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[Rubicon] Audio changes feedback

First post
Author
CCP WhiteNoiseTrash
C C P
C C P Alliance
#21 - 2013-10-08 17:46:41 UTC
Vrenth wrote:
Wait wait wait wait wait, Eve has sound?


No-

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.

Logix42
Taxation Damnation
#22 - 2013-10-08 17:55:13 UTC
CCP WhiteNoiseTrash wrote:
Alvatore DiMarco wrote:
Oh good. A proper thread to post this in.

Every time I go through a stargate, in addition to the usual sounds of gate activation, jump travel and arriving in the destination system, I now get this horribly bad and annoying static-like sound when activating the origin gate and again when coming through the destination gate. It's as if someone was trying to create kind of an electrical discharge noise but their efforts went horribly wrong.

Am I supposed to be hearing this? I really really really really do not want to activate another stargate with my sound turned on ever again if this is intentional.


No, it's not intentional - the electric field and a burst there is only supposed to be played if you are near the gate and another player jumps or arrives at the stargate - this is noted. thanks

It is of course not intended, a good reminder is that if you can't control it through the volume sliders or it seems to be loud compared to the other sounds, then it's either a bugged audio event or the sound itself that isn't mixed in.

in this case a bugged audio event, I'll report this here immediately.

UPDATE: we found this, It will be fixed - it needs to be mixed first, which is out of my hands - but right after that, I can fix the bug itself.


Thank goodness, currently its a so bloody annoying i had to shut all sound off

Go beyond the edge of space... Explore

Alvatore DiMarco
Capricious Endeavours Ltd
#23 - 2013-10-08 17:56:06 UTC
Vrenth wrote:
Wait wait wait wait wait, Eve has sound?


Apparently it's a bug.
Bienator II
madmen of the skies
#24 - 2013-10-08 19:22:26 UTC
is there a way how to disable those "acceleration gate tracks" which play when you enter plexes, sites or missions? Or a hotkey which mutes the music would be also an acceptable workaround ;)

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

Jon Dekker
Dekker Corporation
#25 - 2013-10-08 21:33:40 UTC
Any chance for a wider range of engine sounds based on the level of engines (0 - 100%), and a different much louder sound if you're running an afterburner, and another alternate sound for MWD.

Also I'd like to zoom in close and hear the rumble of my engines if the camera is right next to the engines and they're on at full blast and visible, but if the camera is rotated so that the engines are pointing away from the camera and not visible, then they should be muffled.

Mara Rinn
Cosmic Goo Convertor
#26 - 2013-10-08 21:49:39 UTC
Having started playing EVE before Trinity, I cannot be satisfied with any gate activation noise that isn't the "extremely loud wind-up with shock-release" sound. The current sound that overlays gate activation on both sides of the jump is quite bizarre.
Saeka Tyr
Sanctuary of Shadows
#27 - 2013-10-10 06:19:50 UTC
There's an annoying noise that shows up if you make a system transition while in map mode that goes away when you leave map mode.

This has been put into a bug report but I'm putting it here for visibility.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#28 - 2013-10-10 17:09:10 UTC
Bienator II wrote:
is there a way how to disable those "acceleration gate tracks" which play when you enter plexes, sites or missions? Or a hotkey which mutes the music would be also an acceptable workaround ;)


Uhm. the hotkey . good idea - I'll see if it's possible.
And I'll go check on the accel gates, to get an impression of what can be done.

Jon Dekker wrote:
Any chance for a wider range of engine sounds based on the level of engines (0 - 100%), and a different much louder sound if you're running an afterburner, and another alternate sound for MWD.

Also I'd like to zoom in close and hear the rumble of my engines if the camera is right next to the engines and they're on at full blast and visible, but if the camera is rotated so that the engines are pointing away from the camera and not visible, then they should be muffled.



we talked about this ;) the way it is built right now, then the directional audio "works" but this interferes with other setups for that particular sound, but I know exactly what you mean - but there are some code issues as well for this before we can progress on it.

Saeka Tyr wrote:
There's an annoying noise that shows up if you make a system transition while in map mode that goes away when you leave map mode.

This has been put into a bug report but I'm putting it here for visibility.


there was another bug earlier, which was similar - I'll check out your particular one when it ends on my desk when the QA's are done reproducing it. because while in map mode, some changes are done to the 3D graphics and some of those are attached to the audio engine unfortunately - so stuff may mess up. I thought we had fixed this, but apparently not.

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
#29 - 2013-10-10 17:13:45 UTC
Mara Rinn wrote:
Having started playing EVE before Trinity, I cannot be satisfied with any gate activation noise that isn't the "extremely loud wind-up with shock-release" sound. The current sound that overlays gate activation on both sides of the jump is quite bizarre.


When the other bug mentioned on this subject is fixed, I'll go over these particular ones.
they will be different for sure, so sorry about that, if you want the really old ones to stay - but there was some changes made here and I didn't make them, but I'll go over them and make sure some other things play when these do. but no promises, depends on art and audio direction as well.

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.

Crash Lander
Imperial Academy
Amarr Empire
#30 - 2013-10-10 17:54:55 UTC
I'm still quite unhappy about turret sounds. Particularly Large/Tachyon Lasers. Any chance those would be updated at some point?
Savira Terrant
Native Freshfood
Minmatar Republic
#31 - 2013-10-10 17:55:51 UTC
I just had an interesting idea, but I think implementation would be unrealistic. Let's just throw it out there anyway.


In EVE lore it states we hear sound as an induced aid by the pod to enable full use of our senses. So if any sound is just a triggered playback of a recording or even if it is created in realtime, should a capsuleer not be able to create and/or playback his or her very own unique preferred audible feedback for each trigger?

That would be kind of awesome.

.

Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#32 - 2013-10-10 18:17:17 UTC
Savira Terrant wrote:
should a capsuleer not be able to create and/or playback his or her very own unique preferred audible feedback for each trigger?
this was possible in Worms Armageddon in 1999, it had a simple method where each sound pack had a folder, with particularly named files in it for each sound effect. you simply placed WAV files with the appropriate name in their own subdirectory and then the client recognized that directory as a sound pack
CCP WhiteNoiseTrash
C C P
C C P Alliance
#33 - 2013-10-11 15:02:17 UTC
Savira Terrant wrote:
I just had an interesting idea, but I think implementation would be unrealistic. Let's just throw it out there anyway.


In EVE lore it states we hear sound as an induced aid by the pod to enable full use of our senses. So if any sound is just a triggered playback of a recording or even if it is created in realtime, should a capsuleer not be able to create and/or playback his or her very own unique preferred audible feedback for each trigger?

That would be kind of awesome.


That may be right.
but implementation may also be tricky ;) something is happening to some of the UI stuff in the near future, but nothing official and anything I can announce yet.

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
#34 - 2013-10-11 15:03:18 UTC
Nicen Jehr wrote:
Savira Terrant wrote:
should a capsuleer not be able to create and/or playback his or her very own unique preferred audible feedback for each trigger?
this was possible in Worms Armageddon in 1999, it had a simple method where each sound pack had a folder, with particularly named files in it for each sound effect. you simply placed WAV files with the appropriate name in their own subdirectory and then the client recognized that directory as a sound pack


yea, if only it was that easy when you work with a huge engine and audio pipeline like 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.

Savira Terrant
Native Freshfood
Minmatar Republic
#35 - 2013-10-11 15:54:26 UTC
Haha, yeah. I thought as much. Thanks for the feedback. Big smile

.

Quiby San
#36 - 2013-10-11 20:13:08 UTC
Probably already asked a lot, but are there plans to increase the variety in wormhole soundtracks?
Right now, it feels like there is just one single track/ambient sound that gets rather boring when you spend many hours in wormhole space :)

Soundcloud storage is fine, but if everyone should just go and listen to soundcloud for variety, then we wouldn't need any (zoned) music in eve at all :D
Antihrist Pripravnik
Scorpion Road Industry
#37 - 2013-10-12 06:57:35 UTC  |  Edited by: Antihrist Pripravnik
This new lowsec track sound great Smile
Solstice Project's Alt
Doomheim
#38 - 2013-10-12 16:25:03 UTC  |  Edited by: Solstice Project's Alt
CCP Sisyphus wrote:
We'd like you to keep all audio feedback in this thread - makes it easier to keep track of :)

We'll be putting a list of features here, but are mainly concerned with sound behavior as we've been doing a lot of behind the scenes changes to the audio engine.

- Team Klang
I am experiencing loud background noise within a caldari station,
which can only be tuned down by lowering the UI Sound slider,
although it should be actually world sound, by the ... sound ... of it.

It sounds like it should be there, but it's too much.


Edit: It's even there after undocking, disabling sound removes it though.

The electric buzz at gates is freaking me out ...

Buy Solstice Project for PLEX4GOOD ! https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=301266 (this alt-character will get deleted once the sale is done, on 6th of december)

Alvatore DiMarco
Capricious Endeavours Ltd
#39 - 2013-10-12 16:58:13 UTC
According to CCP WhiteNoiseTrash, that electric buzz (when working properly) will only be heard by people near a gate when someone else travels through it. You won't ever hear the noise for your own gate travel.
Solstice Project's Alt
Doomheim
#40 - 2013-10-12 17:08:35 UTC
Alvatore DiMarco wrote:
According to CCP WhiteNoiseTrash, that electric buzz (when working properly) will only be heard by people near a gate when someone else travels through it. You won't ever hear the noise for your own gate travel.
Well, let's hope that's the case.

Buy Solstice Project for PLEX4GOOD ! https://forums.eveonline.com/default.aspx?g=posts&find=unread&t=301266 (this alt-character will get deleted once the sale is done, on 6th of december)