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WorkingSound

This type is used to produce sound from in-game entities when they are working/idle.

Type

struct | Sound

Properties

main_sounds

If this property is defined, all properties inherited from MainSound (and not overridden here) are ignored.

max_sounds_per_prototype

Sets 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.

extra_sounds_ignore_limit

If 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.

persistent

When true, working sounds for all entities of the same prototype are combined into one.

use_doppler_shift

idle_sound

The sound to be played when the entity is idle. Might not work with all entities that use working_sound.

Unused when persistent is true.

activate_sound

Might not work with all entities that use working_sound.

Unused when persistent is true.

deactivate_sound

Might not work with all entities that use working_sound.

Unused when persistent is true.

sound_accents

Unused when persistent is true.