Factorio programmable speaker

The programmable speaker There has always been some talk around the office about a music box that can be used to make simple sounds, factorio programmable speaker, you could even connect it to the circuit network and make simple songs.

In other languages:. The programmable speaker is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players' guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example. It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified.

Factorio programmable speaker

Post by Depresso » Thu Jan 25, pm. Post by Jap2. Privacy Terms. Skip to content. Factorio Forums www. Quick links. Programmable Speaker Don't know how to use a machine? Looking for efficient setups? Stuck in a mission? Programmable Speaker Post by Depresso » Thu Jan 25, pm Hi, This is my first post so I'm not all too sure how to do this but there is a speaker that can play sounds.

So in the end I made the Programmable Speaker work as a step sequencer.

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The programmable speaker There has always been some talk around the office about a music box that can be used to make simple sounds, you could even connect it to the circuit network and make simple songs. I put it on my long list of circuit network ideas, and in the past few week it has been coming to life. So today I'll be talking about an exciting new entity coming in 0. It was designed to do two main things: Show configurable GUI alerts and play audio alerts based on circuit conditions. Play audio samples as controlled by the circuit network in a way that simple songs can be created. The entity graphics are placeholder programmer graphics. Let's start with the useful part, it's pretty straightforward. You set your circuit condition, set the sound you want it to make, set whether the sound should be heard in that part of the factory or across the entire map and add an optional GUI alert message. When the circuit condition is true, the speaker will play the selected sound and show the optional GUI alert.

Factorio programmable speaker

In other languages:. The programmable speaker is a circuit network entity that is capable of producing alerts in the form of sound, and elements on nearby players' guis. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example. It can be toggled whether the sound plays globally so that it can be heard anywhere on the map, or locally so it will only be audible in the immediate vicinity of the speaker. As a courtesy, only enable global play on multiplayer when it is important that all players be notified. Only 50 sounds can be heard at once due to a game limitation. The volume of the programmable speaker can be controlled in the GUI. This determines the audio volume, and the carry distance if global playback is unticked. The range at full volume appears to be 64 tiles. As well as playing a sound, it can also be set to send a GUI text alert so the player can see what has caused the alarm.

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From Official Factorio Wiki. You can read all the details and see the packet data last posts of the forum topic. Disabling polyphony is useful to avoid alerts being spammed and causing hearing damage. Quick links. I imagine there will be a voice pack mod that could be programmed using combinators to speak things like "Crude oil is low". The range at full volume appears to be 64 tiles. Only 50 sounds can be heard at once due to a game limitation. Let's start with the useful part, it's pretty straightforward. You set your circuit condition, set the sound you want it to make, set whether the sound should be heard in that part of the factory or across the entire map and add an optional GUI alert message. I would create an executable that would create detailed logs, that person would run the game using that, I would investigate the logs and see that our map downloader works correctly. I seem to have a habit of obsessing over these rare "unfixable" bugs audio mixer crashing, vsync performance issues, non-pixel-perfect sprite drawing , so I started looking into this map downloader issue. There are some other circuit network improvements coming to 0. And now that fun part. I am not a huge fan of the default sounds so I turn them down, but because of that I sometimes get attacked and I don't even notice the alert xD The speaker will definitely be enough to notify me. Programmable Speaker Post by Depresso » Thu Jan 25, pm Hi, This is my first post so I'm not all too sure how to do this but there is a speaker that can play sounds.

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In order to show an alert in players' GUIs, "Show alert" must be ticked. Additional options will be shown that allow the player to select an icon and text for the alert. From Official Factorio Wiki. In other good news, while Rseding91 was also looking at the map download code trying to investigate this problem, he found we had some slow code doing hard drive seeking, slowing down map uploads. If you don't have turrets I put it on my long list of circuit network ideas, and in the past few week it has been coming to life. Privacy Terms. Looking for efficient setups? I say easy because anything is possible if you get creative enough. There will always be that 0. If you send a circuit network signal pulse, an audio sample will start playing, otherwise nothing will happen. Big thanks to admalledd, dadymax, Rippie and the other forum members who helped or are still helping me investigate this odd issue. There are 10 types of people: those who get this joke and those who don't. So today I'll be talking about an exciting new entity coming in 0.

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