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[Sound] Comprehensive feedback on new sounds

First post
Author
GeeShizzle MacCloud
#61 - 2012-10-30 23:51:48 UTC
CCP WhiteNoiseTrash wrote:

We are carefully going over all the amounts of voices put into the game, previously there wasn't time to go over all these things, for several reasons. That should limit and get rid of the stacking problem you would experience during such a titan jump.

well from what ive seen in game sound progression, games have vastly increased in simultaneous voices available. but i guess that simultaneous voice amount is directly tied into cpu cycles it ties up!
surely summing all the voices to 1 bus and applying a brick-wall limiter to it should do it (tho i guess in certain situations the audio would degrade terribly!)

CCP WhiteNoiseTrash wrote:

We are trying to implement more, not synthesis, into the game, but rather more granular synthesis, with rather big grains. To have complete control but expand on the variation processes. But a main problem here is that each of such require either pre-calculations or a seperate voice, limiting the amount of sounds available and we are working quite hard on separating your sounds from "other players" to get around this.


=) i like that ur using granular synthesis, makes a lot of sense! if im not mistaken its basically the audio equivalent of the art department doing the v3'ing of the ship models and textures.
Logan LaMort
Screaming Hayabusa
#62 - 2012-10-30 23:51:51 UTC
Something that occurred to me earlier, we don't have any kind of notification that our ships have decloaked from a gate cloak, we just see a slow fade from transparency which is pretty hard to notice initially. Any chance a sound to notify you're coming out of cloak is possible?
xxxak
Perkone
Caldari State
#63 - 2012-10-31 00:27:59 UTC
Nagarythe Tinurandir wrote:
i only had time for a short test over the weekend, so im sorry if missed something.

there were no new options in the sound menu. the dev blog hinted at a new soundsystem and i hoped for a few more sliders, sepparating ambiet sounds like the station chatter and the windy rouge drone ambiet from sound effects like warp, weapons and modules.
would be really cool if you could ban the ambiet, well in the backround and enjoy the roaring of your weapons. atm i hve the situation where either the sound effects are right and the ambient to loud or the ambiet right and the weapons to low.
and no, i have not checked the "quieter weapons" box ;)

is there anyway to get something like this into retribution? *flutters eyelashes in CCP Audio's direction*


Having semi-granular control over different types of "ambient" sounds would be GREAT. Sometimes I don't want station sounds, but would like engine sounds, etc. Or maybe I don't want t' hear the drone of sensor booster, etc.

[u]The nerfs to supercaps will cause more super pilots to join the largest alliances who can properly "support" their deployment, further concentrating firepower/wealth in EVE. The end result will be fewer "fun" fights, and will hurt EVE in the long run.[/u]

CCP WhiteNoiseTrash
C C P
C C P Alliance
#64 - 2012-10-31 00:56:37 UTC
Logan LaMort wrote:
Something that occurred to me earlier, we don't have any kind of notification that our ships have decloaked from a gate cloak, we just see a slow fade from transparency which is pretty hard to notice initially. Any chance a sound to notify you're coming out of cloak is possible?


the de-cloaking and going in and out of various states is being looked into. Also as someone mentioned before, that failing to warp, when being scrambled and so on could use some attention.

like any F16 focuses a lot on warning sounds, which is also the direction we are taking eve, without over doing it of course.

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
#65 - 2012-10-31 01:11:55 UTC
CCP WhiteNoiseTrash wrote:

like any F16 focuses a lot on warning sounds, which is also the direction we are taking eve, without over doing it of course.

http://www.youtube.com/watch?v=OeLnS8O08ng ;)

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

Xer Jin
XER'S LONE SOLOS CLUB
#66 - 2012-10-31 04:44:52 UTC
CCP WhiteNoiseTrash wrote:
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


I'll have a look at it.


OMG WTF NOOOO DO NOT I REPEAT DO NOT GIVE THE DC A SOUND!!!!

why well its a tactical resone i dont want ppl to listen to my ship to be abel to tell if im running a dc this is why it has no animaiton

plese ccp audio do not do this its a minor thing to do from your side but if you are not an sctive pvper you probably cant understand my resons but plese no do not do i understand you wana make eve sound cool plz just dont
Destination SkillQueue
Doomheim
#67 - 2012-10-31 06:56:45 UTC
Xer Jin wrote:
CCP WhiteNoiseTrash wrote:
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


I'll have a look at it.


OMG WTF NOOOO DO NOT I REPEAT DO NOT GIVE THE DC A SOUND!!!!

why well its a tactical resone i dont want ppl to listen to my ship to be abel to tell if im running a dc this is why it has no animaiton

plese ccp audio do not do this its a minor thing to do from your side but if you are not an sctive pvper you probably cant understand my resons but plese no do not do i understand you wana make eve sound cool plz just dont


I'd have to support this sentiment. One of the two standard fuckups with effects is creating them individually, so they clash with each other or get amplified to the point, that they become a detriment to the gameplay. The second is giving effects to things that don't need them. A DC is basically a mix of internal forcefields and redundant systems, so it propably wouldn't even produce any noticeable effect, it doesn't need an effect and even a subtle one will just add to the unnecessary clutter. If you just add sounds and bleeping to everything without a clear plan you'll change the meme of "EVE has sound?" to "I wish EVE didn't have sound".
Pierced Brosmen
The Scope
Gallente Federation
#68 - 2012-10-31 08:19:30 UTC
CCP WhiteNoiseTrash wrote:
Iris Bravemount wrote:
Strata Maslav wrote:
Is there a way I can hear these FX out of game? Is there a simple way of listening to these sound samples?


Nope, you have to log in to Duality, or check youtube for player made videos.


There will also be a dev blog soon, about the new sounds and the thoughts behind them.

Could that dev blog perhaps include a video with comparisons of old and new sounds for various modules etc? Pretty please Lol
Sentamon
Imperial Academy
Amarr Empire
#69 - 2012-10-31 09:38:34 UTC
CCP WhiteNoiseTrash wrote:
Logan LaMort wrote:
Something that occurred to me earlier, we don't have any kind of notification that our ships have decloaked from a gate cloak, we just see a slow fade from transparency which is pretty hard to notice initially. Any chance a sound to notify you're coming out of cloak is possible?


the de-cloaking and going in and out of various states is being looked into. Also as someone mentioned before, that failing to warp, when being scrambled and so on could use some attention.

like any F16 focuses a lot on warning sounds, which is also the direction we are taking eve, without over doing it of course.



This is really great news.

~ Professional Forum Alt  ~

Jarnis McPieksu
Aliastra
Gallente Federation
#70 - 2012-10-31 09:50:15 UTC
EVE has audio developers?
EVE has sound?

SWEET!
CCP WhiteNoiseTrash
C C P
C C P Alliance
#71 - 2012-10-31 10:40:39 UTC
Xer Jin wrote:
CCP WhiteNoiseTrash wrote:
Warde Guildencrantz wrote:
What about giving the damage control module an effect and a sound? (A subtle one, though)


I'll have a look at it.


OMG WTF NOOOO DO NOT I REPEAT DO NOT GIVE THE DC A SOUND!!!!

why well its a tactical resone i dont want ppl to listen to my ship to be abel to tell if im running a dc this is why it has no animaiton

plese ccp audio do not do this its a minor thing to do from your side but if you are not an sctive pvper you probably cant understand my resons but plese no do not do i understand you wana make eve sound cool plz just dont


Nobody said others would be able to hear it.

Pierced Brosmen wrote:

Could that dev blog perhaps include a video with comparisons of old and new sounds for various modules etc? Pretty please Lol


It might as well ;) I'll see if I can get that done in time.

Jarnis McPieksu wrote:
EVE has audio developers?
EVE has sound?

SWEET!


It's all a hoax.

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.

Iris Bravemount
Golden Grinding Gears
#72 - 2012-10-31 11:40:45 UTC
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

CCP WhiteNoiseTrash
C C P
C C P Alliance
#73 - 2012-10-31 12:44:00 UTC
Iris Bravemount wrote:
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.


it's in the pipeline and something we discuss often, but it won't be for 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.

Iris Bravemount
Golden Grinding Gears
#74 - 2012-10-31 12:49:13 UTC
CCP WhiteNoiseTrash wrote:
Iris Bravemount wrote:
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.


it's in the pipeline and something we discuss often, but it won't be for now.


Cry

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Warde Guildencrantz
Caldari Provisions
Caldari State
#75 - 2012-10-31 12:50:17 UTC  |  Edited by: Warde Guildencrantz
CCP WhiteNoiseTrash wrote:
Iris Bravemount wrote:
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.


it's in the pipeline and something we discuss often, but it won't be for now.


Just link it with the new flags. You will be flagged in some way for any form of combat (PvP flag, PvE flag, Weapons flag, etc.)

You can trigger the music based on the appearance of a flag, and have it fade out as the flag expires back to the ambient stuff.

Probably not super hard to implement.

(Also, the songs need some real names instead of "gallente theme 1", "caldari theme 2" etc.)

(While you are at it you might as well make some way of checking the name of the song that is playing if you are removing the jukebox. There needs to be some sort of way of telling people "this is my fave song in the playlist"

TunDraGon ~ Low sec piracy since 2003 ~ Youtube ~ Join Us

Logan LaMort
Screaming Hayabusa
#76 - 2012-10-31 12:55:56 UTC
CCP WhiteNoiseTrash wrote:
Iris Bravemount wrote:
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.


it's in the pipeline and something we discuss often, but it won't be for now.


This is also really cool, I'm liking you audio guys, you seem to really have a good (and awesome) vision for what the audio in EVE should be like... eventually Smile
Iris Bravemount
Golden Grinding Gears
#77 - 2012-10-31 12:56:10 UTC
Warde Guildencrantz wrote:
CCP WhiteNoiseTrash wrote:
Iris Bravemount wrote:
With all that talk about music, I wonder... Is it planned to have any combat action trigger the combat music (like in Skyrim)? I always found it frustrating to have combat music on acceleration gate activation only.

It could be linked to the new "weapons" timer. That would be great.


it's in the pipeline and something we discuss often, but it won't be for now.


Just link it with the new flags. You will be flagged in some way for any form of combat (PvP flag, PvE flag, Weapons flag, etc.)

You can trigger the music based on the appearance of a flag, and have it fade out as the flag expires back to the ambient stuff.

Probably not super hard to implement.


I think he knows how to do it, but it's just further down the schedule.

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed

Inquisitor Kitchner
The Executives
#78 - 2012-10-31 17:35:43 UTC
CCP WhiteNoiseTrash wrote:


the de-cloaking and going in and out of various states is being looked into. Also as someone mentioned before, that failing to warp, when being scrambled and so on could use some attention.



Please make it like the sound from Star Trek when things cloak. That sound effect is awesome.

"If an injury has to be done to a man it should be so severe that his vengeance need not be feared." - Niccolo Machiavelli

Dirch Passer
State War Academy
Caldari State
#79 - 2012-10-31 21:51:11 UTC
No! Just logged in on duality, and was immediately very bothered by music I don't care for. I thought it was the jukebox, but that had no influence at all. What the hell?
Logged out.
Iris Bravemount
Golden Grinding Gears
#80 - 2012-10-31 22:06:16 UTC
Dirch Passer wrote:
No! Just logged in on duality, and was immediately very bothered by music I don't care for. I thought it was the jukebox, but that had no influence at all. What the hell?
Logged out.


Tried to set music volume to 0?

"I will not hesitate when the test of Faith finds me, for only the strongest conviction will open the gates of paradise. My Faith in you is absolute; my sword is Yours, My God, and Your will guides me now and for all eternity." - Paladin's Creed