Search found 481 matches
- Mon Mar 23, 2026 5:42 pm
- Forum: Duplicates
- Topic: [2.0.76] Editor wagon placement sound stuck looping
- Replies: 2
- Views: 229
Re: [2.0.76] Editor wagon placement sound stuck looping
I changed my mind, fixed for 2.1.
- Mon Mar 23, 2026 5:41 pm
- Forum: Fixed for 2.1
- Topic: [2.0.8] Cargo Wagon continually makes annoying noise in Map Editor
- Replies: 2
- Views: 691
Re: [2.0.8] Cargo Wagon continually makes annoying noise in Map Editor
Still technically not a bug, but fixed for 2.1.
- Wed Mar 11, 2026 8:12 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype sounds
- Replies: 4
- Views: 273
Re: LuaEntityPrototype sounds
Ah, I see what you mean.
- Wed Mar 11, 2026 7:20 pm
- Forum: Modding interface requests
- Topic: LuaEntityPrototype sounds
- Replies: 4
- Views: 273
Re: LuaEntityPrototype sounds
Those sounds can be played using the SoundPath.
Or do you want to do something else with the sounds?
Or do you want to do something else with the sounds?
- Mon Mar 09, 2026 10:40 am
- Forum: Pending
- Topic: [2.0.47] [Linux] Factorio plays no sound, and breaks sound on rest of computer
- Replies: 7
- Views: 1826
Re: [2.0.47] [Linux] Factorio plays no sound, and breaks sound on rest of computer
I have attached two separate log files to help any debugging.
These also don't show any errors related to audio.
I believe the original post mentions they are already on pipewire.
I was referring to the Factorio in-game sound settings, there is a dropdown to select a preferred the audio ...
- Tue Mar 03, 2026 4:02 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
This with some additional tweaks to the rocket flying sound is now done for 2.1.
- Mon Mar 02, 2026 11:53 am
- Forum: Implemented Suggestions
- Topic: Opus codec
- Replies: 19
- Views: 4100
Re: Opus codec
Good to know.
For reference, in Factorio we use vorbis 1.3.3 and opus 1.4.
When adding support for Opus I did some measurements and decoding the "automation" track in-game was 1.8 times slower than vorbis with the encoding setting we decided on (q 5 for vorbis, target 96K bitrate for opus).
For reference, in Factorio we use vorbis 1.3.3 and opus 1.4.
When adding support for Opus I did some measurements and decoding the "automation" track in-game was 1.8 times slower than vorbis with the encoding setting we decided on (q 5 for vorbis, target 96K bitrate for opus).
- Thu Feb 19, 2026 4:34 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
The idea I had doesn't actually work, so I will go with a more involved solution for 2.1.
- Wed Feb 18, 2026 7:18 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
Thanks for checking and for the additional info. I didn't expect the different driver to would behave differently but you never know.
I might have an idea how to solve this easily and maybe I'll sneak it into some near future release, failing that we'll figure something out for 2.1.
Last thing ...
I might have an idea how to solve this easily and maybe I'll sneak it into some near future release, failing that we'll figure something out for 2.1.
Last thing ...
- Wed Feb 18, 2026 5:08 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
Interesting, can you try going into Settings -> Sound and changing Preferred audio driver from Default to DirectSound (or if it's on DirectSound for some reason change do Default/WASAPI) and restart the game? There might be something going on between drivers that make this issue more likely to occur ...
- Wed Feb 18, 2026 3:36 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
Thanks for the save. The rockets indeed launch at the same tick so what I think is happening is that at least one of the rocket sounds get delayed due to the audio latency I've mentioned. Then it's up to a random chance. Just loading the save file over and over again should lead to the sound glitch ...
- Tue Feb 17, 2026 6:42 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion][2.0.75] Infinite train sound loop while deconstruction train
- Replies: 2
- Views: 952
Re: [Donion][2.0.75] Infinite train sound loop while deconstruction train
Well, this is embarrassing. This scenario is slightly different, the bug was triggered by marking the wagon for deconstruction within 20 ticks before the train stops. But ultimately it's the same bug as in the previous report.
Anyway, fixed for the next release, 2.0.76. Thanks for the report.
Anyway, fixed for the next release, 2.0.76. Thanks for the report.
- Tue Feb 17, 2026 5:45 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [2.0.75] weird rocket launch sound while running into audio range mid launch
The ticks of the rocket launch is saved so if you save while the rockets are flying and have the sound glitched I can easily check what's going on.
- Tue Feb 17, 2026 4:43 pm
- Forum: Fixed for 2.1
- Topic: [Donion][2.0.75] weird rocket launch sound while running into audio range mid launch
- Replies: 14
- Views: 1079
Re: [2.0.75] weird rocket launch sound while running into audio range mid launch
Just looking at the clip and doing some quick testing, it looks like to me the rockets started flying couple of ticks off each other. There can be up to 3 rocket flying sounds playing at the same time and if you have them couple of ticks out of phase from each other you get this kind of strange ...
- Tue Feb 10, 2026 12:07 pm
- Forum: Not a bug
- Topic: [2.0.73] Locomotive open_sound and close_sound never play
- Replies: 2
- Views: 380
Re: [2.0.73] Locomotive open_sound and close_sound never play
I've removed locomotive open_sound and close_sound for 2.1 since they never play. And moving this to Not a bug as this behaviour is intended.
- Mon Feb 02, 2026 4:53 pm
- Forum: Resolved Problems and Bugs
- Topic: [Donion] [2.0.73] Infinite train sound loop after deconstruction train
- Replies: 1
- Views: 972
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: 416
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: 416
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: 416
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: Not a bug
- Topic: [2.0.73] Locomotive open_sound and close_sound never play
- Replies: 2
- Views: 380
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 ...