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[Rubicon] Audio changes feedback

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Author
CCP WhiteNoiseTrash
C C P
C C P Alliance
#261 - 2013-11-25 08:20:40 UTC
Sedrie wrote:
CCP WhiteNoiseTrash wrote:
David Laurentson wrote:
Pu de Kat wrote:
The Friday patch did not correct the Wormhole entry sound if the correction was in that patch. I ran one client with "normal" sound levels sitting 11km from the exit. Any closer isn't safe in fact 11km is not safe. Then I ran another client with its sound off and entered and returned through the exit. My listening ship did not hear the entry sound only the normal wormhole background noise. The ship actually entering the exit will hear the wormhole entry sound but not someone at distance e.g. 30 km which is the way it was before Rubicon. Wormhole activities at the present time are not safe for mining, pi or rates. There is absolutely no security.


Try 'look at' the wormhole. Audio volume is keyed off camera location.

Personally, I've always prefered to orbit at more like 80km and leave the camera sat on the hole.


exactly.
the sound from the wormhole is in a radius of 100km.
if you are 30 km away and your camera is even further away, making it a total of more, you won't hear a thing.

I can make it bigger, previously it was everybody on the entire grid that would hear it, equally loud. which it shouldn't be like.
If this is about being safe, then you just gotta adapt to new precautions as it can't be that you can just be basically anywhere you want and expect to be warned about jumping through the hole.


If you have to be so close that the (annoying) ambient noise drowns out everything else, then it doesn't really help anything because you're going to turn the volume down anyway. The wormhole activation sound is already quiet and unobtrusive enough that it's easily missed if your drunken corp mate does something stupid and makes you laugh on comms.

Or is this a move to get dedicated single boxing scouts to stare at one screen for hours on end? That'll look great on WH recruitment: "In need of incredibly myopic pilot who never wants to use an alt for anything useful to stare at overview tab for hours on end. Please apply inside." I'm fairly confident in saying that rarely is a scout sitting on a wormhole who doesn't have an alt (or main) doing something else in another window.


Errr, I mean...wait, EVE has sound?


The wormhole sound will be tweaked for sure.
It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.

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
#262 - 2013-11-25 08:21:32 UTC
Funless Saisima wrote:
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.


That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd 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
#263 - 2013-11-25 08:23:55 UTC
Lara Divinity wrote:
all i hear is my slow poke gnosis breaking the sound barrier every minit at 326 m/s kinda like a jetfighter flyin at mach 5 flying passt me getting into combat is also the same the sounds starts to crackle and chop up.ive updated my soundcard card drivers no improvement there ive run repair tool no improvement either im about to just delete the entire client and reinstall that also ...if that still dont help ill just have to keep getting into combat without sound at all untill this gets fixed hence my question to readd the option in the escape menu to use the odissey soundpack...wich gave me no issues at all btw and an option to turn ab and mwd off wouldnt be bad either cause as mentioned above in a fleet its all u hear.


Odyssey sound pack- forget it.
and what is it exactly that you mean by the rest you are saying? is it the gnosis when you are warping? just flying around? what? and the sound barrier would more likely be 342 m/s if you were on earth in a 20 centigrade, 1 atm. environment, but that is a different discussion.

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
#264 - 2013-11-25 08:26:32 UTC
Fotsman wrote:
Ever since the patch Ive had scratchy like feed back on my sound fx - like there some loose connection - there isnt i dont get this feedback on any of my other applications - i use sound blaster xfi -


Is it in a specific place in the game or constantly?
certainly it's not supposed to be there. we have been having driver issues and technical issues before, so I can't say if it's "just" that.


Harvey James wrote:
could you turn up the music on the new character selection screen please?
it doesn't match the same volume as the rest of the game so you have to turn it up to hear it well and then you log into game and the game is too loud then... you get deafened...


It uses the same output as the rest of the music, so if it's lower, then it's meant to be from the composers side - the actual file is then lower.

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.

Maximus Aerelius
PROPHET OF ENIGMA
#265 - 2013-11-25 14:24:09 UTC
CCP WhiteNoiseTrash wrote:
Funless Saisima wrote:
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.


That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.


Will the MWD and AB sound effect be getting addressed as I'm assuming it will from the above? The sound for the MWD is very much like a metal drill drilling through metal very quickly or nails down a chalk board...the AB noise sounds very much like ungreased gears in a big machine grinding and I fly Caldari so there's no way my machines of capitalist conquest are not well lubricated Blink Both are very loud when you hullface your ship and even when someone is >100km from you.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#266 - 2013-11-25 15:02:43 UTC
Maximus Aerelius wrote:
CCP WhiteNoiseTrash wrote:
Funless Saisima wrote:
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.


That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.


Will the MWD and AB sound effect be getting addressed as I'm assuming it will from the above? The sound for the MWD is very much like a metal drill drilling through metal very quickly or nails down a chalk board...the AB noise sounds very much like ungreased gears in a big machine grinding and I fly Caldari so there's no way my machines of capitalist conquest are not well lubricated Blink Both are very loud when you hullface your ship and even when someone is >100km from you.


the bug is that the "loop" itself, fits the ship and booster size. the spin up and down, apparently only fit battleship size - meaning that anything smaller will sound obnoxiously large and a titan actually sounds ridiculously small.

I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.

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.

Maximus Aerelius
PROPHET OF ENIGMA
#267 - 2013-11-25 15:10:10 UTC
CCP WhiteNoiseTrash wrote:
Maximus Aerelius wrote:
CCP WhiteNoiseTrash wrote:
Funless Saisima wrote:
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.


That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.


Will the MWD and AB sound effect be getting addressed as I'm assuming it will from the above? The sound for the MWD is very much like a metal drill drilling through metal very quickly or nails down a chalk board...the AB noise sounds very much like ungreased gears in a big machine grinding and I fly Caldari so there's no way my machines of capitalist conquest are not well lubricated Blink Both are very loud when you hullface your ship and even when someone is >100km from you.


the bug is that the "loop" itself, fits the ship and booster size. the spin up and down, apparently only fit battleship size - meaning that anything smaller will sound obnoxiously large and a titan actually sounds ridiculously small.

I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.


Thanks for the quick reply there CCP WhiteNoiseTrash (are you rivalling CCP karkur on response speeds Blink?) I'll wait for the loop to be fixed and see if it's this that's causing my sounds to be a bit wonky. It's hard to describe but I could try and record it and post it up if that would help? In fact I'll try it on my laptop and that'll tell me if it's me or everyone Smile. I'll just leave now.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#268 - 2013-11-25 15:17:48 UTC
Maximus Aerelius wrote:
CCP WhiteNoiseTrash wrote:
Maximus Aerelius wrote:
CCP WhiteNoiseTrash wrote:
Funless Saisima wrote:
Please get rid of the new AB/MWD elevator-like sound. All you hear in a fleet is VROOOOVRROOOVRROOOOOOVOOOOM VROOOVROOOVROOOOOOM. I don't know how this got passed Sisi. I played rubicon on sisi quite a bit and did not hear this annoying sound.


That's the thing. ;) it worked on SISI and on our internal server.
the second it went live on TQ - something odd happened.


Will the MWD and AB sound effect be getting addressed as I'm assuming it will from the above? The sound for the MWD is very much like a metal drill drilling through metal very quickly or nails down a chalk board...the AB noise sounds very much like ungreased gears in a big machine grinding and I fly Caldari so there's no way my machines of capitalist conquest are not well lubricated Blink Both are very loud when you hullface your ship and even when someone is >100km from you.


the bug is that the "loop" itself, fits the ship and booster size. the spin up and down, apparently only fit battleship size - meaning that anything smaller will sound obnoxiously large and a titan actually sounds ridiculously small.

I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.


Thanks for the quick reply there CCP WhiteNoiseTrash (are you rivalling CCP karkur on response speeds Blink?) I'll wait for the loop to be fixed and see if it's this that's causing my sounds to be a bit wonky. It's hard to describe but I could try and record it and post it up if that would help? In fact I'll try it on my laptop and that'll tell me if it's me or everyone Smile. I'll just leave now.


;) good boy. ..

mam. (if that's the case) ;)

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.

Maximus Aerelius
PROPHET OF ENIGMA
#269 - 2013-11-25 15:24:15 UTC
CCP WhiteNoiseTrash wrote:
Maximus Aerelius wrote:
Thanks for the quick reply there CCP WhiteNoiseTrash (are you rivalling CCP karkur on response speeds Blink?) I'll wait for the loop to be fixed and see if it's this that's causing my sounds to be a bit wonky. It's hard to describe but I could try and record it and post it up if that would help? In fact I'll try it on my laptop and that'll tell me if it's me or everyone Smile. I'll just leave now.


;) good boy. ..

mam. (if that's the case) ;)


Oh I'm all man and I'll just be on my way now....
Alvatore DiMarco
Capricious Endeavours Ltd
#270 - 2013-11-25 15:47:31 UTC  |  Edited by: Alvatore DiMarco
CCP WhiteNoiseTrash wrote:

I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.


I know what he's talking about and I can confirm that when an AB is active, you can hear some kind of high-pitched whistle noise. It might sound like gears or metal grinding to some. It could also be part of these "tweaked fire sounds" you mentioned.

There's one sustained "burst" noise at what I assume is the beginning of the sound loop and the noises in question start maybe 5 or 10 seconds after that. Right after the burning fire noise starts.

The whole thing sounds fine to me, but I wanted to point it out a little better.
Maximus Aerelius
PROPHET OF ENIGMA
#271 - 2013-11-25 16:11:35 UTC
Alvatore DiMarco wrote:
CCP WhiteNoiseTrash wrote:

I don't know what sound you are hearing which sounds like gear, but that isn't exactly that sound :D there must be other things going on for it sound like gear, as the AB is "just" some tweaked fire sounds and bursts.


I know what he's talking about and I can confirm that when an AB is active, you can hear some kind of high-pitched whistle noise. It might sound like gears or metal grinding to some. It could also be part of these "tweaked fire sounds" you mentioned.

There's one sustained "burst" noise at what I assume is the beginning of the sound loop and the noises in question start maybe 5 or 10 seconds after that. Right after the burning fire noise starts.

The whole thing sounds fine to me, but I wanted to point it out a little better.


That's a better way to describe it, I have to zoom out at that point. The first part of the cycle is like a space shuttles booster rockets kicking in on a launchpad sort off "all roary and thrusty" and then about 2/3 into the cycle the "high pitched whistle noise" kicks in. Not sure if that actually helps any and not sure if it just my hearing but I'll still try it on my laptop and see if I get the same shrill noise after 2/3 of the cycle.
Sven Viko VIkolander
In space we are briefly free
#272 - 2013-11-25 20:46:19 UTC
Engine sounds in general are too loud. I don't get why every update to EVE sound has to add high-pitched tinny noises. Add some bass for once. I made the same complaints the last time sound got updated. If my engines make noise, they should sound bad @ss, like BBOOOOOOMMMMMMOTHERFFFFFF....not like "vvvviiiiiiiiiiirrrrrmmmmmmm" headache-causing squeaks. Just like my guns, etc.

The new low sec music, as well as ghost site tracks, are awesome though.




Sedrie
Apple Industries Inc.
#273 - 2013-11-25 21:05:13 UTC
CCP WhiteNoiseTrash wrote:

The wormhole sound will be tweaked for sure.
It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.


Thanks for the response.

I played around with this some more last night, and the results were not favorable at all.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#274 - 2013-11-26 21:01:45 UTC
Sedrie wrote:
CCP WhiteNoiseTrash wrote:

The wormhole sound will be tweaked for sure.
It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.


Thanks for the response.

I played around with this some more last night, and the results were not favorable at all.


now hold on hold on . :D

I just got back to the office, so if you where waiting up late for something to happen since the last post, I'm sorry to have wasted your time ;)

I was away for a few days, but now I'm back and we have scheduled some patching.

I must make it very clear, not just to you, but to all of you -that most of these bugs came seriously out of nowhere, they weren't present on SISI or in our internal environment.

It shouldn't be possible for two sounds, sharing 3D location and the same cone attenuation, to have different directions of attenuation - for example.

Wormholes, something just went wrong - somewhere in the deployment process when going to TQ - we have no idea what it was.

the MWD. oh don't get me started on those.

And sounds lacking bass. well. . I agree, there isn't much bass in EVE, but it's a common problem when working in this type of environment - to preserve a certain "mix" - one must control the bass, and that leaves a huge problem when leaving in bass. But I shall find a way to add bass for ya'll.

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.

Bubanni
Corus Aerospace
#275 - 2013-11-26 22:39:13 UTC
I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship.

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934

Maximus Aerelius
PROPHET OF ENIGMA
#276 - 2013-11-27 00:46:47 UTC
CCP WhiteNoiseTrash wrote:
Sedrie wrote:
CCP WhiteNoiseTrash wrote:

The wormhole sound will be tweaked for sure.
It's first thing on my to do list when I am fully back and have the room to implement. and no worries, distance from the hole will be tweaked, you might not hear it all over the grid, but you should be able to hear it from pretty far away.


Thanks for the response.

I played around with this some more last night, and the results were not favorable at all.


now hold on hold on . :D

I just got back to the office, so if you where waiting up late for something to happen since the last post, I'm sorry to have wasted your time ;)

I was away for a few days, but now I'm back and we have scheduled some patching.

I must make it very clear, not just to you, but to all of you -that most of these bugs came seriously out of nowhere, they weren't present on SISI or in our internal environment.

It shouldn't be possible for two sounds, sharing 3D location and the same cone attenuation, to have different directions of attenuation - for example.

Wormholes, something just went wrong - somewhere in the deployment process when going to TQ - we have no idea what it was.

the MWD. oh don't get me started on those.

And sounds lacking bass. well. . I agree, there isn't much bass in EVE, but it's a common problem when working in this type of environment - to preserve a certain "mix" - one must control the bass, and that leaves a huge problem when leaving in bass. But I shall find a way to add bass for ya'll.


I like the cut of your jib Mr CCP WhiteNoiseTrash.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#277 - 2013-11-27 11:18:00 UTC
Bubanni wrote:
I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship.


what do you mean?
the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ?

and they do change with the speed of the ship.

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.

Maximus Aerelius
PROPHET OF ENIGMA
#278 - 2013-11-27 11:47:38 UTC
CCP WhiteNoiseTrash wrote:
Bubanni wrote:
I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship.


what do you mean?
the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ?

and they do change with the speed of the ship.


Confirming they do change with the speed of the ship and cut out at a complete stop alla 0m\s
Pu de Kat
Viziam
Amarr Empire
#279 - 2013-11-27 12:36:38 UTC
Good Morning guys,
Im trying this work around until/if they get this fixed: one client my wormhole miner mining with all the sound turned off. The other client cloaky 30 km from WH exit with sound maxed. We'll see if that helps detect intruders.
Bubanni
Corus Aerospace
#280 - 2013-11-27 15:41:04 UTC
CCP WhiteNoiseTrash wrote:
Bubanni wrote:
I will note that I think the new sounds when zoomed in are slightly annoying, im talking about the speed... when accelerating and deaccelerating, turning mwd on and off... it's very static and not dynamic at all... if it was depending how fast your ship was going of it's max speed, then it might be more interresting... but as it is now... it simply plays the same sound, when you zoom in and out on your ship.


what do you mean?
the sounds of the ship and the boosters, are the same as they always were for the past many expansions and nothing was changed there. ?

and they do change with the speed of the ship.

Hmm strange, maybe my client broke then, will fraps it in a little to show it to you

Supercap nerf - change ewar immunity https://forums.eveonline.com/default.aspx?g=posts&t=194759 Module activation delay! https://forums.eveonline.com/default.aspx?g=posts&m=1180934