Factorio programmable speaker
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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.
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.
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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.
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.
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However, if producing music, polyphony may be needed. Here is a demo of a song made using the samples already included. Stuck in a mission? Circuit network. Let's start with the useful part, it's pretty straightforward. And just to go off-topic a little bit, Maybe some pro tips? So in the end I made the Programmable Speaker work as a step sequencer. Crazy ideas started to pour in, and it was quickly becoming a full-blown music production DAW with custom synthesizers and control over everything. It can be connected to the circuit network to produce an alert when a signal drops below a certain value, for example. Enough talk. 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. Having multiple belts per ore is pretty mucuh a necessity at least in the early stages of the game - that can change in several ways later on. Everything you hear is created inside Factorio. Logistic network.
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The entity graphics are placeholder programmer graphics. In order to show an alert in players' GUIs, "Show alert" must be ticked. However, if producing music, polyphony may be needed. And just to go off-topic a little bit, Maybe some pro tips? Stuck in a mission? 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. Usually this is done by connecting laser turrets to an accumulator, detecting higher-than-normal power usage, and connecting them to the main network. Some cheeky firewall from the computer, router or ISP is looking inside the packet data and blocking the packets it does not like. The volume of the programmable speaker can be controlled in the GUI. 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. Re: Programmable Speaker Post by Jap2. In other languages:.
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