Search found 456 matches

by Donion
Mon Dec 08, 2025 5:39 pm
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

Re: AmbientSound surface binding

Implemented for 2.1.
by Donion
Wed Dec 03, 2025 12:26 pm
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

Re: AmbientSound surface binding

Last change: When you switch to randomize-all playback mode (hidden setting) the surface binding will be ignored.
by Donion
Wed Dec 03, 2025 12:11 pm
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

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.
by Donion
Tue Dec 02, 2025 10:18 am
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

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 ...
by Donion
Wed Nov 26, 2025 11:33 am
Forum: Resolved for the next release
Topic: [Donion][2.0.72] No Sound on remote view after switching from space to planet
Replies: 1
Views: 327

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.
by Donion
Wed Nov 19, 2025 4:51 pm
Forum: Resolved for the next release
Topic: [Donion] [2.0.72] crash in playSoundWithDistanceLimits with modded sound trigger
Replies: 1
Views: 416

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 ...
by Donion
Fri Nov 14, 2025 11:35 am
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

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 ...
by Donion
Wed Nov 12, 2025 10:45 am
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

Re: AmbientSound surface binding

Another thing, AmbientSound::play_on_all_surfaces property could be useful.
by Donion
Wed Nov 12, 2025 10:21 am
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

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 ...
by Donion
Tue Nov 11, 2025 5:59 pm
Forum: Implemented mod requests
Topic: AmbientSound surface binding
Replies: 13
Views: 1122

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 ...
by Donion
Mon Nov 10, 2025 1:36 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 28
Views: 2823

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 ...
by Donion
Mon Nov 03, 2025 5:42 pm
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 28
Views: 2823

Re: A sibling API to play_sound: play_music

Eketek wrote: Mon Nov 03, 2025 4:17 pm I looked a bit more closely at variable ambient sounds ...
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.
by Donion
Mon Nov 03, 2025 11:51 am
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 28
Views: 2823

Re: A sibling API to play_sound: play_music

mmmPI wrote: Mon Nov 03, 2025 11:40 am
HermanyAI wrote: Mon Oct 27, 2025 6:40 pm while being simple enough.
no :cry: But it does illustrate some of the questions that makes it difficult to have a straightforward proposition :). There's too much "open questions at the end" for me, i'm a bit lost.
Same, I'll keep ruminating on this, though.
by Donion
Fri Oct 31, 2025 11:06 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 576

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.
by Donion
Wed Oct 22, 2025 10:27 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 576

Re: Problems with sound effects

You can post the save with the issue and I can take a look.
by Donion
Wed Oct 22, 2025 9:30 am
Forum: Technical Help
Topic: Problems with sound effects
Replies: 6
Views: 576

Re: Problems with sound effects

What is the issue with sound effects you are trying to show in the clip?
by Donion
Fri Oct 17, 2025 5:27 pm
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 730

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 ...
by Donion
Thu Oct 16, 2025 11:10 am
Forum: Modding interface requests
Topic: A sibling API to play_sound: play_music
Replies: 28
Views: 2823

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 ...
by Donion
Thu Oct 16, 2025 9:58 am
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 730

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 ...
by Donion
Wed Oct 15, 2025 1:16 pm
Forum: Technical Help
Topic: [2.0.69] Crash when ambient music changes (QueuedSoundInstanceSDL::queueSample)
Replies: 8
Views: 730

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.

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