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[Sound] Comprehensive feedback on new sounds

First post
Author
Iris Bravemount
Golden Grinding Gears
#1 - 2012-10-27 20:48:41 UTC  |  Edited by: Iris Bravemount
Hello,

I spent a few hours testing various new sounds on Duality. Here is my personal feedback. Some is very positive, some is very negative. Of course, some comments are just a matter of taste, but I did my best to keep it as factual as possible.

Travel

The new ambiance sound on the star map is a subtle but very nice addition.

The new warp engine sounds add a lot more immersion to the warp process. The “swoosh” when reaching max warp speed may fit better during the acceleration phase (which remains silent), with the current “bang” still sounding much better.

The new gate fire sounds made a very bad impression on me. The current sound is absolutely fine and the additional ones (they seem to play at random) are of rather poor quality.

Weapons (general)

Most weapon impact sounds would really benefit from getting the same bass and reverb effect the inferno/scourge/nova missile impacts have. All other weapon impacts (including XL guns) pale in comparison to even a light scourge missile.

In general, found that a fundamental flaw of the current sounds has not been fixed in the new ones: the guns’ sounds don’t seem to reflect their relative and absolute size. For example, the 150mm railgun sounds heavier than the Dual 150mm railgun, and the XL hybrids don’t sound massive at all.

Weapons (lasers)

Overall impact sound issue: The impact sounds for most lasers are good when listened to one by one (except XL laser impact, which sometimes sounds like shattering glass), but when the player’s ship is shot at by a large number of lasers, it sounds like hail hitting a car’s roof. This doesn’t sound right and is almost unbearable over an extended period of time, such as in a lvl 4 mission.

XL Lasers: Pulse gun sounds ok, but could use more bass and a little longer sound. Beam gun sound and visual are awesome.

L Lasers: Large laser gun sounds are good across the board, except for mega pulse which sounds too much like a toy, which is unfortunate, since it’s probably the most used gun of the category.

M Lasers: Beams are good, but pulses sound too much like toys.

S Lasers: Gatling pulse sound is not in synch with animation and cycle time. Dual light sounds like artillery. Small focused pulse has a second sound in the middle of the cycle after the animation stops, which sounds wrong (also on small focused pulse impact sound). Small beam lasers are good though.

Weapons (Hybrids)

XL Hybrids: Gun and impact sounds are ok, but don’t sound massive at all.

L Hybrids: Ion blaster sounds too different from Electron and Neutron. Please stick to one type of sound and add more bass. Neutron blaster impact sound is too muffled. For railguns, the impact sound is ok. As for large railgun guns sounds, dual 250mm and 350mm could use the same kind of low frequency sound after the initial shot the 425mm has. They need more bass overall.

M Hybrids: Blaster sounds are good, especially the impact sounds, but the neutron blaster sounds too muffled. Railguns have excellent impact sounds, but the 250mm, just like the neutron blaster, sounds too muffled. The Dual 150mm gun sounds too light.

S Hybrids: Light blasters sound good. Light railgun sounds are awesome! They actually sound powerful! The 150mm rail sounds heavier than the dual 150mm version (maybe just using the 150mm rail sound twice in very fast succession with overlapping would be a nice fix).

Weapons (Projectiles)

XL Projectiles: AC sounds good, but you can't hear all six barrels. Arty sounds too muffled on both gun and impact and you can't hear all four barrels.

L Projectiles: Dual 425mm and 650mm AC sound like firing a single shot instead of a short salvo. Impact sounds are ok, but could sound a little heavier. 800mm AC needs to sound heavier too. Large artillery sounds ok, but should, once again, sound heavier.

M Projectiles: I hate to say it, but the medium AC sounds are all bad across the board. Dual 180mm AC sounds like firing a single shot instead of a short salvo. 220mm and 425mm AC still have the old problem of sounding like a sewing machine. Medium artillery sounds good though, but the 720mm should sound heavier than the 650mm. They seem to have the same sound atm.

S Projectiles: Good light AC sounds. Light artillery guns both sound like quad barrel guns, but they aren’t. They also seem to have the same sound, although the howitzer should sound heavier.

Weapons (Missiles)

Those don’t seem to have new sounds, so I’ll keep this short. The sounds are good across the board. I found myself having a real soft spot for the (rapid) light missile launcher sound. It really makes the start of the missiles spectacular. As previously mentioned, the inferno/scourge/nova missile impact sounds should be considered as a new standard for impact sound quality. The explosions sound great and appropriately massive and have a nice reverb/echo effect.
The bigger launchers could use deeper sounds.

Weapons (Smartbombs)

No sounds or animation whatsoever.

Music

Two or more tracks play at once. Can be reduced by setting the jukebox on pause.

To be continued…

Edit: If the dev team working on this would like to get my feedback on a particular sound effect not yet covered, or just provide me with a list of all the new sound effects, I would be more than happy to expand on this post.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Lyron-Baktos
The Scope
Gallente Federation
#2 - 2012-10-27 23:43:35 UTC
would really like awesome weapon sounds. hopefully whats' on the test server are not the final versions
Solhild
Doomheim
#3 - 2012-10-28 07:17:09 UTC
I hadn't noticed the new sounds apart from warp. I usually turn most of them down as they tend to cut each other out and generally be a mess.
Will check later.
Iris Bravemount
Golden Grinding Gears
#4 - 2012-10-28 11:46:13 UTC
Lyron-Baktos wrote:
would really like awesome weapon sounds. hopefully whats' on the test server are not the final versions


Some are seriously awesome. But yeah, others should really be reworked.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#5 - 2012-10-28 16:59:56 UTC  |  Edited by: Pertuabo Enkidgan
My main man.
I was thinking about making a forum post, wasn't even sure where to put it, so I placed it in the open period forum. Glad to see someone else cares about audio

will add my own part here soon
Bienator II
madmen of the skies
#6 - 2012-10-28 17:07:26 UTC
a little bit more star wars would be nice.

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Darth Skorpius
352 Industries
#7 - 2012-10-29 00:19:44 UTC
I can't believe no one has said this yet:

EVE has sound?
Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#8 - 2012-10-29 18:31:48 UTC
the sad, and strangly funny part is, when i was talking to FoxFour, and she went to talk with the sound guys about one of the bugs i noticed, they told her they only added ONE sound...for cap level...

We both facepalmed.

Also, WHY do we have this constant permanent not-jukebox music? I've heard the Jukebox has been removed, if so, why is it still in the menu and still able to play songs?

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Jim Luc
Deep Core Mining Inc.
Caldari State
#9 - 2012-10-29 21:56:48 UTC
Panhead4411 wrote:
the sad, and strangly funny part is, when i was talking to FoxFour, and she went to talk with the sound guys about one of the bugs i noticed, they told her they only added ONE sound...for cap level...

We both facepalmed.

Also, WHY do we have this constant permanent not-jukebox music? I've heard the Jukebox has been removed, if so, why is it still in the menu and still able to play songs?


Yeah, the jukebox should go, but it would be nice to have a quick audio menu via the NeoCom, not from the escape menu. Mute/unmute sounds quickly.

The engine sounds are terrible and I hope they are still not finalized. I think that the idle sound should be much quieter, while the engine sounds will fire up when moving, depending on how much power they're getting, and then a different sound for afterburners and MWD. I also miss the sonic boom when going into warp.

Engine sounds should sound more muffled and quieter the farther you are from your ship, and based on if you're close to the actual engines (tail end of the ship) or closer to the nose of the ship.
Blue Harrier
#10 - 2012-10-29 22:28:07 UTC
I have to agree the new warp sound is not as good as the one on TQ, I still like the start-up whoosh and the ‘bang’ as we enter warp.
There is also a problem with the decoding of the warp sound, it causes a small but noticeable jump when the sound loops or changes to the next sound.
This causes a small but noticeable ‘rubber band’ effect to my ship as it enters warp and leaves at the other end. It shows up on the FPS meter as a drop in FPS just as the sound starts.

Also on Duality today I launched from a station next to a planet and warped to a gate immediately behind the planet. The normal ‘flying through the planet’ warp effect started but instead of ending on the other side of the planet it continued until my ship reached the gate when it ended.

Biggest planet with the longest warp through I’ve ever done, over 7au Shocked.

I do like the laser sounds and the plink, plink of ordinance hitting my ship when attacked by NPC’s. The circular laser hits also look pretty good as well.

Get the bugs out and this might just turn out to be a good expansion (I hope).

"You wait - time passes, Thorin sits down and starts singing about gold." from The Hobbit on ZX Spectrum 1982.

Galphii
Caldari Provisions
Caldari State
#11 - 2012-10-30 11:43:12 UTC
Would be nice if the autocannons sounded like autocannons. Remember the old 220 vulcan II's? A good place to start from Cool

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

CCP Audio
C C P
C C P Alliance
#12 - 2012-10-30 14:19:42 UTC  |  Edited by: CCP WhiteNoiseTrash
I'll try to summarize up on all this. this is a long thread, of great importance to me and the rest of the sound team.

Darth Skorpius wrote:
I can't believe no one has said this yet:

EVE has sound?


If you didn't notice before, that's why we are making all these changes to make sure you will hear something from now on, unless you turned your audio off of course. :)

Jim Luc wrote:


Engine sounds should sound more muffled and quieter the farther you are from your ship, and based on if you're close to the actual engines (tail end of the ship) or closer to the nose of the ship.

I also miss the sonic boom when going into warp.


they do sound more muffled, that is set straight into attenuation - so not much that can be changed there. although altering code which allows for the tip/nose changes are quite difficult to implement on the trinity engine. one step at a time now. It is possible to implement though, I'll get on it if time allows it.

There is a sonic boom, if it's not there, we will have a look at it, there are supposed to be several different ones, so depending on your speakers and audio setup, some of them may be more or less audible because of that.

Panhead4411 wrote:
the sad, and strangly funny part is, when i was talking to FoxFour, and she went to talk with the sound guys about one of the bugs i noticed, they told her they only added ONE sound...for cap level...

Also, WHY do we have this constant permanent not-jukebox music? I've heard the Jukebox has been removed, if so, why is it still in the menu and still able to play songs?


which bugs did you mention? because I don't think we where told here, of what you mention.

The music is part of the EVE experience. Removing the jukebox doesn't mean the music disappears, if you want to play custom music, turn down the EVE music and stream your own from any source of your choice.

Blue Harrier wrote:
I have to agree the new warp sound is not as good as the one on TQ, I still like the start-up whoosh and the ‘bang’ as we enter warp.

There is also a problem with the decoding of the warp sound, it causes a small but noticeable jump when the sound loops or changes to the next sound.


The swoosh sound is new, so you couldn't have heard it before. The old sound from TQ is still there, there are just some variations now so it's not always the same one.

The last thing is clearly a bug and I'll have a look into that, it is of course supposed to be a seamless loop.



If you have anything that seems buggy, let me know. There are not supposed to be bugs. Everything which is a matter of taste is welcome, it will be meditated upon and re-thought but a lot of effort goes into making the things sound right and there are not unlimited resources in the engine and the way it works now is for very heavy tweaking and magic moves, therefore not everything is possible right away and easy to do. A matter of taste is a matter of taste, buggy stuff is much different and more important right now.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

Destination SkillQueue
Doomheim
#13 - 2012-10-30 14:25:13 UTC
CCP Audio wrote:
Stuff


You picked CCP Audio as your name? Really? Lol

PS. I'll take your like virginity too while I'm at it.
CCP Audio
C C P
C C P Alliance
#14 - 2012-10-30 14:27:10 UTC  |  Edited by: CCP WhiteNoiseTrash
Destination SkillQueue wrote:
CCP Audio wrote:
Stuff


You picked CCP Audio as your name? Really? Lol


Yea- it's cool right ? ;) Had to come up with something for a forum name, didn't really consider it a dev name. But i'll think of something, after all, your name on a forum is what really counts :D

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

Warde Guildencrantz
Caldari Provisions
Caldari State
#15 - 2012-10-30 14:31:29 UTC
What about giving the damage control module an effect and a sound? (A subtle one, though)

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Iris Bravemount
Golden Grinding Gears
#16 - 2012-10-30 14:33:29 UTC
Hey CCP Audio,

I like your idea of having variations for sounds like warp and gatefire, but it would make more sense if they were tied to ship types (like this bang and gatefire sound for BS, the next one for cruisers, etc). Right now, it just sounds too random.

Also, is my OP any use to you?

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

CCP Audio
C C P
C C P Alliance
#17 - 2012-10-30 14:33:32 UTC
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


I'll have a look at it.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

CCP Audio
C C P
C C P Alliance
#18 - 2012-10-30 14:35:04 UTC  |  Edited by: CCP WhiteNoiseTrash
Iris Bravemount wrote:
Hey CCP Audio,

I like your idea of having variations for sounds like warp and gatefire, but it would make more sense if they were tied to ship types (like this bang and gatefire sound for BS, the next one for cruisers, etc). Right now, it just sounds too random.

Also, is my OP any use to you?


Yea, an initial idea was to tie it to ship size, we have been working on it.

Your OP is of great use to me. :) There is plenty of great stuff in there, which I will go over with the rest of the team asap.
Pertuabo Enkidgan wrote:
Had a similar post in another thread, and I'm gonna go through the turrets once more, because they are of course not to sound THAT similar, I need to check if some of them where mixed up somehow.

Bjørn Jacobsen | Deceased Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | I might be slow at replying - but at least I'm bad at football.

Spugg Galdon
Last Rites.
Villore Accords
#19 - 2012-10-30 14:36:55 UTC
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


Please for the love of all that is good no. A looping sound for a DC would drive me insane
Iris Bravemount
Golden Grinding Gears
#20 - 2012-10-30 14:37:26 UTC
CCP Audio wrote:
Iris Bravemount wrote:
Hey CCP Audio,

I like your idea of having variations for sounds like warp and gatefire, but it would make more sense if they were tied to ship types (like this bang and gatefire sound for BS, the next one for cruisers, etc). Right now, it just sounds too random.

Also, is my OP any use to you?


Yea, an initial idea was to tie it to ship size, we have been working on it.

Your OP is of great use to me. :) There is plenty of great stuff in there, which I will go over with the rest of the team asap.


Ok, thanks. There are several modules/weapons that currently have no sound or visual at all on duality (like smartbombs, or all drones having the same sound and visual) does that mean that you are currently working on those?

Are there other sounds that I have not covered and you would like to get my (or other players') feedback on?

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

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