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[Rubicon] Audio changes feedback

First post
Author
CCP WhiteNoiseTrash
C C P
C C P Alliance
#161 - 2013-11-11 23:00:08 UTC
Wenthrial Solamar wrote:
CCP WhiteNoiseTrash wrote:
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.



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.
....

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.



Awesome , thank you for the new effects on the AB and MWD.

Also Thank you so much for the active feed back on the forums, that is hugely valuable!



We are having issues with the MWD and the AB, because the code says one thing, but the game seem to be behaving otherwise. But they have been turned up a notch for Rubicon. Especially the AB.

Today, while brainstorming we kind of noticed one thing that is really missing, which is just as with gates, wormholes, cynos, etc. (by the way, we found the bug, which made the cynos and wormholes distort so badly when several were jumping - huge mistake, totally human error 40, but I got it this time) anyway, that there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.

Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound.
And on the way home I may have been daydreaming, but I think I found a solution to some of the global voices problems we are having when a lot of players are in the same location - stay tuned.

The Changing of the Mic location, is at the moment not doable in the near future because of some other things, but I'll put it into our backlog and come back to it when I can.

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.

stoicfaux
#162 - 2013-11-11 23:11:56 UTC
CCP WhiteNoiseTrash wrote:

.. I ... have been daydreaming, but I think I found a solution to ... the ... voices

Uhm....




Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#163 - 2013-11-11 23:16:21 UTC
stoicfaux wrote:
CCP WhiteNoiseTrash wrote:

.. I ... have been daydreaming, but I think I found a solution to ... the ... voices

Uhm....







It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff.

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
#164 - 2013-11-12 07:01:09 UTC
CCP WhiteNoiseTrash wrote:
there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.

Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound.


That would be awesome !
Perhaps in conjonction to a new warp effect more in line with eve trailers and sci-fi in general ? ( http://youtu.be/zDVEHE10nHc?t=1m59s )

Btw you should check this out, that's a player-made warp effect and I found the concept (and the sound) really good !
http://www.youtube.com/watch?v=xpOMc9ysuek

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ViynlScratch Whooves
Rime of the Astral Mariner
#165 - 2013-11-12 09:11:18 UTC  |  Edited by: ViynlScratch Whooves
Ohh, just thought. Instead of focusing audio only on your ship or camera, it would make more sense to have the sound focused on camera target (so if your lined up with a roid but 100km out you still hear the mining drones). This also seems like it would be easier to implement with how the sound is rendered at the moment?

Anyway many thanks

EDIT: These (hopefully) changes should be options so as not to force a change for the general player base who may not want the change
Mhari Dson
Lazy Brothers Inc
#166 - 2013-11-12 18:34:06 UTC
CCP WhiteNoiseTrash wrote:
stoicfaux wrote:
CCP WhiteNoiseTrash wrote:

.. I ... have been daydreaming, but I think I found a solution to ... the ... voices

Uhm....







It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff.



If it works, that's what matters, even if you got it off the special message encoded in the strip miner beam.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#167 - 2013-11-13 11:26:45 UTC
Mhari Dson wrote:
CCP WhiteNoiseTrash wrote:
stoicfaux wrote:
CCP WhiteNoiseTrash wrote:

.. I ... have been daydreaming, but I think I found a solution to ... the ... voices

Uhm....







It happens a lot actually, walking home, talking to myself, even sometimes when I am falling asleep or in my sleep I come up with the weirdest hacks as to how to solve something. especially in periods where I am coding stuff.



If it works, that's what matters, even if you got it off the special message encoded in the strip miner beam.


Speak to me with a friendly beam

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
#168 - 2013-11-13 11:28:32 UTC
ViynlScratch Whooves wrote:
Ohh, just thought. Instead of focusing audio only on your ship or camera, it would make more sense to have the sound focused on camera target (so if your lined up with a roid but 100km out you still hear the mining drones). This also seems like it would be easier to implement with how the sound is rendered at the moment?

Anyway many thanks

EDIT: These (hopefully) changes should be options so as not to force a change for the general player base who may not want the change


Theoretically yes, but having the microphone change game object like that all the time, could be a bit of a headache.

anyway, if we are putting in anything, which allows the moving of the microphone, I'm sure we will make it quite user customizable.

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 - 2013-11-13 16:00:36 UTC
Altrue wrote:
CCP WhiteNoiseTrash wrote:
there is no sound when others around you warp. that would be a huge step up, if it was possible to hear other firing up.

Maybe not so useful in a battle where you would be zoomed out to the max, but say you have some more close range battle, like 10 km PVP or PVE. Someone warping, having a significant sound.


That would be awesome !
Perhaps in conjonction to a new warp effect more in line with eve trailers and sci-fi in general ? ( http://youtu.be/zDVEHE10nHc?t=1m59s )

Btw you should check this out, that's a player-made warp effect and I found the concept (and the sound) really good !
http://www.youtube.com/watch?v=xpOMc9ysuek


I don't get what you want to show with the first link.

The second link. we are discussing that, believe me.
the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible.
But you can have something similar.

It has made us discuss a whole new warp sequence, in particular when watching others going into warp.
The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days.

When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea.
depends on how much booming effect I can put into the sound engine, without making it a huge mess.

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
#170 - 2013-11-13 16:17:43 UTC
CCP WhiteNoiseTrash wrote:
Altrue wrote:
Stuff


I don't get what you want to show with the first link.

The second link. we are discussing that, believe me.
the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible.
But you can have something similar.

It has made us discuss a whole new warp sequence, in particular when watching others going into warp.
The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days.

When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea.
depends on how much booming effect I can put into the sound engine, without making it a huge mess.


About the first link, I just wanted to show that Eve trailers are (were ?) promoting a warp with a much faster acceleration than what's currently in game, with a bonus sound effect. My point was to demonstrate that it would be cool to make the real game closer to what is in this trailer. I should have been more clear when linking this video, my apologies :)

Thanks for the feedback concerning the second link and your discussions in general, I think everybody here can agree that on this extension you've been very active with the playerbase and that's something precious. :)

Now I'll be eagerly waiting for updates concerning the warp effect (for self or on others) in the next weeks/months ! Bear

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Bienator II
madmen of the skies
#171 - 2013-11-13 17:40:07 UTC
i am a big fan of the MJD where you see before the actual jump that the target is about to jump. The normal warp has also the acceleration part (if not already aligned) which isn't however represented by any graphics or sound effect for the observer.

http://www.youtube.com/watch?v=k0kswK2aI08

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

Altrue
Exploration Frontier inc
Tactical-Retreat
#172 - 2013-11-13 21:30:22 UTC
I just tried the new MWD and AB sounds on sisi.

I'm a fan of the new (or previously-never-heard) AB sound, but the MWD sound is imho not matching the actual distortion roleplay lore thing.

Apart from that, these two sounds can almost only be heard if everything else is silent (it's better than before for the AB though ^^'), so the gameplay value that these sounds may have is negated by the fact that they are useless in fight situations.

There are still plenty of situations where you don't have combat sounds and yet you can heard prop modules, but a solution to hear these during fighting as an audio indication that the enemy has activated a prop module would be nice.

I'm of course not sure of the existence of an actual solution that would allow you to distinctly hear AB and MWD sounds in fight while still keeping them on a reasonable volume level...

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CCP WhiteNoiseTrash
C C P
C C P Alliance
#173 - 2013-11-13 22:50:24 UTC
Altrue wrote:
CCP WhiteNoiseTrash wrote:
Altrue wrote:
Stuff


I don't get what you want to show with the first link.

The second link. we are discussing that, believe me.
the effect of the sound is really awesome in this, but calling it good - it a different matter, it's clearly distorted because of the mix and doesn't seem to be so because of the original sound - so making it so, into the game is impossible.
But you can have something similar.

It has made us discuss a whole new warp sequence, in particular when watching others going into warp.
The warp sequence itself, for you - will get a smoother soundscape at some point, but that was just talked about the past few days.

When watching others warp, there is currently no sound, so an indicator that someone is now gone, is a good idea.
depends on how much booming effect I can put into the sound engine, without making it a huge mess.


About the first link, I just wanted to show that Eve trailers are (were ?) promoting a warp with a much faster acceleration than what's currently in game, with a bonus sound effect. My point was to demonstrate that it would be cool to make the real game closer to what is in this trailer. I should have been more clear when linking this video, my apologies :)

Thanks for the feedback concerning the second link and your discussions in general, I think everybody here can agree that on this extension you've been very active with the playerbase and that's something precious. :)

Now I'll be eagerly waiting for updates concerning the warp effect (for self or on others) in the next weeks/months ! Bear



ah yea- the first video / trailer is really nice, the problem here is that without a new visual, the sound can't change as much as I would like it, without completely making a new warp sound - and can you imagine the amount of roar I would get from the player base if that happened?

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
#174 - 2013-11-13 22:52:04 UTC
Bienator II wrote:
i am a big fan of the MJD where you see before the actual jump that the target is about to jump. The normal warp has also the acceleration part (if not already aligned) which isn't however represented by any graphics or sound effect for the observer.

http://www.youtube.com/watch?v=k0kswK2aI08


That is correct. and I agrree.
Thanks for liking the MJD ;) that was actually my first sound into the game that I concepted from scratch and put in.

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
#175 - 2013-11-13 23:00:54 UTC
Altrue wrote:
I just tried the new MWD and AB sounds on sisi.

I'm a fan of the new (or previously-never-heard) AB sound, but the MWD sound is imho not matching the actual distortion roleplay lore thing.

Apart from that, these two sounds can almost only be heard if everything else is silent (it's better than before for the AB though ^^'), so the gameplay value that these sounds may have is negated by the fact that they are useless in fight situations.

There are still plenty of situations where you don't have combat sounds and yet you can heard prop modules, but a solution to hear these during fighting as an audio indication that the enemy has activated a prop module would be nice.

I'm of course not sure of the existence of an actual solution that would allow you to distinctly hear AB and MWD sounds in fight while still keeping them on a reasonable volume level...



I fixed it. I don't know what went wrong for Odyssey when this went in, because it was supposed to be more like what I just changed it to again today.
Ships now have louder boosters and AB and MWD sounds, (The AB sound was audible before - but that is one of the things I mean by that I don't know what went wrong in the process up to Odyssey, because it was supposed to be very clear and audible, as it should be of course)

Boosters, AB and MWD are now louder and but now even more so if you look straight at them and if you move around the ship, more silent. It was supposed to be like this, but I noticed that the effect of moving around the ship, wasn't very noticeable.

I'm not sure what the lore about the MWD should be? They are kind of useless on it's own, and the fact that some say you hear it when others show up, is a mystery to us - as we made it so that it's only your own ship that has audible booster effects like these. I have heard it myself, the sound when not firing up my own, but it always happened in situations where my profiling system was off, so I couldn't track it down where it came from.
So some are either imagining things, including me, or something is buggy somewhere, but not always - which is the worst kind of bug.
They went in for strictly aesthetic reasons and not really to be used in battle situations, I understand that they can be used in these situations, but to begin with it was just because "we could". and some things the director pointed at and said GO.

and yes, you are right - in a battle situation we would have a massive duplication problem. that can though be solved by just limiting the amount of audible sounds in the system, but then keeping track of every player in there will be pretty hard and let's say somebody leaves the scene of the crime again, then keeping track of what to re-activate will also be a pain.
plus we only have ONE programmer on audio - alongside ONE audio designer, so sometimes we got a bit of a four hand when needing eight hands problem.
If we could code like this: http://www.youtube.com/watch?v=wBX6cAtpkC8
(Notice my heavily hacked Dub-whatever-step'nbass in there :D)

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
#176 - 2013-11-14 07:09:11 UTC
That's very clear, thank you !

And it was good to see the AT trailer again Lol

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CCP WhiteNoiseTrash
C C P
C C P Alliance
#177 - 2013-11-14 16:54:41 UTC
So. Rubicon should be ready to be released in a few days.

anything from here on now, will be out for the point release instead.
and god I'm tired 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.

Nicen Jehr
Subsidy H.R.S.
Xagenic Freymvork
#178 - 2013-11-14 18:20:16 UTC  |  Edited by: Nicen Jehr
CCP WhiteNoiseTrash wrote:
So. Rubicon should be ready to be released in a few days.

anything from here on now, will be out for the point release instead.
and god I'm tired now.

go steal a slug of Fozzie's johnny walker imo, and good job o7
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#179 - 2013-11-15 19:15:54 UTC
CCP WhiteNoiseTrash wrote:
So. Rubicon should be ready to be released in a few days.

anything from here on now, will be out for the point release instead.
and god I'm tired now.


Thanks lad.Pirate
Altrue
Exploration Frontier inc
Tactical-Retreat
#180 - 2013-11-15 23:03:01 UTC
Quote:
Added sound for the disruption bubble

In the patch note for Rubicon.

Which bubble are they talking about ? Because I tried with a small T2 and I didn't hear anything.

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