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, 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 factorio programmable speaker Show configurable GUI alerts and play audio alerts based on circuit conditions, 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.

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. I would like to know if and how I can set it up so that whenever I get attacked, instead of the normal attacking sound, The speaker turns on and starts playing an alarm. 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. And just to go off-topic a little bit, Maybe some pro tips? I am okay at the game but my builds are highly inefficient.

Disabling polyphony is useful to avoid alerts being spammed and causing hearing factorio programmable speaker. Categories : English page Logistics Circuit network. Play audio samples as controlled by the circuit network in a way that simple songs can be created.

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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.

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.

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No matter how many times I resend that packet, it never gets through, while all the other hundreds of thousands of game and map packets have no problem getting through. Correct me if I'm wrong, but something like this should not be happening. This determines the audio volume, and the carry distance if global playback is unticked. As for other general advice, some stuff copied and pasted from various other threads, so it may be worded somewhat funnily: Sources if you want more, it's in these threads : here , viewtopic. If you send a circuit network signal pulse, an audio sample will start playing, otherwise nothing will happen. 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. Crazy ideas started to pour in, and it was quickly becoming a full-blown music production DAW with custom synthesizers and control over everything. The "Allow polyphony" check-box determines whether more than one sound may be played at once. Subscribe by email. Sometimes, ratios matter for example, 3 copper wire: 2 green circuit assemblers, in most early setups. Play audio samples as controlled by the circuit network in a way that simple songs can be created. Re: Programmable Speaker Post by Jap2. If you don't have turrets Looking at the wireshark capture for both the client and the server, it seems that a packet with a specific content or a specific checksum always gets filtered.

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Circuit network. Gun turrets would require a slightly different setup, and wouldn't be able to detect small attacks or atacks as quickly. 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. However, if producing music, polyphony may be needed. You can read all the details and see the packet data last posts of the forum topic. Views Read View source View history. Have fun! It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example. Modders can easily add more audio samples to the entity, including custom alerts. No matter how many times I resend that packet, it never gets through, while all the other hundreds of thousands of game and map packets have no problem getting through. If you don't have turrets The range at full volume appears to be 64 tiles. 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. Enough talk.

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