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[Rubicon] Audio changes feedback

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Author
CCP WhiteNoiseTrash
C C P
C C P Alliance
#101 - 2013-10-29 13:59:14 UTC
Bienator II wrote:
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.


I'll be looking at this right now. The AB sound is fairly low, I agree. I will go over the mix.

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.

Lors Dornick
Kallisti Industries
#102 - 2013-10-29 15:07:12 UTC
Just wanted to say Thank You to CCP WNT both for the work and for the forum interaction, it's much appreciated.

While I do have the music turned to zero (hey, I'm 50+, and the game soundtrack isn't made by Rush) I consider all other sound related stuff in Eve as important, or even more important, than the graphics.

Being able to hear what's happening is crucial to my situation awareness.

CCP Greyscale: As to starbases, we agree it's pretty terrible, but we don't want to delay the entire release just for this one factor.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#103 - 2013-10-29 15:13:07 UTC
Lors Dornick wrote:
Just wanted to say Thank You to CCP WNT both for the work and for the forum interaction, it's much appreciated.

While I do have the music turned to zero (hey, I'm 50+, and the game soundtrack isn't made by Rush) I consider all other sound related stuff in Eve as important, or even more important, than the graphics.

Being able to hear what's happening is crucial to my situation awareness.


Well, I'm 30+ :D
I am happy to hear that you share our viewpoint on the sound in EVE - it's been a long ride and time has come to make sound in EVE an amazing tool which will enhance gameplay.

Both visuals and audio related material, is to be used as a whole - turning either off would ruin the intended experience. IMHO.

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.

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#104 - 2013-10-29 15:30:04 UTC  |  Edited by: Marc McIntyre Crendraven
CCP WhiteNoiseTrash wrote:
Bienator II wrote:
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.


Yea, I'm working on something similar.
It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.


What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice.

( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?)

Eat Lead!!! Err....Antimatter...whatever!

CCP WhiteNoiseTrash
C C P
C C P Alliance
#105 - 2013-10-29 15:38:18 UTC
Marc McIntyre Crendraven wrote:
CCP WhiteNoiseTrash wrote:
Bienator II wrote:
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.


Yea, I'm working on something similar.
It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.


What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice.

( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?)


that's odd. because you are definitely missing something.
when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire".

and the MWD having a turbine like sound, both when firing it up, powering down and while running.

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.

Marc McIntyre Crendraven
Brave Empire Inc.
Brave United
#106 - 2013-10-29 15:50:35 UTC
CCP WhiteNoiseTrash wrote:
Marc McIntyre Crendraven wrote:
CCP WhiteNoiseTrash wrote:
Bienator II wrote:
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.


Yea, I'm working on something similar.
It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.


What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice.

( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?)


that's odd. because you are definitely missing something.
when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire".

and the MWD having a turbine like sound, both when firing it up, powering down and while running.


I restarted my client and turned off music, warped to a random planet and turned world effects all the way up, I can only hear a slight differenence when I zoomed all the way so that my kronos engines took up all the screen, the sound is extremely underwhelming, can't evev hear it unless engines take up entire screen, and even then I wouldn't notice it unless I was concentrating on hearing it, the volume of the effect definitely need to be majorly increased.

Eat Lead!!! Err....Antimatter...whatever!

Alvatore DiMarco
Capricious Endeavours Ltd
#107 - 2013-10-29 15:52:19 UTC  |  Edited by: Alvatore DiMarco
I haven't used an AB in a while, but I can confirm the MWD sound being both turbine-like and pretty cool.

I suppose I'll undock and check for that AB sound.

EDIT: The AB sounds like a rocket engine, or perhaps what an afterburner sounds like on a RL jet engine. The occasional "burst" noise every so often that also plays is interesting. I suppose if you aren't terribly zoomed in, don't have your sounds up very high, are in an environment with lots of other noises going on or some combination of the three you might not notice the AB sound - especially if you also have shield hardeners, tracking comps or sensor boosters running at the time.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#108 - 2013-10-29 16:01:34 UTC
Marc McIntyre Crendraven wrote:
CCP WhiteNoiseTrash wrote:
Marc McIntyre Crendraven wrote:
CCP WhiteNoiseTrash wrote:
Bienator II wrote:
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder.


Yea, I'm working on something similar.
It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.


What are you guys talking about? I have been trying to find any sort of sound for either AB or MWD and there isn't anything whatsoever, maybe a slight hum but I cant tell. Any type of sound for their activation would be nice.

( yall make it sound like their is some great noise when u turn on a MWD, but there isn't anything at all. Am i missing something here?)


that's odd. because you are definitely missing something.
when you turn on the AB or MWD you should get a specific sound (to either) - the AB having a more powerful burning sound than the booster and some sporadic bursts of "fire".

and the MWD having a turbine like sound, both when firing it up, powering down and while running.


I restarted my client and turned off music, warped to a random planet and turned world effects all the way up, I can only hear a slight differenence when I zoomed all the way so that my kronos engines took up all the screen, the sound is extremely underwhelming, can't evev hear it unless engines take up entire screen, and even then I wouldn't notice it unless I was concentrating on hearing it, the volume of the effect definitely need to be majorly increased.


That must be an AB then , it's pretty low - which is what I'm fixing now.
It was actually supposed to be louder than it is - but I don't know why its this low now.
The boosters themselves could use an overhaul as well I hear.

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.

Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#109 - 2013-10-29 16:28:10 UTC
I'm not sure if you're in charge of the files encryption but
Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switchQuestion
CCP WhiteNoiseTrash
C C P
C C P Alliance
#110 - 2013-10-29 16:41:10 UTC
Pertuabo Enkidgan wrote:
I'm not sure if you're in charge of the files encryption but
Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switchQuestion


No. previously you could do if you hacked the audio engines format, but they may have changed their format - I can't say I would like you to extract the audio files, but there will most likely be a Wwise extractor at some point again.

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.

Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#111 - 2013-10-29 16:44:25 UTC
CCP WhiteNoiseTrash wrote:
Pertuabo Enkidgan wrote:
I'm not sure if you're in charge of the files encryption but
Is there any way we can extract audio from the game files? Could do it up until Odyssey 1.1, until it was changed into another file format. Why the switchQuestion


No. previously you could do if you hacked the audio engines format, but they may have changed their format - I can't say I would like you to extract the audio files, but there will most likely be a Wwise extractor at some point again.

Ahhhhh alright, thanks.
Mike Forsite
MISSI0N C0NTR0L
D-O-G-M-A
#112 - 2013-10-31 16:53:38 UTC
Sorry if i ask this a second time, but i don't read the complete post.
Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ...
CCP WhiteNoiseTrash
C C P
C C P Alliance
#113 - 2013-10-31 17:48:48 UTC
Mike Forsite wrote:
Sorry if i ask this a second time, but i don't read the complete post.
Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ...


uhm. this is a weird issue.
because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon.
Right now it will just sound the same way.

I would, if possible, have a specific warp time calculated and then use that.
so that slower ships would sound more powerful and heavy than fast paced interceptors.

Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.

But I'm working on it - just can't say what will come out of it 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.

Bienator II
madmen of the skies
#114 - 2013-10-31 18:27:22 UTC
CCP WhiteNoiseTrash wrote:
Mike Forsite wrote:
Sorry if i ask this a second time, but i don't read the complete post.
Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ...


uhm. this is a weird issue.
because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon.
Right now it will just sound the same way.

I would, if possible, have a specific warp time calculated and then use that.
so that slower ships would sound more powerful and heavy than fast paced interceptors.

Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.

But I'm working on it - just can't say what will come out of it right now.

or even better, hear it when the warp drive spins up (the moment the button is pressed) ;)

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

Mike Forsite
MISSI0N C0NTR0L
D-O-G-M-A
#115 - 2013-11-01 08:16:57 UTC
CCP WhiteNoiseTrash wrote:
uhm. this is a weird issue.
because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon.
Right now it will just sound the same way.

I would, if possible, have a specific warp time calculated and then use that.
so that slower ships would sound more powerful and heavy than fast paced interceptors.

Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.

But I'm working on it - just can't say what will come out of it right now.


Just a idea: Acceleration and deceleration depends mainly on the maximum warp speed of the ship if i got this right. If you read out the value and accelerate or decelerate the sample on the fly you should normally be ok. But i don't know how the sound engine works ... Smile ... and i think if it's this easy, you would have implemented it right away. Different sound samples for the ship classes would be nice too.
Darian en Chasteaux
Aliastra
Gallente Federation
#116 - 2013-11-01 17:31:08 UTC
Greetings !

Just let me say overall the modelling is simply AWESOME ! Please pass that on to graphics ! I am really impressed !

Music and sounds - doesnt matter to me as much I just got back into Eve and the music is blazzay I guess - I am a musician as well.

Normally I turn the music off depending on whether I am doing tacticals, actual fighting when I know I will win etc...normally music is a distraction for me.

The SOLAR SYSTEM map sounds though - VERY ANNOYING and I dont know if there is a seperate sound file for it but if I gete time I am replacing it with SILENCE ! Or something...!

Darian
Burl en Daire
M.O.M.S. Corp
#117 - 2013-11-01 20:05:43 UTC  |  Edited by: Burl en Daire
Witchking Angmar wrote:
Being near the sun causes a loud humming noise. Is this intentional?



I kind of hope so, it would give the star a unique feeling. Have each different class star make a different noise when within 100k.

I just flew a star and there is noise while sitting there. I like it but I had never noticed it till now.

Yesterday's weirdness is tomorrow's reason why. Hunter S. Thompson

marVLs
#118 - 2013-11-02 10:06:57 UTC
Congrats on audio effects for bastion Cool especially for Kronos, it's perfect in terms of timing and awesomeness Pirate same for Vargur. Golem and Pally: i think they need to be more precise on timing of "animation"
Mara Rinn
Cosmic Goo Convertor
#119 - 2013-11-02 17:50:35 UTC
CCP WhiteNoiseTrash wrote:
not sure if your engine can do this. but have you experimented with doppler effect? so that you could tell if something MWDs towards or away from you. This should make flybys sound also quite cool.


it would be possible, it requires some numbers from the physics engine to feed the audio engine, certainly possible, but not sure if it would work unless zoomed all the say in
.
well, i think it would only work with a very specific camera setting.[/quote]

A long time ago, we used to have a doppler effect for on-grid noises when warping in or out. This requires no (or very little) positional sound, since it's only grid-wide environment (acceleration gates, star gates, explosions, etc) that will be audible before actually landing on grid.

It would be nice to have this back :)
Mara Rinn
Cosmic Goo Convertor
#120 - 2013-11-02 17:53:09 UTC
CCP WhiteNoiseTrash wrote:
Mike Forsite wrote:
Sorry if i ask this a second time, but i don't read the complete post.
Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ...


uhm. this is a weird issue.
because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon.
Right now it will just sound the same way.

I would, if possible, have a specific warp time calculated and then use that.
so that slower ships would sound more powerful and heavy than fast paced interceptors.

Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool.

But I'm working on it - just can't say what will come out of it right now.


Just popping in to "me too" this part of the discussion: I was zipping around with a Prowler and I would end up dropping out of a 15-25AU warp at about the time the warp sound was just reaching the "old" point of bursting through the warp barrier (where the ship stops vibrating and enters smooth warp cruise) as my prowler was dropping out of warp on top of the gates I was travelling through.