 4:51 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
- Replies: 1
- Views: 1282
Re: [Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
Thanks for the report, the issue is now fixed for the next release, 2.0.73.
What is happening here is that the create-entity trigger effect which consequently sets tiles which will destroy the vault entity which in turns causes the position of the sound to play in the play-sound event to be empty ...
What is happening here is that the create-entity trigger effect which consequently sets tiles which will destroy the vault entity which in turns causes the position of the sound to play in the play-sound event to be empty ...
- Fri Nov 14, 2025 11:35 am
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
Looking at the Pirate Ship mod specifically, the surface names are created as <crewid>-<destination_index>-<type>-<subtype> , where type can resolve to "Sea", "Island", etc., so it should be straight forward to bind tracks to specific surface types/subtypes using my proposed surface_names binding ...
- Wed Nov 12, 2025 10:45 am
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
Another thing, AmbientSound::play_on_all_surfaces property could be useful.
- Wed Nov 12, 2025 10:21 am
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
Re: AmbientSound surface binding
How are the island surfaces named? Or more like, how would you like the music to be bound to those surfaces?
If you know what the planet_music string would be, can't you just incorporate that into the name of the surface?
My assumptions was that such surfaces created on demand would be named ...
If you know what the planet_music string would be, can't you just incorporate that into the name of the surface?
My assumptions was that such surfaces created on demand would be named ...
- Tue Nov 11, 2025 5:59 pm
- Forum: Implemented mod requests
- Topic: AmbientSound surface binding
- Replies: 13
- Views: 1470
AmbientSound surface binding
Currently, all ambient sounds (music tracks) are either bound to one planet or to all space platforms (and space map). For surfaces which don't have an associated planet or space platform, there is a fallback to play Nauvis-bound tracks on them.
This is not very flexible and not at all friendly ...
This is not very flexible and not at all friendly ...