Search found 460 matches
- Wed Jan 14, 2026 6:32 pm
- Forum: General discussion
- Topic: Variable music
- Replies: 3
- Views: 212
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: 212
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: 380
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: 3330
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: 1283
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: 1283
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: 1283
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: 1283
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: 472
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: 575
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: 1283
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: 1283
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: 1283
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: 1283
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 ...
- Mon Nov 10, 2025 1:36 pm
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 30
- Views: 3330
Re: A sibling API to play_sound: play_music
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 ...
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 ...
- Mon Nov 03, 2025 5:42 pm
- Forum: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 30
- Views: 3330
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: Implemented mod requests
- Topic: A sibling API to play_sound: play_music
- Replies: 30
- Views: 3330
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: 654
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: 654
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: 654
Re: Problems with sound effects
What is the issue with sound effects you are trying to show in the clip?