These forums have been archived and are now read-only.

The new forums are live and can be found at https://forums.eveonline.com/

Test Server Feedback

 
  • Topic is locked indefinitely.
 

[Sound] Comprehensive feedback on new sounds

First post
Author
CCP WhiteNoiseTrash
C C P
C C P Alliance
#161 - 2012-12-07 23:14:28 UTC  |  Edited by: CCP WhiteNoiseTrash
Sharklight wrote:
I'd just like to echo the ambivalence others have noted towards the new warping and gate sounds.

I'm no sound engineer, but it really does feel like some levels are off- most of these additional sounds override the ones they're concurrent with, the racket near gates now is currently dialed at potato out of ten, and the oddly pitched noises your own 'drive makes, seems to detract more from the usual smooth low-level rumble than they give.


That is really odd, many of the things mentioned here, including this stuff, has not been changed.

Yes we made some mixing changes, but not even close to being as audible as you mention.
Lucky for me, the gates sounds are not me personally, so I'll discuss this with the department and let the right people go over it.
Note though, that the default volumes have been changed, that "might" have something to say if you have overwritten them with your own settings, but I can't say for sure here when I don't have access to the developer environment from here.

certainly, sounds are not supposed to be "off" . but note that we really had a huge update this time, so something could have slipped, and like I said before the explosions are totally broken, they where designed to be very sweet and more "precise" to ship size and type and something have slipped there - so next update will definitely fix this.

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.

Simvastatin Montelukast
DUST Expeditionary Team
Good Sax
#162 - 2012-12-08 02:27:03 UTC
07 pilot here, I have turned on sound maybe once a year. Never left it on more then 2 min.
Maybe I will try Eve online sound next year.
Bloodpetal
Tir Capital Management Group
#163 - 2012-12-09 07:03:04 UTC
CCP WhiteNoiseTrash wrote:
Sharklight wrote:
I'd just like to echo the ambivalence others have noted towards the new warping and gate sounds.

I'm no sound engineer, but it really does feel like some levels are off- most of these additional sounds override the ones they're concurrent with, the racket near gates now is currently dialed at potato out of ten, and the oddly pitched noises your own 'drive makes, seems to detract more from the usual smooth low-level rumble than they give.


That is really odd, many of the things mentioned here, including this stuff, has not been changed.

Yes we made some mixing changes, but not even close to being as audible as you mention.
Lucky for me, the gates sounds are not me personally, so I'll discuss this with the department and let the right people go over it.
Note though, that the default volumes have been changed, that "might" have something to say if you have overwritten them with your own settings, but I can't say for sure here when I don't have access to the developer environment from here.

certainly, sounds are not supposed to be "off" . but note that we really had a huge update this time, so something could have slipped, and like I said before the explosions are totally broken, they where designed to be very sweet and more "precise" to ship size and type and something have slipped there - so next update will definitely fix this.



Gate sounds are MUCH MUCH more like a whisper.

Entering Warp sounds, bang effect totally different.

If you didn't intentionally change these, there's a huge "mixing" issue you're dealing with because they are totally different, very noticeably different.

I know that gate sounds were said to be revamped and multiplied so that gates will sound different... but I didn't hear anything about warp sound changes.


Where I am.

Freya Montray
Voodoo Children
#164 - 2012-12-10 07:40:01 UTC
Can anyone on the Dev Team give an indication if the Mega Pulse sounds are being looked at? There are awful now, my kids called it "the wet tea towel flick gun"

This is not a sound that evokes mass power and energy, it's flat and uninspiring.

Lipbite
Express Hauler
#165 - 2012-12-10 10:33:22 UTC
Zoomed out a bit, 2 fleets, 70 ships shooting each other non-stop and all I hear is single shot every couple of seconds. Well, sometimes there is more than a single shot but still it's nowhere near all that shooting I see on screen.

tl;dr amount of sounds in fleet battles doesn't have anything in common with amount of shooting.
ITTigerClawIK
Galactic Rangers
#166 - 2012-12-10 12:02:43 UTC
honestly it might just be best to go and compleatly re-write the whole sound engine at this point and start from the ground up again for sounds.
Cygnet Lythanea
World Welfare Works Association
#167 - 2012-12-11 21:01:01 UTC
My feedback: please bring back jukebox. the same tunes over and over again are making me crazy! I know most people play with audio off, but this is terrible!
CCP WhiteNoiseTrash
C C P
C C P Alliance
#168 - 2013-03-02 10:38:24 UTC
Cygnet Lythanea wrote:
My feedback: please bring back jukebox. the same tunes over and over again are making me crazy! I know most people play with audio off, but this is terrible!


No they don't. stats says otherwise. :)
You can turn the music down and have your own music playing from a 3'rd party player.

the current system is meant to have specific music playing at specific points in Eden, depending on your position and situation.

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 WhiteNoiseTrash
C C P
C C P Alliance
#169 - 2013-03-02 10:38:53 UTC
Cygnet Lythanea wrote:
My feedback: please bring back jukebox. the same tunes over and over again are making me crazy! I know most people play with audio off, but this is terrible!


Yea. that would only take a few years to re-write the entire engine. but yea.. good idea?

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.

Sarmatiko
#170 - 2013-03-02 11:04:20 UTC  |  Edited by: Sarmatiko
CCP WhiteNoiseTrash wrote:

the current system is meant to have specific music playing at specific points in Eden, depending on your position and situation.

How about option in client settings to turn off combat music? I dont mind ambient tracks playing on background, but listening same aggressive combat tracks every single time I do mission makes me sick. Without this option many players just turn off all music and never turn it back (and this means that your good efforts have failed).

Of course you can answer something like "dont like it - dont listen", "stats show otherwise", but then what the point of the improvements to the sound system? Didn't the main reason is to make sound listening for players more comfortable (and not painful and annoying)?
Fonac
Imperial Academy
Amarr Empire
#171 - 2013-03-02 12:16:26 UTC  |  Edited by: Fonac
Is anything being done, to the sound you hear every time you shoot at an NPC? - I dualbox, sometime tri-box, and while i know eve is not meant to played in that way, and that officially it's not "supported" - I would really like to turn the warning off!


But the same "scrreeechh" sound again and a again, it just making my head explode! - Yea i could turn off audio completely, but i would like to hear if a ship is being shot at(Shield level warning).

- Also i like sound! ... Just not a "screeech" all the time. Make it so, it only plays when you're 5 minuts into your GCD timer, that way you won't hear the same sound 23137131 times while running an anomaly.
Bubanni
Primal Instinct Inc.
The Initiative.
#172 - 2013-03-02 12:55:41 UTC
I think the 0.0 sound of a dieing space whale gets boring very fast... I still have it on so stats can be misguiding.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Warde Guildencrantz
Caldari Provisions
Caldari State
#173 - 2013-03-02 14:59:52 UTC
CCP WhiteNoiseTrash wrote:
Cygnet Lythanea wrote:
My feedback: please bring back jukebox. the same tunes over and over again are making me crazy! I know most people play with audio off, but this is terrible!


Yea. that would only take a few years to re-write the entire engine. but yea.. good idea?


What about some adaptive music for lowsec, so when you enter camp systems the music is more tense? The lowsec music in general is limited, I kept hearing the same songs over and over quite quickly, so possibly adding some more songs or making it rarely play songs from the other areas of space might be nice (even for null and highsec too...)

Also, can the sensor booster sound be changed? It gets very annoying very quickly. Too much bass, sounds like you are going through a stargate every couple of seconds.

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

TheButcherPete
KarmaFleet
Goonswarm Federation
#174 - 2013-03-02 16:54:51 UTC
Bring back the old strip miner sound <3 this new one is anemic.

[b]THE KING OF EVE RADIO

If EVE is real, does that mean all of us are RMTrs?[/b]

fukier
Gallente Federation
#175 - 2013-03-02 18:30:28 UTC  |  Edited by: fukier
CCP WhiteNoiseTrash wrote:
Cygnet Lythanea wrote:
My feedback: please bring back jukebox. the same tunes over and over again are making me crazy! I know most people play with audio off, but this is terrible!


No they don't. stats says otherwise. :)
You can turn the music down and have your own music playing from a 3'rd party player.

the current system is meant to have specific music playing at specific points in Eden, depending on your position and situation.


perhaps you can add a mood imput...

and depending on that which the player selects then determins the music that plays...
At the end of the game both the pawn and the Queen go in the same box.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#176 - 2013-03-02 20:57:59 UTC
Fonac wrote:
Is anything being done, to the sound you hear every time you shoot at an NPC? - I dualbox, sometime tri-box, and while i know eve is not meant to played in that way, and that officially it's not "supported" - I would really like to turn the warning off!


But the same "scrreeechh" sound again and a again, it just making my head explode! - Yea i could turn off audio completely, but i would like to hear if a ship is being shot at(Shield level warning).

- Also i like sound! ... Just not a "screeech" all the time. Make it so, it only plays when you're 5 minuts into your GCD timer, that way you won't hear the same sound 23137131 times while running an anomaly.


which screeech are we talking about here?
there is a plan to make the system more multiple box friendly, but it needs some coding done which is out of the audio departments hands.

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 WhiteNoiseTrash
C C P
C C P Alliance
#177 - 2013-03-02 20:58:35 UTC
TheButcherPete wrote:
Bring back the old strip miner sound <3 this new one is anemic.


we never changed the mining sounds while I have been 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.

Fonac
Imperial Academy
Amarr Empire
#178 - 2013-03-02 23:04:39 UTC  |  Edited by: Fonac
CCP WhiteNoiseTrash wrote:
Fonac wrote:
Is anything being done, to the sound you hear every time you shoot at an NPC? - I dualbox, sometime tri-box, and while i know eve is not meant to played in that way, and that officially it's not "supported" - I would really like to turn the warning off!


But the same "scrreeechh" sound again and a again, it just making my head explode! - Yea i could turn off audio completely, but i would like to hear if a ship is being shot at(Shield level warning).

- Also i like sound! ... Just not a "screeech" all the time. Make it so, it only plays when you're 5 minuts into your GCD timer, that way you won't hear the same sound 23137131 times while running an anomaly.


which screeech are we talking about here?
there is a plan to make the system more multiple box friendly, but it needs some coding done which is out of the audio departments hands.



I can see my post wasn't entirely clear, so i'll try to rephrase it.

Every time your non-capsuleer log-off timer resets, you will hear a sound, a warning that you have got this cooldown, the next 5 minuts.

This is not an issue, if you're on a single account killing npc's, because as long as they shot you the cooldown never resets.
However, if you like me have multi/triple accounts running an anomaly there's usually only 1 guy being shot at.
So as soon as the other accounts start shooting, the sound will play, because the cooldown is no longer at 5 minuts, so it "resets" and play the sound.

Once again: I know it's kinda a special situtation, but this could be fixed, if we could just turn off the warning sounds completely.


When you hear this sound three times every 15's sec, you get kinda annoyed after a little while :)

Edit; Another solution could be to only play this "reset" sound when you're more than 1 minut into the cooldown. (ie; there's 4.5minuts left, the sound does not play... later on you get aggro, now there's only 3.5 minuts left, and the warning plays)
CCP WhiteNoiseTrash
C C P
C C P Alliance
#179 - 2013-03-07 13:00:12 UTC
Fonac wrote:
CCP WhiteNoiseTrash wrote:
Fonac wrote:
Is anything being done, to the sound you hear every time you shoot at an NPC? - I dualbox, sometime tri-box, and while i know eve is not meant to played in that way, and that officially it's not "supported" - I would really like to turn the warning off!


But the same "scrreeechh" sound again and a again, it just making my head explode! - Yea i could turn off audio completely, but i would like to hear if a ship is being shot at(Shield level warning).

- Also i like sound! ... Just not a "screeech" all the time. Make it so, it only plays when you're 5 minuts into your GCD timer, that way you won't hear the same sound 23137131 times while running an anomaly.


which screeech are we talking about here?
there is a plan to make the system more multiple box friendly, but it needs some coding done which is out of the audio departments hands.



I can see my post wasn't entirely clear, so i'll try to rephrase it.

Every time your non-capsuleer log-off timer resets, you will hear a sound, a warning that you have got this cooldown, the next 5 minuts.

This is not an issue, if you're on a single account killing npc's, because as long as they shot you the cooldown never resets.
However, if you like me have multi/triple accounts running an anomaly there's usually only 1 guy being shot at.
So as soon as the other accounts start shooting, the sound will play, because the cooldown is no longer at 5 minuts, so it "resets" and play the sound.

Once again: I know it's kinda a special situtation, but this could be fixed, if we could just turn off the warning sounds completely.


When you hear this sound three times every 15's sec, you get kinda annoyed after a little while :)

Edit; Another solution could be to only play this "reset" sound when you're more than 1 minut into the cooldown. (ie; there's 4.5minuts left, the sound does not play... later on you get aggro, now there's only 3.5 minuts left, and the warning plays)


Ah yes. I see what you mean.
We have been having multiple issues with multiple instances of the game running at the same time. It's a code thing and I need someone else who is into the core to change something for me, but it is definitely doable, but will require a lot of changes to be made and me and the audio department just ain't the first row of the food chain when it comes to making demands like this. I'm sorry to say.

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.

Weasel Juice
Mayhem and Destruction
#180 - 2013-03-07 14:29:36 UTC  |  Edited by: Weasel Juice
CCP WhiteNoiseTrash wrote:


Ah yes. I see what you mean.
We have been having multiple issues with multiple instances of the game running at the same time. It's a code thing and I need someone else who is into the core to change something for me, but it is definitely doable, but will require a lot of changes to be made and me and the audio department just ain't the first row of the food chain when it comes to making demands like this. I'm sorry to say.


I definitely understand where you're coming from, but that sound can be so penetrating, that it in fact achieves the opposite of the goal, to make me turn off even world level sounds, even though at times I need it activated (just so I can hear an activation on a gate or wormhole). Or likewise if you do any PvE content that requires broadcasting is more annoying, since either you have to live with the really annoying timer sounds every few seconds, or you have to bite the bullet and reduce world level so much that you cannot even hear shield/armor/hull alarm soudns anymore.

Truth be told, until such time that the Timer alerts can be configured separately in volume or even whether they play at all, I would rather see them gone for the moment. Something that makes those few people who still have some sounds on turn them *off* just so they don't get annoyed entirely is an unfinished and far from polished product that should be introduced into the game.

Just run some incursions or sleeper escalation for an hour, and you will get that BUZZZZ sound usually once every 10-20 seconds. Disable world sounds, and some people might run into the risk of their ship getting blown up, because they didn't hear those alarms kick off.

:edit: Typo and last paragraph added