This type is used to produce sound from in-game entities when they are working/idle.
struct | Sound
MainSound | Array<MainSound>trueIf this property is defined, all properties inherited from MainSound (and not overridden here) are ignored.
uint8trueSets a maximum limit on how many entities of the same prototype will play their working sound.
Inactive entities without an idle_sound don't count towards this limit.
Entities with their working sound fading out don't count towards this limit.
Unused when persistent is true.
booleantrueIf true, entities playing their extra sound don't count towards max_sounds_per_prototype limit. 'extra sound' refers to idle_sound, activate_sound or deactivate_sound.
Unused when persistent is true.
booleantrueWhen true, working sounds for all entities of the same prototype are combined into one.
booleantrueSoundtrueThe sound to be played when the entity is idle. Might not work with all entities that use working_sound.
Unused when persistent is true.
SoundtrueMight not work with all entities that use working_sound.
Unused when persistent is true.
SoundtrueMight not work with all entities that use working_sound.
Unused when persistent is true.
SoundAccent | Array<SoundAccent>trueUnused when persistent is true.