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#REDIRECT [[Noise]]
{{Quality|Exceptional}}
 
:''"Sound" redirects here. For the game's soundtrack, see [[Soundtrack]].''
 
Certain jobs generate '''noise''' which may disturb [[dwarves]] sleeping nearby.  Depending on a job's noise level and proximity, your dwarves could sleep "uneasily due to noise", "very uneasily due to noise", or be woken up by noise. These events will produce unhappy [[thought]]s in varying degrees.
 
 
 
Neither [[wall]]s nor [[door]]s will insulate dwarves from noise - distance and how loud a job is are the only factors determining whether a dwarf's sleep will be disturbed. Noise is produced when a noisy job is completed, but thoughts about noise do not appear until the sleeping dwarf has woken up.
 
 
 
Also, dwarves walking through a sleeping dwarf's room (even over their heads) will not cause noise, which is important for [[bedroom design]].
 
 
 
'''Note''': Contrary to common belief based on [[23a:Noise|earlier versions]], [[workshop]]s do ''not'' currently produce any noise.
 
 
 
==Noisiness of various jobs==
 
Only 5 jobs are known to cause noise. These include the following:
 
 
 
* [[Digging]] - 8 tiles
 
* [[Wood cutting]] - 8 tiles
 
* [[Engraving]] - 4 tiles
 
* [[Fortification]] carving - 4 tiles
 
* Removing [[construction]]s - 8 tiles
 
 
 
====Visualization====
 
 
 
Noise radiates across [[z-level]]s in the shape of a cube, in all 6 directions (north/south, east/west, ''and'' up/down), so noise that travels 4 tiles will generate noise in a 9x9 pattern on 9 successive floors.  The noise radiates from the center of the noise-producing things.
 
 
 
{{diagram|spaces=yes|
 
█ Level 0      Level ± 1    Level ± 2    Level ± 3    Level ± 4    Level ± 5
 
 
...........  ...........  ...........  ...........  ...........  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.****[#000][#808000]N****.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
.*********.  .*********.  .*********.  .*********.  .*********.  ...........
 
...........  ...........  ...........  ...........  ...........  ...........}}
 
 
'''N''' = Origin of noise
 
* = Noise
 
. = No noise
 
 
 
== Avoiding unhappy thoughts caused by noise ==
 
* Don't dig near bedrooms when there are dwarves sleeping in them.
 
* Smooth your bedrooms before placing the actual furniture.
 
 
 
== Designing in anticipation of noise ==
 
* Putting all your bedrooms 8 levels or lower below ground eliminates noise from wood cutting (''and all other relevant noise related concerns, that being beside the point'').
 
* Remember that [[jail]]s, [[hospital]]s, and sleeping [[barracks]] should also ideally be kept away from noise, in addition to standard and noble bedrooms.
 
 
 
Facilities that ''can'' be safely built around or above/below bedrooms and other sleeping facilities, to separate the area set aside for the "quiet zone", include anything that does ''not'' make noise.
 
 
 
== In adventurer mode ==
 
In [[adventurer mode]], various noises that can be heard in unseen areas will be represented by exclamation marks of different colors. Double exclamation marks denote louder noises.
 
 
 
* {{Raw Tile|!|3:0:1}} {{Raw Tile|!|3:0:0}} {{Raw Tile|‼|3:0:1}} {{Raw Tile|‼|3:0:0}}: Talking.
 
* {{Raw Tile|!|6:0:1}} {{Raw Tile|!|6:0:0}} {{Raw Tile|‼|6:0:1}} {{Raw Tile|‼|6:0:0}}: Movement, such as walking or running.
 
* {{Raw Tile|!|4:0:1}} {{Raw Tile|!|4:0:0}} {{Raw Tile|‼|4:0:1}} {{Raw Tile|‼|4:0:0}}: [[Combat]].
 
* {{Raw Tile|!|2:0:1}} {{Raw Tile|!|2:0:0}} {{Raw Tile|‼|2:0:1}} {{Raw Tile|‼|2:0:0}}: Mechanical noises, such as from a [[lever]]-operated [[door]].
 
 
 
Most wildlife doesn't make any noise in adventurer mode, with a few exceptions such as [[capybara]]s and [[kakapo]]s.
 
 
 
{{Category|Fortress mode}}
 
{{Category|Physics}}
 
[[ru:Noise]]
 

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