Space Engineers Sound Block



ComponentsRequired
Interior Plate3

Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time. Programming in Space Engineers is done with the Programmable Block which can be given scripts written in C# (pronounced C Sharp). This can be used to make autonomous mining drones, long-range player-killing torpedoes, automated welding arms for ship construction and much more.

Hack
Gavel
Interior Plate1
Block
Mass60.6 kg
Integrity243
Is AirtightNever
PCU Cost25
ComponentsRequired
Interior Plate3
Hack
Interior Plate1
Mass60.6 kg
Integrity243
Is AirtightNever
PCU Cost25
  • 2Usage

Overview

The Sound block is a device that is capable of playing in-game sounds around it. It can be used in conjunction with the Timer Block, Button Panel, and/or the Programmable Block. The block itself has no way in which to interface directly. The sound, volume, and radius can adjusted manually in the Terminal.

Usage

The sound block can play only a maximum of one sound at any given time. Currently still as of Update 01.110, it cannot have have its sounds changed remotely, only manually.

To be able to play sounds, the ship the block is placed on must have power, and a trigger. Since there's no interface in which to interact with on the block itself, a trigger must be from a Button Panel, Timer Block, Sensor, or Programmable Block.

Terminal

  • Volume - Adjusts the intensity of the sound.
  • Range - Adjusts the maximum range the sound will be heard.
  • Play - Plays the current selected sound from the Sound List.
  • Stop - Stops the current sound being played.
  • Loop Time - Adjusts the amount of time a sound will play for. The sound will repeat itself until the time runs out. (Some sounds may have the option grayed out)
  • Sound List - The list of available playable sounds

SFX List

Here is a list of all default sounds currently within the game. While the included list of sounds in the game are limited, more can be subscribed from the Steam Workshop. The world must contain the mod in order for it to show up on the sound block's list.

Sounds
NameDescriptionLoopable
Lights onFemale voice saying 'Lights on'.No
Lights offFemale voice saying 'Lights off'.No
Enemy detectedFemale voice saying 'Warning: enemy detected'.No
Objective completeFemale voice saying 'Objective complete'.No
Alert 1Danger warning sound.Yes
Alert 2Alert beeping sound.Yes
Alert 3Male voice saying 'Military alert'.Yes
Music 1Music.No
Music 2More music.No


Media

Tips

  • You can use the Sensor block to trigger an alarm sound effect on the sound block if an enemy ship is close.
  • If the maximum radius of the sound block is lets say 50 meters, it'll start to fade about 5 meters before that limit, and 5 meters after it.

Known Issues

  • Currently still as of Update 01.110, the sounds played from the sound block do not change if you are in a different room, helmet on, or even if you're space.

Programming

Update History

Update 01.060
  • Sound block introduced
Retrieved from 'http://spaceengineerswiki.com/index.php?title=Sound_Block&oldid=26001'

Recording Engineer Training

This tutorial should be your first stop when getting into modding for Space Engineers. It will teach you about the different dimensions of modding the game and then point you towards more specialized tutorials and resources for each.
Gavel block

Goal

To get you acquainted with the ways Space Engineers can be modded and to then point you to relevant resources.

Prerequisites

  • Basic computer literacy
  • Enough time not to rush things

I. Dimensions of Modding

As newcomers to modding a specific game, oftentimes people will not be aware of what can and cannot be modded in the first place. And what use are the greatest plans for a mod if the game developer has disallowed access to the key files needed to make those plans reality? This chapter will expand on the “three dimensions” of modding, which each require their own expertise and tools. Knowing about these different dimensions will allow you to better understand which are relevant for your plans, and which you’d be interested in learning.

SBC is a filetype that Space Engineers uses to save moddable data in. It contains a XML data structure. Editing these files and the information contained within is the easiest form of modding for SE. SBC modding allows the addition of more content to the existing “framework” available in the vanilla game, but it does not allow for changing said framework. For example, while you can add more blocks using SBC modding, you would not be able to give these blocks a functionality that does not already exist for another block currently in the game.

Example

Source:Components.sbc - This defines the “Steel Plate” component.

Scripting is what is used to change and extend the “framework” mentioned in the last section. It is done in C# (CSharp), a programming language that is very common and is widely used outside of Space Engineers. If you have prior knowledge of programming, this is a pretty good place to start. If you do not, you may want to reconsider starting with this dimension of modding. Learning a programming language and the algorithms and logic to successfully create a script for SE is not something that can be learned in just a month or two. The good news is, however, that there are a lot of C# tutorials available for free online.

Example

Source: A section of a script used to change the color of the glowing parts of a thruster in a mod.

Programmable Block

Scripts can also be written for the Programmable Block inside of Space Engineers. It’s largely identical to general scripting for the game, albiet more restrictive to prevent players from exploiting the game using those scripts.

Visual Scripting

Visual Scripting is a form of scripting that does not require the user to write actual code. The code is instead represented in the form of a network of nodes that are connected to each other. As a result, it’s much more approachable for newbies, but the tool used to create these visual scripts - Visual Scripting Tool (VST) - is unfortunately still somewhat buggy. Furthermore, while it does not require the user to write actual code, knowledge of algorithms and the logic under which programs operate is still absolutely essential.

Space Engineers Sound Block Mods

Example

Modding assets refers to creating or editing anything that is not pure data or code in Space Engineers. While it doesn’t require as much prior knowledge to produce usable results with, modding assets does instead oftentimes require a lot of different applications to produce content with. While the industry standard applications are generally very expensive, there are usually alternatives available that can produce similar results for free - albiet they may require you to clear a couple additional hurdles in the process.

3D modelling

Block

3D modelling is not an easy skill to learn but there are many applications and much more tutorials available on the internet. 3D modelling is creating objects in SE. Be it blocks, tools, components or even player characters - they were all created in a 3D modelling application.

Example

Texture modding

Textures are what determine the colors of 3D models in games. They can be edited separately from 3D models and require a separate set of applications to mod. This is one of the easier disciplines and a pretty good point to start with should you want to look into modding the game’s visuals.

Space Engineers Sound Block

Space Engineers Sound Block - Image Results

Example

Audio modding

Audio modding is often forgotten but is nevertheless an important aspect. Creating and editing sound effects requires another separate set of tools, but is fairly straightforward.

Example

II. What now?

Under construction.