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[Sound] Comprehensive feedback on new sounds

First post
Author
Galphii
Caldari Provisions
Caldari State
#81 - 2012-11-01 03:50:32 UTC
A few notes on Eve's sound.

Feedback:
Hybrids: awesome.

Lasers: Pulse laser sounds don't really match the animation at this point (the sound doesn't hint at the pulsing much) but aside from that, lasers in general are fine.

Artillery: Mm, sexy bass! I think they're fantastic now.

Autocannons: Okay, you've got the smaller, rapid fire guns that don't really sound like autocannons (still sound a bit like single-shot guns), so you could improve those. The bigger, BS sized autocannons need to be clarified - are they autocannons, or 'repeating artillery'? If the former, some nice big chunky autocannon sounds would be an improvement. If the latter, then short, sharp artillery sounds that repeat briefly (bang..bang..bang) to indicate it's like a 3 or 4 barrel artillery piece would be appropriate Cool

If you've got time, would adding an engine winding-up sound effect briefly when an afterburner or mwd is actived be possible? And even possibly doing a subtle engine power-up sound when acceleration takes place would add a lot.

Great work so far guys Cool

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Panhead4411
Rothschild's Sewage and Septic Sucking Services
The Possum Lodge
#82 - 2012-11-01 04:28:54 UTC
CCP WhiteNoiseTrash wrote:


Panhead4411 wrote:
the sad, and strangly funny part is, when i was talking to FoxFour, and she went to talk with the sound guys about one of the bugs i noticed, they told her they only added ONE sound...for cap level...


which bugs did you mention? because I don't think we where told here, of what you mention.


Wow, you've already blocked out the conversation someone in your department had with FoxFour when she came in asking about a sound occurring during new rat spawns in missions. One of the 'sound guys' said the only sound yall added was ONE for cap level. So, She returned and asked me what my cap level was, i assured her it was not b/c my cap was low. She then went into the same mission...and starts hearing the same sound, coinciding with each time a wave of rats would spawn. She then went back to the 'sound guys' and reported this. To which they told her, oh..that noise is supposed to play upon mission completion. She returned saying yall had been made aware of the bug and put it on your list or somesuch.

We then both facepalm'd as it seems like two different sounds (plus the new ones for countless other things) would be more than just "one sound for cap level." And this is what my subscription money goes to. Why can't i ever find a job like this?

I then thanked her for her efforts just before i got Socket DC'd.

http://blog.beyondreality.se/shift-click-does-nothing    < Unified Inventory is NOT ready...

Dirch Passer
State War Academy
Caldari State
#83 - 2012-11-01 06:11:23 UTC
Iris Bravemount wrote:
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?


Yes, now I have... Oops
Thanks.

I do think the music is a bit too loud, compared to other sounds, though.

I ran a quick mission, to check out the visual changes, and found combat to be strangely quiet. Until I zoomed in. Then I could hear all turret sounds.
Iris Bravemount
Golden Grinding Gears
#84 - 2012-11-01 10:45:03 UTC
Dirch Passer wrote:
Iris Bravemount wrote:
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?


Yes, now I have... Oops
Thanks.

I do think the music is a bit too loud, compared to other sounds, though.

I ran a quick mission, to check out the visual changes, and found combat to be strangely quiet. Until I zoomed in. Then I could hear all turret sounds.


Sounds like WAI to me.

"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
#85 - 2012-11-01 10:57:05 UTC  |  Edited by: CCP WhiteNoiseTrash
Galphii wrote:
A few notes on Eve's sound.

Feedback:
Hybrids: awesome.

Lasers: Pulse laser sounds don't really match the animation at this point (the sound doesn't hint at the pulsing much) but aside from that, lasers in general are fine.

Artillery: Mm, sexy bass! I think they're fantastic now.

Autocannons: Okay, you've got the smaller, rapid fire guns that don't really sound like autocannons (still sound a bit like single-shot guns), so you could improve those. The bigger, BS sized autocannons need to be clarified - are they autocannons, or 'repeating artillery'? If the former, some nice big chunky autocannon sounds would be an improvement. If the latter, then short, sharp artillery sounds that repeat briefly (bang..bang..bang) to indicate it's like a 3 or 4 barrel artillery piece would be appropriate Cool

If you've got time, would adding an engine winding-up sound effect briefly when an afterburner or mwd is actived be possible? And even possibly doing a subtle engine power-up sound when acceleration takes place would add a lot.

Great work so far guys Cool



you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ?
Not matching the animations is the least of our problems, but it has, none the less, been taken care of.

The afterburner I'll see if I can get something done to - but I'm not sure it can be done in time for this update.

All the lasers are being re-implemented as we speak.

Panhead4411 wrote:
CCP WhiteNoiseTrash wrote:


Panhead4411 wrote:
the sad, and strangly funny part is, when i was talking to FoxFour, and she went to talk with the sound guys about one of the bugs i noticed, they told her they only added ONE sound...for cap level...


which bugs did you mention? because I don't think we where told here, of what you mention.


Wow, you've already blocked out the conversation someone in your department had with FoxFour when she came in asking about a sound occurring during new rat spawns in missions. One of the 'sound guys' said the only sound yall added was ONE for cap level. So, She returned and asked me what my cap level was, i assured her it was not b/c my cap was low. She then went into the same mission...and starts hearing the same sound, coinciding with each time a wave of rats would spawn. She then went back to the 'sound guys' and reported this. To which they told her, oh..that noise is supposed to play upon mission completion. She returned saying yall had been made aware of the bug and put it on your list or some such.

We then both facepalm'd as it seems like two different sounds (plus the new ones for countless other things) would be more than just "one sound for cap level." And this is what my subscription money goes to. Why can't i ever find a job like this?

I then thanked her for her efforts just before i got Socket DC'd.


both you and FoxFour misunderstood something here, and FoxFour should know better that things around here have dependencies and that this is a test server, where things are tested. It's not within the sound departments reach or in our hands to fix this, this is actually on FoxFour (he, she, it, whatever)'s teams desk - This is just silly, everybody is working as hard as they can - and asking for 1 thing and then complaining about 10 others that weren't reported is a bit silly, right?

Dirch Passer wrote:
Iris Bravemount wrote:
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?


Yes, now I have... Oops
Thanks.

I do think the music is a bit too loud, compared to other sounds, though.

I ran a quick mission, to check out the visual changes, and found combat to be strangely quiet. Until I zoomed in. Then I could hear all turret sounds.


This is a known problem, of the connection between the graphics and the audio events, we are working as fast as we can to solve this.
Also default volumes are being mixed, because of course your experience of the music being too loud is not the point. the point should be a smooth experience in the music and low enough to hear all the others sounds and details, which was a problem before. The problem with this is also that we made a lot of changes to the zooming in and out experience, the ability to hear battles from afar and how that actually sounds, it required a lot of tweaking - and this of course should kick in instantly and not have you forced to zoom in first.

But this depends on if you changed your settings before - I'll look into if we are overwriting them when updating the client or if they stick to your personal settings automatically.

I totally agree and understand, that if you want to play without music, you should be able to.

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.

Eli Green
The Arrow Project
#86 - 2012-11-01 11:56:35 UTC
Addressing the multiple comments about a cloak and decloak sound being added. It already exists!!! Shocked

wumbo

Logan LaMort
Screaming Hayabusa
#87 - 2012-11-01 12:26:06 UTC
Eli Green wrote:
Addressing the multiple comments about a cloak and decloak sound being added. It already exists!!! Shocked


Not when you're gate cloaked Blink

(At least, I've never heard it)
Reiisha
#88 - 2012-11-01 12:37:06 UTC
I want the original 250mm railgun sounds back.

DO IT CCP.

If you do things right, people won't be sure you've done anything at all...

Warde Guildencrantz
Caldari Provisions
Caldari State
#89 - 2012-11-01 12:42:59 UTC
Reiisha wrote:
I want the original 250mm railgun sounds back.

DO IT CCP.


Were those the ones with the awesome TWISSSSS sound when they fired? I only have ever used them a few times but I also love their sound. Leave it or make a similar one ;)

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

CCP WhiteNoiseTrash
C C P
C C P Alliance
#90 - 2012-11-01 13:57:49 UTC
Reiisha wrote:
I want the original 250mm railgun sounds back.

DO IT CCP.


All the new sounds are built on the original ones and contain the spectrum of the originals.
It's there.

If you send me flowers and a coke and a smile, I might be able to turn up the volume of the old sound within the new one, but it's just a building block.
The projectile turrets where all the hardest to re-do, because the source material was pretty good already, not like the energy and hybrids.

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.

Jarin Arenos
Card Shark Industries
#91 - 2012-11-01 15:32:17 UTC
CCP WhiteNoiseTrash wrote:
you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ?

Sounded to me like he was just trying to help you test and find the problems. You wouldn't be implying you have a problem with reporting issues before they hit live, now would you? ;)

But I'm not CCP Soundwave, so what do I know?

Lipbite
Express Hauler
#92 - 2012-11-01 17:33:17 UTC
My not so detailed feedback: new weapon sounds are nice though travel sounds still aren't "serious" - there is no feeling of multi-megaton-ship being propelled few light years away. It sounds like kid's slingshot or blowgun. Could be nice to hear something more "heavy", "fundamental".

And thanks for nice shooting sounds - good work!
Iris Bravemount
Golden Grinding Gears
#93 - 2012-11-01 17:39:07 UTC  |  Edited by: Iris Bravemount
CCP WhiteNoiseTrash wrote:

The projectile turrets where all the hardest to re-do, because the source material was pretty good already, not like the energy and hybrids.



Sorry to interrupt you there, but I would say that the current autocannon sounds are the worst sounds in the game. They sound like sewing machines. Shocked

Here is something that sounds big enough for small guns (although it's much smaller).

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

What do you think ?

The arty sounds are good though, that's true.

Edit: BTW, the guns always sound fine in the cinematic trailers, why don't they sound just as fine in game?

"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

ITTigerClawIK
Galactic Rangers
#94 - 2012-11-01 19:50:38 UTC
could someone make a sound comparison video with all (or as much of) the new turret sounds as possible i couldn't find nay on youtube, they are all vids on the new hull models
Galphii
Caldari Provisions
Caldari State
#95 - 2012-11-01 23:50:35 UTC
Jarin Arenos wrote:
CCP WhiteNoiseTrash wrote:
you do know, that Duality is a test server, where the sole purpose is to test and find "problems" ?

Sounded to me like he was just trying to help you test and find the problems. You wouldn't be implying you have a problem with reporting issues before they hit live, now would you? ;)

Yes, I thought my upbeat assessment was being received with cynicism and 'grumpy dev syndrome'. P I also said 'at this point', which I thought hinted that I knew it would be on the way to getting fixed, and it was. No need for him to freak over it.

"Wow, that internet argument completely changed my fundamental belief system," said no one, ever.

Sarmatiko
#96 - 2012-11-02 01:34:05 UTC  |  Edited by: Sarmatiko
[del]

But there is also some very frightening tracks with "zero_cluster" prefixes in SoundbanksInfo.xml. They remind me about darkest and scariest places of Silent Hill games. Let's just say, if those tracks will ever appear somewhere in New Eden, I will say NOPE and retreat from that place to the nearest warm Pleasure Hub on pod-express Shocked
Pertuabo Enkidgan
Center for Advanced Studies
Gallente Federation
#97 - 2012-11-03 00:07:19 UTC
Sarmatiko wrote:
I digged for some time in Duality res/audio folder and there is some really nice new ambient racial themes.
You can say to which race music belongs from the first seconds of tracks and motives are easily recognizable. So awesome!

But there is also some very frightening tracks with "zero_cluster" prefixes in SoundbanksInfo.xml. They remind me about darkest and scariest places of Silent Hill games. Let's just say, if those tracks will ever appear somewhere in New Eden, I will say NOPE and retreat from that place to the nearest warm Pleasure Hub on pod-express Shocked

That's pretty cool, hey I found your youtube channel as well, maybe you can upload the audio's you speak of?
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#98 - 2012-11-03 06:11:36 UTC
I have to agree with the people asking to not have a DCU sound.
The main reason I spend time zoomed out from my ship is because of the horrible and repetitive sounds that modules make, I want to be zoomed in and hear my guns and missile launching but the constant "wooom woooom woooom wooom wooom" of hardener's, sensor boosters etc. really does get tedious after about 30mins.

Turelus CEO Utassi Security

Dirch Passer
State War Academy
Caldari State
#99 - 2012-11-03 07:31:01 UTC  |  Edited by: Dirch Passer
Off topic.

I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it?

Edit.
Favourite EVE example: CNR = Raven Navy Issue...
Turelus
Utassi Security
The Curatores Veritatis Auxiliary
#100 - 2012-11-03 07:41:58 UTC  |  Edited by: Turelus
Dirch Passer wrote:
Off topic.

I really wish people would stop with all those acronyms. If you wish to convey a message, wouldn't it make sense to ensure that recipients understand it?

It's kind of a standard in MMO gaming or online gaming in genreral. Give it time and you will learn what they all stand for, there might even be an EVElopedia entry about all of them (not sure, would be a good idea though)
If you're posting this in regard to my post then DCU is a Damage Control Unit, or damage control.

Edit - http://community.eveonline.com/ingameboard.asp?a=topic&threadID=508913 hope this helps.
Also CNR is even more confusing when members of my corp use it as a pre-fix for ship names.

Turelus CEO Utassi Security