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Dev blog: Audio Customization Coming In Kronos!

First post
Author
Zalmun
GoonWaffe
Goonswarm Federation
#81 - 2014-05-29 18:37:56 UTC
I hope this wasn't answered already (I couldn't find any question like this) but will we be able to hear what sounds are like when we adjust the sliders? It's disappointing to fiddle with a bunch of sliders only to not know how soft or loud something will be until you run into it. Some of the sound effects are relatively obscure, so hearing examples at the time of adjustment will go a long way to help us optimize our sound enjoyment.

It would be great if there's either something already there for this, or that this be taken into future consideration.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#82 - 2014-05-29 22:27:17 UTC
ok, Quick update.. it's really late and I have been at the office for 12 hours now.

Because of all the feedback here and comments and opinions given and my own thoughts after having seen this in action. I have made a few last minute changes to this.

and I'll reply to all the replies since my last post later (as they are a quite a few, but I was just too busy with this today - as I got into excitement mode while working on it - and you don't interrupt excitement mode)

1. The ability to INCREASE the volume has now been added.
this was an option mentioned by many, so it is now made so that all the sliders start in the middle and you can lower it completely or mash it to the right, giving it a 6 dB increase in volume.

have in mind that this is on your own risk! not saying that it will blow your speakers to oblivion, but the mix might go slightly over 0 dBFS which you don't want of course. (the option of just limiting and compressing this is the easy way out, but for now this is put in for you to control yourself)

2. The ability to change the volume of dungeon music, separate from general music has been added.

3. Inactive client volume is now called "inactive client muting" to clear some of the misunderstandings about this and the counter intuitive meaning of the checkboxes.

4. the 3rd party warp effect, the new flash and boom you hear, has been added to the list - it was magically gone missing before. and we can't have magic in our game.

That's it... :)
The sliders being in the middle, does on the other hand force the values back to the default value when you turn the system on and off, so you may experience a change in loudness when turning this on and off, so have that in mind if you turn a lot of stuff down and suddenly turn off the system ..

Cheeererio ;)
-CCP WNT . .. and I shall go watch some hockey 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.

Kyoko Sakoda
Achura-Waschi Exchange
Monyusaiya Industry Trade Group
#83 - 2014-05-29 22:32:04 UTC
Awesome!

From the UX perspective it would be quite critical to categorize and group these options in the future, particularly if there's going to eventually be more of them.
Mag's
Azn Empire
#84 - 2014-05-29 22:39:31 UTC
CCP WhiteNoiseTrash wrote:
ok, Quick update.. it's really late and I have been at the office for 12 hours now.

Because of all the feedback here and comments and opinions given and my own thoughts after having seen this in action. I have made a few last minute changes to this.

and I'll reply to all the replies since my last post later (as they are a quite a few, but I was just too busy with this today - as I got into excitement mode while working on it - and you don't interrupt excitement mode)

1. The ability to INCREASE the volume has now been added.
this was an option mentioned by many, so it is now made so that all the sliders start in the middle and you can lower it completely or mash it to the right, giving it a 6 dB increase in volume.

have in mind that this is on your own risk! not saying that it will blow your speakers to oblivion, but the mix might go slightly over 0 dBFS which you don't want of course. (the option of just limiting and compressing this is the easy way out, but for now this is put in for you to control yourself)

2. The ability to change the volume of dungeon music, separate from general music has been added.

3. Inactive client volume is now called "inactive client muting" to clear some of the misunderstandings about this and the counter intuitive meaning of the checkboxes.

4. the 3rd party warp effect, the new flash and boom you hear, has been added to the list - it was magically gone missing before. and we can't have magic in our game.

That's it... :)
The sliders being in the middle, does on the other hand force the values back to the default value when you turn the system on and off, so you may experience a change in loudness when turning this on and off, so have that in mind if you turn a lot of stuff down and suddenly turn off the system ..

Cheeererio ;)
-CCP WNT . .. and I shall go watch some hockey now!
Awesome changes. Many thanks. Cool

Destination SkillQueue:- It's like assuming the Lions will ignore you in the Savannah, if you're small, fat and look helpless.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#85 - 2014-05-29 22:41:34 UTC
Sheena Tzash wrote:
Can we have music triggers too?

One of the things that has really bugged me is when I'm in mortal danger (getting locked, webbed / scrammed / shot at etc) the music doesn't reflect the situation I'm in and it really hurts the immersion.

I love the low sec music because its all dark and creepy but when I'm in trouble I want the music to become frantic and energized to reflect the mood; but more often than not the same music I'll be hearing while mining is the same music I'll hear while shooting people and it just doesn't fit.

Similar to the volume options you could have different music triggers and the track or type of music to play in that situation; for example:

  • While Cloaked
  • When Locking
  • When being locked
  • In combat (shooting or being shot at)
  • In a combat zone (ie, anom, mission, incursion etc)
  • When a mission is completed / leaving a combat zone
  • Entering a exploration site


that's all part of my boss' plan for the music. :) so it's in the making.

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
#86 - 2014-05-29 22:43:51 UTC  |  Edited by: CCP WhiteNoiseTrash
Alexis Nightwish wrote:
Does "explosions" mean just ships blowing up or does it include other things that explode like missiles, smartbombs, or bombs?

Under "Volume Level" I understand what Music Level and Master Level mean. Could you please explain what UI Sound, UI Speech, and World Levels mean?

Does the "Engine, MWD, AB" slider also affect MJD sound?


Lastly, THANK YOU FOR THIS! I've wanted this forever, but I thought this was something that CCP just didn't give a **** about. Also, thanks for making it an option, and not forcing any of it on us like Team Tooltips did.


The sliders to the far left, are a leftover from the old way it was - the only things you could change.

just leave them basically.
UI speech is practically Aura, so it does exactly the same as Aura does in the new sliders.

UI Sound is all the clicks, interaction stuff in one slider.. so consider it an overall UI slider.

Pretty sure the MJD is under modules and not Engine...
the explosions, are explosions of ships and other things - so missile impacts and those explosions goes under impacts, if I'm not mistaken. (I don't have the system open,, so I can't double check)

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
#87 - 2014-05-29 22:46:30 UTC
Kyoko Sakoda wrote:
Awesome!

From the UX perspective it would be quite critical to categorize and group these options in the future, particularly if there's going to eventually be more of them.


yep I agree. I'm looking into how I can do this.. but I'm very limited in terms of how I can change the look of the menu unfortunately.

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
#88 - 2014-05-29 22:48:54 UTC
Logix42 wrote:
Is it possible to get a Reset button to reset to default just these audio settings? I can foresee that being useful


yea, it's one of the things I'd like myself.
or perhaps even storable settings so you can quickly change between your combat and industry sound settings.

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
#89 - 2014-05-29 22:54:52 UTC
Jarod Garamonde wrote:
CCP Phantom wrote:
With the Kronos release (published on June 3rd) the Audio team presents exciting new features and improvements: detailed audio customization! Advanced audio settings will give you much more control over specific sounds, if they are played and their respective volume.

Read all about these fantastic audio improvements in CCP WhiteNoiseTrash's latest dev blog Audio Customization Coming In Kronos!


I still want to know why 5 people's hardcore qq'ing on the forums got my "turbocharger spool" sound removed from MWD activation.
Most players either liked it or didn't care. Bring it back.


it went out as a bug. ;) it's coming back. don't worry.

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
#90 - 2014-05-29 23:03:20 UTC
Kusum Fawn wrote:
Dev Blog wrote:
We brainstormed on how we could approach some of the audio challenges in EVE and how we can encourage more people to turn sound back on or avoid having them turn it off in the first place. We also explored how to use sound as a tool equal to graphics and text and still stay within the strict aesthetics of EVE’s serious business.

This menu allows players to shape their audio experience in the game in a new way, adjusting which sounds you want less of.
In the future, we will continue to iterate on this system and one of the things in mind is a complete new mix of the sounds in EVE, allowing you to also turn up sounds – for now you will have to survive on the option to lower them only.


and this is exactly why everyone plays eve with the sound off.

The vast majority of the eve noises are not configurable in any useful way , are annoying and i want them to be turned off selectively. This is a step in the right direction, but its not a whole answer.

Just like with tool tips, jump animations, WIS and site clouds, people want to be able to turn things off. not down, not low, off.

While you may have put a lot of work into this, and it may or may not be your decision to make, this is not going to get more people to turn sound on again for more then the ten minutes it takes to get annoyed at it again.
Allow sounds to get turned off selectively and you wont have to look at it again, keep it the way you have it and no one will hear your work at all except for as long as it takes to uncheck the audio enabled button in the esc menu.


when you say off, you mean in a different way than just taking the fader all the way to the far left? which is the same as off???

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.

ASadOldGit
Doomheim
#91 - 2014-05-30 10:22:10 UTC
CCP WhiteNoiseTrash wrote:
Jarod Garamonde wrote:
I still want to know why 5 people's hardcore qq'ing on the forums got my "turbocharger spool" sound removed from MWD activation.
Most players either liked it or didn't care. Bring it back.

it went out as a bug. ;) it's coming back. don't worry.

I liked those sounds, but I think I had issues with "spatial awareness" with them, i.e. I couldn't tell what direction they were coming from (I have a 5.1 surround system), or that it sounded like a "primary" sound belonging to my ship, i.e. I couldn't tell the difference between my ship and someone else's ship in the distance.

This signature intentionally left blank for you to fill in at your leisure.

ASadOldGit
Doomheim
#92 - 2014-05-30 10:26:07 UTC  |  Edited by: ASadOldGit
asteroidjas wrote:
CCP WhiteNoiseTrash wrote:
Low Shield, Armor and Hull Warnings: if you are armor tanking and don’t want to hear the shield warning sound at all or vice versa.


How about this...since most of Eve players fly both shield AND armor (along with the occasional hull) tanked ships...

Instead of forcing every player to adjust this slider every time they undock in a different type of tank, try making the system a bit smarter. If active armor rep equipped = no constant shield murmur? Something along those lines, just use common sense...PLEASE!

Personally, I don't ever see this happening, as there's too many variables to accurately guess what sort of tanking you're doing. Is it just the presence of the modules, or how much they contribute to the tank? There are dozens of armour modules that are not "active armor rep", which means assessing all sorts of combinations.

I could fit shields or bulkheads to an Abaddon, but the base armour amount may still be greater - which has precedence? The total HP? The number of modules or the amount they boost HP? The greatest resists? A DC2 might imply you want to hull tank it, even if you have plates fitted. You're asking the game to "guess" your fitting strategies, which could be brilliant, or could be "under the influence". Big smile Undocking is slow enough as it is - I wouldn't want more checks added to that process if it can be avoided.

Perhaps user-profiles would be more practical, as explained below...

CCP WhiteNoiseTrash wrote:
Logix42 wrote:
Is it possible to get a Reset button to reset to default just these audio settings? I can foresee that being useful

yea, it's one of the things I'd like myself.
or perhaps even storable settings so you can quickly change between your combat and industry sound settings.

Having user-defined sound profiles could be useful, perhaps with a keyboard shortcut to cycle between them, so in addition to your combat or industry profiles, have an armour or shield profile, or a teamspeak or solo-play profile.

Also consider the ability to import/export these profiles, whether as part of the audio options, or as part of a complete EVE client settings export (which I don't think exists right now, does it? ).

This signature intentionally left blank for you to fill in at your leisure.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#93 - 2014-05-30 18:30:02 UTC
I agree. the client figuring out on it's own what type of tank you are having, just won't happen.
It's a good idea, but we can never know .

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.

Solhild
Doomheim
#94 - 2014-05-31 21:33:35 UTC
I've been playing with this for hours on the new build - Excellent work!!!!!
At the end, parked outside of station listening to the pops of ships entering and leaving warp. A roar of engines slowly built and faded as a ship eased past me - just great work.
Go and have a drink! Cool
Ramman K'arojic
Lone Star Warriors
Brave Collective
#95 - 2014-06-01 02:45:11 UTC
Hi, I realized this is way 2 late to make the build and its a lot of effort. But as I just finished re-installing my 5.1 system I was thinking that it would be awesome if you choose which sound device sounds go to.

For example sometimes I put a head set (for fleet work) and only want a small subset of sounds to come though; however having the environmental and combat sounds come out of the full sized speakers; so its a less of a distraction.

I suppose a less involved way of doing this would be allowing custom saved audio preferences
So I can create a Headset profile, a Speaker profile, and reset audio profile. That way its a single audio device but I get instantly switch as required.

Anyway great to see audio getting some luv.

Cheers and Beers
Ramman
Cordo Draken
ABOS Industrial Enterprises
#96 - 2014-06-02 22:00:59 UTC  |  Edited by: Cordo Draken
Awesome Work!

I haven't gone through all comments here, so I'm gonna throw this out there:

For the Purpose of the Multiboxer or just saving in general... Can we have an Export/Import feature of Audio Settings?

Keep up the Good Work!

Whomever said, "You only get one shot to make a good impression," was utterly wrong. I've made plenty of great impressions with my Autocannons 

TheSmokingHertog
Julia's Interstellar Trade Emperium
#97 - 2014-06-02 23:37:59 UTC
Suddenlty thinking, but since we know CCP karkur... and shift clicking.

Since buttons for MUTE / FULL ALL wont make it, how about SHIFT DRAG 1 sound bar and then drag them all?

"Dogma is kind of like quantum physics, observing the dogma state will change it." ~ CCP Prism X

"Schrödinger's Missile. I dig it." ~ Makari Aeron

-= "Brain in a Box on Singularity" - April 2015 =-

Preto Black
Solar Clipper Trading Company
#98 - 2014-06-03 02:13:19 UTC
How about the sound of them coming to take you away because you can hear things in space!
asteroidjas
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#99 - 2014-06-03 12:26:19 UTC
CCP WhiteNoiseTrash wrote:

The sliders being in the middle, does on the other hand force the values back to the default value when you turn the system on and off, so you may experience a change in loudness when turning this on and off, so have that in mind if you turn a lot of stuff down and suddenly turn off the system ..

Cheeererio ;)
-CCP WNT . .. and I shall go watch some hockey now!

I'm confused...does this mean that if i change anything, then turn sound OFF, when i turn it back on again all the customized slider positions get reset? This sounds like a bad idea.
Ero Adalwulf
Wormhole Mining Minions
#100 - 2014-06-03 13:47:52 UTC
Can't wait to try out the sound and thanks for the hard work.
I don't know about Valium, but if I get the chance, I'll buy you a bottle. Blink

As we all sit here waiting 'til we can download the update....
I just realized what my office is going to sound like with 6 or 7 people playing Eve with full sound on and cranked. Shocked

Maybe we'll let the service answer the phone for next few days.

PS. yes, I let my employees play games at work, as long as they get their code written and written well.
Something about programmers, their a 'unique' bunch.

PSS. Will be sending CCP a bill for lost profits P