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[Rubicon] Audio changes feedback

First post
Author
King Moroni
Phoenix Foundry
#121 - 2013-11-03 02:17:43 UTC  |  Edited by: King Moroni
@CCP WhiteNoiseTrash my question is in regards the the mission sounds. specifically the ever so in consistent sound that played when a mission is complete. is there going to be a fix for this to make it work for every mission?

also, I hope i'm not the only one who believes that the large lasers sound pretty weak? any way to make them sound oh i don't know like this
http://www.freesfx.co.uk/download/?type=mp3&id=1053

or if you don't wish to sign up
http://www.freesfx.co.uk/soundeffects/lasers_weapons/
page 2 second from the bottom
Sci Fi Space Lazer
Horror/Sci-Fi > Lasers/Weapons
View all gr8sfx's sound effects

I think that bit of electricity gives it a nice crisp kick. after all it is electromagnetic and thermo. I just think different ammo should produce different sounds.
ViynlScratch Whooves
Rime of the Astral Mariner
#122 - 2013-11-05 09:27:39 UTC  |  Edited by: ViynlScratch Whooves
I think most of the issues with sound changes due to positioning could be fixed with a togglable option to set the sound focus at your camera or your ship.

Please make this a thing :)

EDIT: Sorry i should probably add, im not sure ow hard this would be but i think that this in conjunction with possibly a toggle for 'my ship only' and 'everything' or 'my ship and environment but not other players'. Again not sure how hard but hopefully doable.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#123 - 2013-11-06 18:47:41 UTC
Mara Rinn wrote:
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.


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 :)
[/quote]

Saying something is possible is not the same as considering memory, cpu and the amount of voices used when doing 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
#124 - 2013-11-06 18:48:12 UTC
Burl en Daire wrote:
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.


It's intentional - I personally didn't do these, but all planets and suns have a sound.

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
#125 - 2013-11-06 18:49:30 UTC
Mara Rinn wrote:
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.


All the warping sounds are triggered through certain numbers of speed from the ship, so them triggering late - is a bug.

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
#126 - 2013-11-06 18:51:49 UTC
King Moroni wrote:
@CCP WhiteNoiseTrash my question is in regards the the mission sounds. specifically the ever so in consistent sound that played when a mission is complete. is there going to be a fix for this to make it work for every mission?

also, I hope i'm not the only one who believes that the large lasers sound pretty weak? any way to make them sound oh i don't know like this
http://www.freesfx.co.uk/download/?type=mp3&id=1053

or if you don't wish to sign up
http://www.freesfx.co.uk/soundeffects/lasers_weapons/
page 2 second from the bottom
Sci Fi Space Lazer
Horror/Sci-Fi > Lasers/Weapons
View all gr8sfx's sound effects

I think that bit of electricity gives it a nice crisp kick. after all it is electromagnetic and thermo. I just think different ammo should produce different sounds.


I have no idea. I haven't touched a mission myself and haven't had anything to do with it.
If there is a sound when a mission is over or similar, I can take a look at it.

Different ammo - different sound isn't possible right now. unfortunately. also we experienced a bunch of performance problems when dividing the turret sounds into too many layers. but we are working on fixing 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.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#127 - 2013-11-06 19:02:56 UTC
ViynlScratch Whooves wrote:
I think most of the issues with sound changes due to positioning could be fixed with a togglable option to set the sound focus at your camera or your ship.

Please make this a thing :)

EDIT: Sorry i should probably add, im not sure ow hard this would be but i think that this in conjunction with possibly a toggle for 'my ship only' and 'everything' or 'my ship and environment but not other players'. Again not sure how hard but hopefully doable.


what exactly do you mean? a button that allows for all other sounds than "your" sounds to be muted ?
Currently the microphone is at your camera, so zooming in and out affects everything.

zooming out and still hearing close range sounds - I'm not sure I can push this through with the directors or anything.

But here is what I am fixing up for Rubicon right now - just before final release.
I'm working on a new Wormhole and Cyno jump sound, I am trying hard to find code that allows me to check the difference between my and your ships, and if that doesn't work in the engine the way it is, I gotta hack on the sound engine that will probably work, but I can't say for sure yet.
Basically so that when you jump, you have a certain experience with it - and when others jump, it's more like they are sucked into the wormhole or swoosh away through the cyno. I hope this will be well received as I personally thought it was quite annoying to have the same sound for you and others jumping. and they were damn noisy too.

Also, some of the new hacking sites and similar will get some new music. we are testing out how we can easily develop more dynamic music to avoid repetition when entering certain places.

We have heavily adjusted the ship soundscapes, you won't hear them as far away and the duck much faster.

I have been tweaking the booster, MWD and afterburner sounds - but as always, something I tweak and something that I can test out here, doesn't mean its what people expected. All I could do was a little attenuation changes and so on.

The main focus, of any expansion, is of course new content and the audio team does a hard job providing new audio for new content, and the ISIS ship tree coming in had a lot of work in it and the new deployable structures.

The new warp disruption bubble animation has a new visual effect and we have come up with a system to detect certain things, like when you are bubbled. I am working on this for warp scrambling and web too.
but for the disruption bubble, sound will change and you will be absolutely sure that you are inside a bubble now. as often, if zoomed in too much you wouldn't notice the bubble before it was either too late or the annoying part of having to change your view to see if there was a bubble, if you didn't have it in your overview.

The turrets - I can go over, but NOT for Rubicon, I simply don't have the time right now to do it and most likely not for the patches either, so I can't say anything about if this will change or not for now.

I will look into the warp curves, but one problem has been to recreate the situations mentioned by you guys / girls, and if I can't reproduce the situations, then it can be a bit tricky to tweak and even more tricky to concept a new system that can be explained to the directors as more important over the old system.

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.

Valterra Craven
#128 - 2013-11-06 19:38:43 UTC
CCP WhiteNoiseTrash wrote:


The turrets - I can go over, but NOT for Rubicon, I simply don't have the time right now to do it and most likely not for the patches either, so I can't say anything about if this will change or not for now.



Please, for the love of all things bouncy, add some ginormous base back into turrets (at least rails) when you finish with your current projects.

I want my wife to know that even if I'm not making her explode that I'm making something else explode!
Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#129 - 2013-11-06 20:12:48 UTC
I too would love an option that lets me hear my turrets, and sounds from things nearby my ship, when my camera is zoomed out to 150km. I usually play that way and don't hear all your hard work.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#130 - 2013-11-06 22:19:50 UTC
Valterra Craven wrote:
CCP WhiteNoiseTrash wrote:


The turrets - I can go over, but NOT for Rubicon, I simply don't have the time right now to do it and most likely not for the patches either, so I can't say anything about if this will change or not for now.



Please, for the love of all things bouncy, add some ginormous base back into turrets (at least rails) when you finish with your current projects.

I want my wife to know that even if I'm not making her explode that I'm making something else explode!


Actually, the new ones were made with much more bass than the old ones. But they are also produced entirely different than the old ones.

"better production" doesn't always do the trick, yet if you look at the spectrum of the individual sounds, it would be clear that there was more bass.
BUT . ok, I promise I will go over them, I just don't know when. all of them . (I spent three months, doing them last time for retribution) so it might take a while as I have A FEW more tasks now than when I started working on 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.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#131 - 2013-11-06 22:21:50 UTC
Nicen Jehr wrote:
I too would love an option that lets me hear my turrets, and sounds from things nearby my ship, when my camera is zoomed out to 150km. I usually play that way and don't hear all your hard work.


this. I will have to talk to the director about, as it's an aesthetic thing, and that I can't touch as much as this, without having it send in send back, signed in triplicates and recycled and then meditated upon.

But I'll go over it tomorrow with him.

There are some other issues I need to discuss with him anyway, like the UI seperate mixing in the control menu and the mute music button and so on.

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
#132 - 2013-11-07 00:01:13 UTC
CCP WhiteNoiseTrash wrote:
[quote=ViynlScratch Whooves]I Lotus of awesome and fantastic changes


Awesome work There whitenoise :-)

Did you have a look at the annoying weapon timer sound that you talked about earlier?
Valterra Craven
#133 - 2013-11-07 00:14:54 UTC
CCP WhiteNoiseTrash wrote:
Valterra Craven wrote:
CCP WhiteNoiseTrash wrote:


The turrets - I can go over, but NOT for Rubicon, I simply don't have the time right now to do it and most likely not for the patches either, so I can't say anything about if this will change or not for now.



Please, for the love of all things bouncy, add some ginormous base back into turrets (at least rails) when you finish with your current projects.

I want my wife to know that even if I'm not making her explode that I'm making something else explode!


Actually, the new ones were made with much more bass than the old ones. But they are also produced entirely different than the old ones.

"better production" doesn't always do the trick, yet if you look at the spectrum of the individual sounds, it would be clear that there was more bass.
BUT . ok, I promise I will go over them, I just don't know when. all of them . (I spent three months, doing them last time for retribution) so it might take a while as I have A FEW more tasks now than when I started working on EVE.



Hell you made me happy by just responding to my post lol. So thanks for that! (I tried to get this in on the CSM 100 little and medium things... but alas)

I can wait another decade if need be, its just good to know its someone's radar.
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#134 - 2013-11-07 02:01:10 UTC
CCP WhiteNoiseTrash wrote:
Nicen Jehr wrote:
I too would love an option that lets me hear my turrets, and sounds from things nearby my ship, when my camera is zoomed out to 150km. I usually play that way and don't hear all your hard work.


this. I will have to talk to the director about, as it's an aesthetic thing, and that I can't touch as much as this, without having it send in send back, signed in triplicates and recycled and then meditated upon.

But I'll go over it tomorrow with him.

There are some other issues I need to discuss with him anyway, like the UI seperate mixing in the control menu and the mute music button and so on.

If you could make that happen people might actually leave eve sounds on.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Wenthrial Solamar
Brand Newbros
#135 - 2013-11-07 04:21:48 UTC
The ship acceleration sounds / MWD spool up sounds... I don't think are new , but they seem to be at a better level and better sync to the main render.

Also the Sounds on the new Deployables are very cool, though the dead time/ low volume period for the Cyno jamer's sounds might be longer, it seems It gets to be the dominate sound if you are on grid with it for any length of time.

The sound on the Marauder transform(s) is nice, would like it to bu up level a bit , it's easy to miss.

The Jump gate/ system transition sounds are still too high compared to the rest of the the world sounds and turret effects.
Mara Rinn
Cosmic Goo Convertor
#136 - 2013-11-07 05:05:13 UTC
CCP WhiteNoiseTrash wrote:
Saying something is possible is not the same as considering memory, cpu and the amount of voices used when doing it.


Agreed :)

I was only hoping that a grid-wide channel might be simpler than attempting to process all the sounds on grid simultaneously: that is, do the processing on the output of the mixer, rather than on each of the inputs independently. But I've never worked with sound so my mental model is probably so far separated from reality as to be worse than no model at all Cry

Thank you for putting up with little-knowledged folks like myself.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#137 - 2013-11-07 11:19:09 UTC
Wenthrial Solamar wrote:
The ship acceleration sounds / MWD spool up sounds... I don't think are new , but they seem to be at a better level and better sync to the main render.

Also the Sounds on the new Deployables are very cool, though the dead time/ low volume period for the Cyno jamer's sounds might be longer, it seems It gets to be the dominate sound if you are on grid with it for any length of time.

The sound on the Marauder transform(s) is nice, would like it to bu up level a bit , it's easy to miss.

The Jump gate/ system transition sounds are still too high compared to the rest of the the world sounds and turret effects.


They are brand new ! - the AB and MWD spool sounds. I just made them basically :D
The jumpgate transition sound, is going down for rubicon.

It's was "fun" to have that in and it was a cool experience the first many times, but after that it just became too much, I agree- so we turned it down.

The marauder, triage, siege, deploy and all those modules, needs to be tweaked a bit. I just put them in, so I haven't even matched them to the animations yet or anything.



Fonac wrote:
CCP WhiteNoiseTrash wrote:
ViynlScratch Whooves wrote:
I Lotus of awesome and fantastic changes


Awesome work There whitenoise :-)

Did you have a look at the annoying weapon timer sound that you talked about earlier?


Sorry not yet. Haven't been able to find a solution to how this could be fixed. at least not without taking time from someone else and they are all buried in work for release right now



Mara Rinn wrote:
[quote=CCP WhiteNoiseTrash]Saying something is possible is not the same as considering memory, cpu and the amount of voices used when doing it.


Agreed :)

I was only hoping that a grid-wide channel might be simpler than attempting to process all the sounds on grid simultaneously: that is, do the processing on the output of the mixer, rather than on each of the inputs independently. But I've never worked with sound so my mental model is probably so far separated from reality as to be worse than no model at all Cry

Thank you for putting up with little-knowledged folks like myself.


It's cool. Yet something may not be possible straight up - it may be an opener to how it could be done otherwise.

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
#138 - 2013-11-07 11:20:26 UTC
and seems like I'm blocked for now on the new Wormhole and Cyno sounds - so I doubt that goes in for Rubicon. 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.

Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#139 - 2013-11-07 13:05:21 UTC
awww :(
Andreus Ixiris
Center for Advanced Studies
Gallente Federation
#140 - 2013-11-07 14:13:39 UTC
There's this distinct pop/crackle noise from the portable cyno inhibitors and the stargate lightning arcs during spin-up - it sounds like audio corruption. I've filed a bug report about it but it hasn't been responded to yet.

Andreus Ixiris > A Civire without a chin is barely a Civire at all.

Pieter Tuulinen > He'd be Civirely disadvantaged, Andreus.

Andreus Ixiris > ...

Andreus Ixiris > This is why we're at war.