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 factorio programmable speaker 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, factorio programmable speaker.

Post by Depresso » Thu Jan 25, pm. Post by Jap2. Privacy Terms. Skip to content. Factorio Forums www.

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. Both text and an icon can be specified, as seen in the check mark image above. 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.

You can read all the details and see factorio programmable speaker packet data last posts of the forum topic. It was designed to do two main things: Show configurable GUI alerts and play audio alerts based on circuit conditions. Additional options will be shown that allow the player to select an icon and text for the alert.

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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

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.

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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. Stuck in a mission? I will leave it to you to analyze the video and figure out how the song is generated. Other times, just build enough. This determines the audio volume, and the carry distance if global playback is unticked. Many people will advocate for a "main bus" of iron copper, steel, and perhaps some other things like gears and circuits running through your factory. Wooden chest Iron chest Steel chest Storage tank. I am okay at the game but my builds are highly inefficient. The "Allow polyphony" check-box determines whether more than one sound may be played at once. As usual, let us know what you think at the forums. And just to go off-topic a little bit, Maybe some pro tips? The volume of the programmable speaker can be controlled in the GUI.

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Crazy ideas started to pour in, and it was quickly becoming a full-blown music production DAW with custom synthesizers and control over everything. Car Tank Spidertron Spidertron remote. 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. Stuck in a mission? So in the end I made the Programmable Speaker work as a step sequencer. But this has to be easily controlled by the circuit network without having to build real-time computers with combinators. 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. He improved it and you should see better map transfer speeds on LAN and high speed connections. I will leave it to you to analyze the video and figure out how the song is generated. 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. Usually this is done by connecting laser turrets to an accumulator, detecting higher-than-normal power usage, and connecting them to the main network. 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.

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