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[Rubicon] Audio changes feedback

First post
Author
Gizznitt Malikite
Agony Unleashed
Agony Empire
#41 - 2013-10-12 17:52:34 UTC
Garviel Tarrant wrote:
I'm getting a terrible terrible noise when i make jumps.

Seriously i would turn sound off if thats intended, its a really unpleasant sound.


I too am getting this.... It makes me want to rip my headphones off:

Some more details:
It started when I went through my first gate. I think its supposed to sound like electric snapping as you enter the gate.
It persisted every system for the next 4 systems, although it would go away for a brief moment when transitioning between systems.
I then docked and it went away. I undocked and it was still gone.
I then gated to the next system, and it was back, but this time it only lasted for about 5-10 seconds upon entering a system.
It starts at the begining of the jump gate animation (before swapping systems), fades away, and then returns at the end of the jump (in the next system). Then fades away after 5-10 seconds.

Its an ugly noise, that makes me want to turn off my sound!
Alvatore DiMarco
Capricious Endeavours Ltd
#42 - 2013-10-12 19:32:07 UTC  |  Edited by: Alvatore DiMarco
You didn't read the whole thread, did you Gizznitt?
Gizznitt Malikite
Agony Unleashed
Agony Empire
#43 - 2013-10-12 19:53:13 UTC
Alvatore DiMarco wrote:
You didn't read the whole thread, did you Gizznitt?


oops.... I'm used to "bugs" being listed in the first post.
Mara Rinn
Cosmic Goo Convertor
#44 - 2013-10-12 20:58:24 UTC
CCP WhiteNoiseTrash wrote:
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.


While I miss the old sounds, and the new sounds will never quite be "right" because they're just plain different from what I was comfortable with, I do respect CCP's artistic autonomy. The visual and audio landscape of EVE is quite enjoyable!

I should stop complaining so much, right?
CCP WhiteNoiseTrash
C C P
C C P Alliance
#45 - 2013-10-13 09:23:20 UTC
Quiby San wrote:
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


Yea - we talked about it and we talked a lot about more and new music in general.
Currently trying to figure out how it should be delivered and when we can fit production into the pipeline.

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
#46 - 2013-10-13 09:24:16 UTC
Solstice Project's Alt wrote:
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 ...


Caldari stations you say.
Let me check it out - we moved some stuff around to save memory load and this could be one of the bugs related to 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 WhiteNoiseTrash
C C P
C C P Alliance
#47 - 2013-10-13 09:26:20 UTC  |  Edited by: CCP WhiteNoiseTrash
Gizznitt Malikite wrote:
Alvatore DiMarco wrote:
You didn't read the whole thread, did you Gizznitt?


oops.... I'm used to "bugs" being listed in the first post.


It's OK ;) I get it now, that this is pretty annoying ;)
been flying around SISI too lately getting really frustrated about this too - but not to worry, it's in the mix of being changed.

But sending stuff to SISI isn't as easy as it may sound - we need a bigger package to send, before we can make it run there - but so far it's removed on my internal system, so it should be gone from SISI any day 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.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#48 - 2013-10-13 09:28:30 UTC  |  Edited by: CCP WhiteNoiseTrash
Mara Rinn wrote:
CCP WhiteNoiseTrash wrote:
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.


While I miss the old sounds, and the new sounds will never quite be "right" because they're just plain different from what I was comfortable with, I do respect CCP's artistic autonomy. The visual and audio landscape of EVE is quite enjoyable!

I should stop complaining so much, right?


aye and nay.
we listen. It depends on the complaint and the tone of it.

And I understand that changes are never good in something as old, good and lore controlled, as EVE.

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.

Tonraks
Doomheim
#49 - 2013-10-13 18:25:20 UTC
One thing that annoys me greatly, is the activation sound you hear every time the Log off timer reset, and you hear the big "screeeech" sound. Honestly, it's the one thing that keep me from haveing sound enabled.

The only problem if you dualbox, is that you kinda need to hear if your shield /armor gets low, and so playing without sound is terribly hard.


Just disable / reconfigure that sound please.

An idea, is to have it only play when a certain time has passed, for example 30 secs. That way, you only hear it, when it actually matters, not every 3rd second or so.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#50 - 2013-10-13 20:00:54 UTC
Tonraks wrote:
One thing that annoys me greatly, is the activation sound you hear every time the Log off timer reset, and you hear the big "screeeech" sound. Honestly, it's the one thing that keep me from haveing sound enabled.

The only problem if you dualbox, is that you kinda need to hear if your shield /armor gets low, and so playing without sound is terribly hard.


Just disable / reconfigure that sound please.

An idea, is to have it only play when a certain time has passed, for example 30 secs. That way, you only hear it, when it actually matters, not every 3rd second or so.



That last part I can't do much about, this late for Rubicon and it's slightly more complex to change than just saying it - but sure, we can have a look at it.

I'll check out the screech sound you mention, I'm not sure I follow, because I believe there is only a countdown tick and a small confirmation sound - But if you do have the sliders turned down and only your UI slider up, then it may be a bit much.

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.

Tonraks
Doomheim
#51 - 2013-10-13 20:45:00 UTC  |  Edited by: Tonraks
CCP WhiteNoiseTrash wrote:
Tonraks wrote:
One thing that annoys me greatly, is the activation sound you hear every time the Log off timer reset, and you hear the big "screeeech" sound. Honestly, it's the one thing that keep me from haveing sound enabled.

The only problem if you dualbox, is that you kinda need to hear if your shield /armor gets low, and so playing without sound is terribly hard.


Just disable / reconfigure that sound please.

An idea, is to have it only play when a certain time has passed, for example 30 secs. That way, you only hear it, when it actually matters, not every 3rd second or so.



That last part I can't do much about, this late for Rubicon and it's slightly more complex to change than just saying it - but sure, we can have a look at it.

I'll check out the screech sound you mention, I'm not sure I follow, because I believe there is only a countdown tick and a small confirmation sound - But if you do have the sliders turned down and only your UI slider up, then it may be a bit much.



This sound at 1.30 The "screech sound"

http://www.youtube.com/watch?v=kMjuhdv8SPk&noredirect=1

And abit of searcing, it seems i'm not the only one; Here
and here
And here
And Here

I know there are more threads out there, i myself have replied in a few of them, so it's pretty widespread :)


Edit; and i was wrong in my inital post.. it's the Agression weapon timer you can hear, not log off timer.
Altrue
Exploration Frontier inc
Tactical-Retreat
#52 - 2013-10-13 22:39:12 UTC
Yeah that's some Crimewatch audio warnings that triggers when effects are in place. On the video that's probably the weapon timer, but mostly it's the PvE capsuleer logoff timer that's causing the complaints.

The idea is that as long as you have the aggro of the NPCs, firing or not, the timer is stuck at 5:00 minuts and it buzzs once to indicate its presence. That's why not everybody is annoyed by this : if you PvE solo without incursions or sleepers you only hear it once.

But when there are multiple players (or drones) on grid, NPCs starts switching targets. And when you're not their target, the timer naturally starts to countdown. If you use your guns, the timer is put back at 5:00, making the buzzing sound again.
And in PvE, as your targets are numerous and fragile, you always switch targets, which implies weapons automatically deactivating when your target explodes (timer starts to countdown again), then weapons reactivating when you fire on the next ennemy, AGAIN reseting the timer and making the buzzing sound.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#53 - 2013-10-14 06:50:11 UTC
Altrue wrote:
Yeah that's some Crimewatch audio warnings that triggers when effects are in place. On the video that's probably the weapon timer, but mostly it's the PvE capsuleer logoff timer that's causing the complaints.

The idea is that as long as you have the aggro of the NPCs, firing or not, the timer is stuck at 5:00 minuts and it buzzs once to indicate its presence. That's why not everybody is annoyed by this : if you PvE solo without incursions or sleepers you only hear it once.

But when there are multiple players (or drones) on grid, NPCs starts switching targets. And when you're not their target, the timer naturally starts to countdown. If you use your guns, the timer is put back at 5:00, making the buzzing sound again.
And in PvE, as your targets are numerous and fragile, you always switch targets, which implies weapons automatically deactivating when your target explodes (timer starts to countdown again), then weapons reactivating when you fire on the next ennemy, AGAIN reseting the timer and making the buzzing sound.

This! The weapons timer sound in PVE is the biggest frustration I have with EVE sound today.
When running complexes in NullSec I often do them with a friend, if that friend has aggression and I shoot all the frigates with ungrouped guns I can hear the sound 8-20 timers a room.

Some other non-Rubicon gripes are the changing of music track in Empire with every stargate jump, it's sad that you can really be enjoying a song make a jump and all of a sudden it plays a new track.

Turelus CEO Utassi Security

CCP WhiteNoiseTrash
C C P
C C P Alliance
#54 - 2013-10-14 10:49:59 UTC  |  Edited by: CCP WhiteNoiseTrash
That screech, appears also when NPC's approach, it not coming from the timer itself.
will have to check out how this is called in the game.

because that sound comes even if the timer is there or not.
I know because I get it all the time and I use it as a warning when mining and rats show up.
but it could be turned down, certainly.

MORE: Got it - it appears whenever an act against you is committed, it doesn't have to be your own timer which is activated.
I'll check if there is a quick solution to 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.

Altrue
Exploration Frontier inc
Tactical-Retreat
#55 - 2013-10-14 11:00:56 UTC  |  Edited by: Altrue
Turelus wrote:
Altrue wrote:
Stuff

This! The weapons timer sound in PVE is the biggest frustration I have with EVE sound today.
When running complexes in NullSec I often do them with a friend, if that friend has aggression and I shoot all the frigates with ungrouped guns I can hear the sound 8-20 timers a room.

Some other non-Rubicon gripes are the changing of music track in Empire with every stargate jump, it's sad that you can really be enjoying a song make a jump and all of a sudden it plays a new track.


Well I was talking about the PvE timer, but surely it works for the weapon timer too.

About the tracking changing at each jump, I agree with you : tracks should only be interupted when you change your zone unpon arrival (high sec, low sec, null sec, wormhole space) and should continue when jumping otherwise.

CCP WhiteNoiseTrash wrote:
That screech, appears also when NPC's approach, it not coming from the timer itself.
will have to check out how this is called in the game.

because that sound comes even if the timer is there or not.
I know because I get it all the time and I use it as a warning when mining and rats show up.
but it could be turned down, certainly.

MORE: Got it - it appears whenever an act against you is committed, it doesn't have to be your own timer which is activated.
I'll check if there is a quick solution to this.


When NPCs approach, it's probably the PvE timer ? If it's tied to their focus rather than their guns hitting you, it means that even if they haven't finished locking you, as long as they are trying to, you get the timer.

About your "MORE", I may have misunderstood what I saw on the server but it may be your PvP timer activating, because I never heard these noises without an affiliated timer.

Signature Tanking Best Tanking

[Ex-F] CEO - Eve-guides.fr

Ultimate Citadel Guide - 2016 EVE Career Chart

CCP WhiteNoiseTrash
C C P
C C P Alliance
#56 - 2013-10-14 11:06:44 UTC  |  Edited by: CCP WhiteNoiseTrash
Altrue wrote:
Turelus wrote:
Altrue wrote:
Stuff

This! The weapons timer sound in PVE is the biggest frustration I have with EVE sound today.
When running complexes in NullSec I often do them with a friend, if that friend has aggression and I shoot all the frigates with ungrouped guns I can hear the sound 8-20 timers a room.

Some other non-Rubicon gripes are the changing of music track in Empire with every stargate jump, it's sad that you can really be enjoying a song make a jump and all of a sudden it plays a new track.


Well I was talking about the PvE timer, but surely it works for the weapon timer too.

About the tracking changing at each jump, I agree with you : tracks should only be interupted when you change your zone unpon arrival (high sec, low sec, null sec, wormhole space) and should continue when jumping otherwise.

CCP WhiteNoiseTrash wrote:
That screech, appears also when NPC's approach, it not coming from the timer itself.
will have to check out how this is called in the game.

because that sound comes even if the timer is there or not.
I know because I get it all the time and I use it as a warning when mining and rats show up.
but it could be turned down, certainly.

MORE: Got it - it appears whenever an act against you is committed, it doesn't have to be your own timer which is activated.
I'll check if there is a quick solution to this.


When NPCs approach, it's probably the PvE timer ? If it's tied to their focus rather than their guns hitting you, it means that even if they haven't finished locking you, as long as they are trying to, you get the timer.

About your "MORE", I may have misunderstood what I saw on the server but it may be your PvP timer activating, because I never heard these noises without an affiliated timer.


that is definitely a bug - it's supposed to only change and start a new track, if you change from ex. empire to low. if jumping from one type to the same, the same track should be playing continuously.
We can't reproduce this, sorry.

If you are jumping from hi-sec to low-sec, but still in empire, then this could happen, but if jumping from amarr - to sarum prime, the same track still plays before and after the jump

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.

Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#57 - 2013-10-14 11:33:57 UTC
Checked the jumping and I don't seem to have the issue any more, could be this was fixed a while ago as I have been in NullSec for a while. Sorry! Oops
If it is the weapons time I mean with the PVE then sorry, it's VERY annoying to have timer sounds reset constantly for small PVE kills though.

Turelus CEO Utassi Security

CCP WhiteNoiseTrash
C C P
C C P Alliance
#58 - 2013-10-14 11:46:48 UTC
Turelus wrote:
Checked the jumping and I don't seem to have the issue any more, could be this was fixed a while ago as I have been in NullSec for a while. Sorry! Oops
If it is the weapons time I mean with the PVE then sorry, it's VERY annoying to have timer sounds reset constantly for small PVE kills though.


well, I understand - yes and no. the sounds are of course there as an indicator and if the sound is there once in a while as information, then fine.
but I agree, that if this comes constantly because of multiboxing or resetting constantly (you fight too much!!!!) - then it's a bit too much. I'll see if I can do something about it straight up, but no promises, we are too close to release for a lot of things to be changed so quickly.

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.

marVLs
#59 - 2013-10-14 14:20:03 UTC
Well im always support sound side of games. I think many times it's underestimated, but do You remember first Dead Space game? That was just wow, sound side in this game fall in my memory forever, was so brilliant, climatic, it make game a lot more incredible.

Im sad EVE does not shine in this side... It lacks new music, many sounds are not so good quality, there's very small variety in them, sound lacks those sorround effects etc. on other side we got some brilliant sounds like Aura (srly listeaning "warp drive active" commends etc for so many years and they don't irritateCool ) or new gates sounds.

BTW. Can we have done something about those backgroung NPC sounds? (like on missions etc) They're so irritating, and You can only make them away by muting game, zooming out, or muting world sounds...
CCP WhiteNoiseTrash
C C P
C C P Alliance
#60 - 2013-10-14 14:33:40 UTC
marVLs wrote:
Well im always support sound side of games. I think many times it's underestimated, but do You remember first Dead Space game? That was just wow, sound side in this game fall in my memory forever, was so brilliant, climatic, it make game a lot more incredible.

Im sad EVE does not shine in this side... It lacks new music, many sounds are not so good quality, there's very small variety in them, sound lacks those sorround effects etc. on other side we got some brilliant sounds like Aura (srly listeaning "warp drive active" commends etc for so many years and they don't irritateCool ) or new gates sounds.

BTW. Can we have done something about those backgroung NPC sounds? (like on missions etc) They're so irritating, and You can only make them away by muting game, zooming out, or muting world sounds...


Dead Space rules, for sure.
The problem with EVE is that we have a very small sound team - and I am just a content creator, I don't have the go to start changing things which are on the directors board. - Many of the sounds are from 1997 to 2003 when the game was made.
I understand that changing these would do a lot, but there is quite a lot of them and to keep them within the aesthetics of the game will require quite a lot of concepting and trial and error before such could be implemented.

And when I say SMALL audio team, I seriously mean small, we are just one designer (me) and one programmer to finish everything, so as much as I do understand, and as much as I would like to change a lot of things too and get things done, I simply don't have more hands and ears to do it with than my own.

And thanks for liking the new gates ;) I spent quite a lot of hours on making those sound the way they do.

let me give you a heads up on what we have been concepting though:
new music for dungeons, we are trying to make it more adaptive to the systems - so it won't be as repetitive as it can quickly become.

I am concepting how we have players customize their own UI, not put in their own sounds, but have more controls of which warning sounds and which specific UI sounds they want in the game.

New Booster sounds - but this is taking longer than expected.

---

An old game like EVE will inevitably lack "new" things constantly - and not like Dead Space, which is a one time production game, you don't need to polish it after release and make it fit more modern standards.
I got in here 1½ year ago and A lot has changed on the sound side since then, but I can't do it faster than I am right now. sorry.

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.