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Dev Blog: An Audio Transition: Introducing Odyssey’s new transition sounds

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Author
War Kitten
Panda McLegion
#41 - 2013-06-07 12:58:32 UTC
ROXGenghis wrote:
Thanks for the blog, but I have a question and request.

Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.

So my request: please put the gatefire sound back in.



This.

Was the gatefire sound intentionally removed? If so, doesn't that go against your stated goal of giving the player more audio clues as to what is going on around them?

How can the gate cause so much racket for the person using it and not make a peep for everyone else?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Midnight Hope
Pator Tech School
Minmatar Republic
#42 - 2013-06-07 13:05:58 UTC
ROXGenghis wrote:
Thanks for the blog, but I have a question and request.

Why did you remove the sound of a gate firing for those NOT going through the gate? There used to be a distinct gatefire sound that let you know someone had just gone through the gate. This sound was quite important to situational awareness for roaming PVPers, for example to know when hostile reinforcements arrive.

So my request: please put the gatefire sound back in.

And while I'm at it, a related request: put the decloaking sound back in. That one was removed a while ago without an explanation. Hearing hostiles decloak is another important situational awareness cue.

Thanks for listening.



^ This. Can't be stressed enough. Gatefire audio clues are invaluable for roaming, pvping. Bring them back.

While you are a it. A klaxon going off in the distance when undocking will help. Right now there is no audio clue that you are undocking and the flashing lights are waaay to subtle.
Bloodpetal
Tir Capital Management Group
#43 - 2013-06-07 13:43:50 UTC  |  Edited by: Bloodpetal
First, I want to say the efforts you are doing are admirable and amazing. So, take this with the idea that I want a better experience.


#1, GATE ACTIVATION IN BOUND

Please, add the Gate Activation on the inbound gate again. I was really hoping this was just a mistake and an oversight. But we really need an AUDIO queue that is more obvious than a static-y gate visual when something comes into system from the gate we are camping. It is way too subtle, and as someone who multi-boxes, it's impossible for me to know anymore while I'm on a gate that something happened on my other client.


Undocking :

The lights flashing in the Amarr station (the one I dock in the most) is barely noticeably really. I can't even see it. You should work on some more visual queues. Maybe this will come with new docking hangars that have been whispered quietly.


Low Health Warning :

I really don't like the low health pulse warning. The initial "BAAAAAAEEEEEEEEEP" when you are going past 25% is great. But the pulsing sound is just an additional distraction and nuisance. Once I hear that I am low on health, I have other things I want to listen to (such as my fleetmates screaming for help) rather than pulsing sounds. I don't need to be reminded about this with annoying persistent sounds.


I think the overall message to take away from this is that the idea of "Extended audio notifications" is bad.

The Crimewatch sounds that are ticking down, in themselves aren't bad sounds to have. But the .. "tick, tick, tick, tick, TEEEEK" sound is annoying.

It should just be a clear distinct sound that goes, "CHIKKA". That's it, it's over. I heard it. Done.

The low health sounds should be as they were only. "WAAAAAAAAAEEEEE". It's done. It's over with. No "Blaap, blaaap, blaaap, blaaap, blaaaap". I don't need to, nor want to know anything more than, "Ok, i'm below 25% health".

Constantly extending these audio queues is bad, we have lots of things we want to listen to on our voice comms, on our targeting sounds, on our guns going off, on ticking, bleeping, blapping, that we don't need something that totally takes our attention away for 3 seconds as it decides that it is super freaking important enough to take up all my audio attention as it goes "BLAAAp, Blaaaap, blaaaaap, blaaap".

Thanks for taking this feedback into consideration.

Where I am.

Bloodpetal
Tir Capital Management Group
#44 - 2013-06-07 13:46:05 UTC
PS : I'd like the ability to set the audio scape for a system we control. Pirate (I want to play Pirate Den in my HQ so when players come in, they know they're in deep ****. Thanks)

Where I am.

Zip Girl
#45 - 2013-06-07 13:56:17 UTC
Panhead4411 wrote:
I just tested it, on TQ, is there any way to seperate and allow us to amplify the actual 'alert' sound so that we can hear it better?

Also, this will get very annoying as an armor tanked ship, since the constant shield 'wuummmph' is always going off.

The Armor and Hull traditional 'warning sounds' are WAY too quiet. As you were told on SiSi. Yet nothing changed. Do you guys even play this game? (shield peep is also too quiet, but the other too and much much worse)

Also, i feel really bad for all those poor WH dwellers that will now be nearly forced to fully 100% rep armor AND hull after each engagement, as this constant hull sound is very annoying.


^^^^^This.

The shield/armor/hull warning sounds are hard to hear with no way to adjust the volume higher or lower; without increasing the master/world volume higher which can then make other sounds too loud. They sound to me like water dripping out of a faucet; with a constant drip; drip; drip sound.

If you are armor tanking your ship; the shield warning sound is going off during the whole engagement; instead of the one time when it passes the warning threshold that is set. The same with any of the warning sounds. They should go off when you pass the threshold and then stop; unless rep past that point and they drop again.

The jump sounds are too loud with no way to adjust the volume setting. So again this means that the only way to adjust the volume is with the world/master setting and cause other important sounds to be either too quiet.
NorthCrossroad
Royal Amarr Institute
Amarr Empire
#46 - 2013-06-07 14:48:28 UTC
Hi

When I started reading this devblog I thought "meh, nothing interesting". After reading it through I have to say that you, CCP sound guys, did an awesome work! So many new things that will either make sounds more meaningful or just generally more diverse (which is always good).

So great work! Keep it up!

North
TheLostPenguin
Surreal Departure
#47 - 2013-06-07 16:36:47 UTC
Thought I'd look back in a day later, see what the dev response was to feedback thread, yippee zilch, just another couple of pages with 2 fairly common themes in them from the few people that actually have sound turned on.

Seriously CCP, at least bother to login and troll by saying "this is how it is now, your ideas are **** so htfu", or better yet engage in dialog as to why you did things and how you could improve them. But then I suppose that'd be striving for excellence in everything, guess not interested in that Cry
War Kitten
Panda McLegion
#48 - 2013-06-07 17:34:24 UTC
TheLostPenguin wrote:
Thought I'd look back in a day later, see what the dev response was to feedback thread, yippee zilch, just another couple of pages with 2 fairly common themes in them from the few people that actually have sound turned on.

Seriously CCP, at least bother to login and troll by saying "this is how it is now, your ideas are **** so htfu", or better yet engage in dialog as to why you did things and how you could improve them. But then I suppose that'd be striving for excellence in everything, guess not interested in that Cry


This too.

Come on team Klang - you guys broke two of the most useful sound feedback mechanisms in the game and haven't said a damn thing about it yet. I'm not giving you kudos for cute fluffy background noises when you're ignoring the important stuff.

1. Gate activations - gone
2. Ship damage warnings - faded and obscured


Need Moar Blue Tags!

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

War Kitten
Panda McLegion
#49 - 2013-06-08 13:13:21 UTC
Hello?

Sound team?

Make some noise here please?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

Kor'el Izia
#50 - 2013-06-08 14:22:33 UTC
War Kitten wrote:
Hello?

Sound team?

Make some noise here please?

I would love to hear their thoughts on how the sound resource is used in hacking, as the use of the loops is not consistent. Oh and btw I can not turn on the sound ingame without needing a restart.
Illusive Wolf
Illusion Exploration
#51 - 2013-06-09 06:31:49 UTC
Hi there,

LOVING some of the new effects. But specific to sound, ROXGenghis nailed it. In addition:

- I had no idea what the odd blooping noise was when I was doing a plex until I read this thread , I think it's the 'you're taking damage' sound. That can go, it's just annoying and a bit stupid

- The blip blip blip noise related to amber coloured NPC aggression can go, don't use it don't want it don't like it.

- I turn music off just because I don't find it very interesting

- Sometimes I turn sound off completely because of station sounds. I know they go quieter after 30 seconds or something, but remember the joke 'eve is the prettiest spreadsheet you'll ever play'? Well when in station oftentimes I am tying to concentrate and do things that need my brain, and the station background noise is too distracting. I would very much like to be able to disable the ambient station background noises. I suspect I am not alone in this but maybe I am.

Fundamentally if I recall the space lore, the sounds in space are all generated by my own ship for the purposes of situational awareness. Therefore if my ship computer notices a gate fire it makes a noise that should make me put down my cereal and turn off Nickelodeon and pay attention. I don't think it's doing a great job of that at the moment.
Erik Finnegan
Polytechnique Gallenteenne
#52 - 2013-06-09 08:10:31 UTC
I am all in for more useful sound feedback. While in hacking you did not yet quite nail it.
Kor'el Izia
#53 - 2013-06-09 21:29:41 UTC
Erik Finnegan wrote:
I am all in for more useful sound feedback. While in hacking you did not yet quite nail it.

Indeed, there is sublte differences but they aren't consistent which renders them obsolete. it may just be that the different sound clips didn't get assigned correctly or that it's using the RNG when it shouldn't, great to get more info on this.
Fango Mango
University of Caille
Gallente Federation
#54 - 2013-06-10 05:10:51 UTC
Is there a way to disable these audio sounds.

I explore in null sec.
I armor tank.
I return to a station every couple of weeks.

So I constantly have the low shield warnings play, which gets really annoying.

Add to that the times when i only have 99% armor for another super annoying sound that always plays.

Instead of useful audio ques, I just have to disable sounds completely to not go crazy.

is there a button we can click somewhere that reverts us back to the only "single buzz" warning system or better yet lets us configure which sounds play at what shield/armor/hull level.



thanks
War Kitten
Panda McLegion
#55 - 2013-06-10 11:14:59 UTC
Fango Mango wrote:
Is there a way to disable these audio sounds.

I explore in null sec.
I armor tank.
I return to a station every couple of weeks.

So I constantly have the low shield warnings play, which gets really annoying.


Irony.

The sound team's code communicates too much, too often, but the sound team itself, not at all.

There's lots of feedback here Team Klang, despite the non-threadnaught status. Can you at least let us know you're paying attention?

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#56 - 2013-06-10 12:06:57 UTC
yo.

will definitely make some noise here - but currently I'm on vacation (yes I needed that) - and I will be back soon, and they have the most crap connection here, so my ability to comment and read comments are very limited at this moment.
sorry about that.

just a few quick thing.

1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming.

2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well.

3. jumpbridge sound too loud - will look into this again.

4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back.

5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.

and some more bla bla here.
now I will sit in the sun and get crisp while I think this over - (yes I actually dream sound when I sleep and I was thinking code the other day at the bathroom - my brain is damaged from the scan of the death scene)

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.

ROXGenghis
Perkone
Caldari State
#57 - 2013-06-10 12:52:37 UTC
CCP WhiteNoiseTrash wrote:

1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming.
2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well.
3. jumpbridge sound too loud - will look into this again.
4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back.
5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.

I suppose you are entitled to the occasional day off ;)

Thanks for the response and I'm very relieved you are going to reinstate the gatefire sound!

And since I have your attention, was there a reason the decloaking sound was removed a few years ago? It was also a very useful audio cue. I could live without a sound for losing gate cloak, but it would be absolutely wonderful to have a sound for cloaking devices.
Rytell Tybat
Doomheim
#58 - 2013-06-10 12:56:15 UTC  |  Edited by: Rytell Tybat
Really like the attention to detail and the general direction you guys are taking the sound. Definitely adds more depth to EVE. Couple of comments tho:

The warning sounds need a bit of work. My ship was on fire and even though I was at 100% shields and armor the hull warning sound was constant and incredibly irritating. I don't always fly around with my ship on fire, but maybe the warning sounds should relate a bit more to overall HP? Even if it was constant ("Your ship is on FIRE!!"), maybe the intensity would scale based on overall HP? A good example of a conditional warning sound is how the shield warning sound seems to only be active when you're below a certain amount and also taking damage, and not just based on shield percentage.

Frequently can't hear my sentry drones firing, even when I'm sitting right next to them. Bug, or am I not supposed to hear them?

Regarding the music. Not sure what happened but it seems like most of EVE's sound track doesn't play anymore. I move back and forth between Hi and Low sec, but I'm only ever hearing a few different tracks. Is this a bug or by design? Either way, please change it.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#59 - 2013-06-10 13:46:49 UTC
ROXGenghis wrote:

I suppose you are entitled to the occasional day off ;)

Thanks for the response and I'm very relieved you are going to reinstate the gatefire sound!

And since I have your attention, was there a reason the decloaking sound was removed a few years ago? It was also a very useful audio cue. I could live without a sound for losing gate cloak, but it would be absolutely wonderful to have a sound for cloaking devices.


Sorry, but I don't know which sound that is, I have only been with CCP a year, so I cannot tell which one it is, BUT I will check it out, it must still be in the system and I'll check it out and discuss with the director why it was removed.
if it needs a new sound, then fine - if the old one is fine, then also fine - but one thing that needs to be taken into account is that I am just the designer - I still have a director of audio and even art director and some other people to respond to before anything goes in or out of the game - so it's not my call, though I do have something to say of course.

And you are totally right, as this was one of the major points in the blog and points of all sound in Odyssey "audio cues" and audio as a tool to use, so for sure this is an important cue.

Rytell Tybat wrote:
Really like the attention to detail and the general direction you guys are taking the sound. Definitely adds more depth to EVE. Couple of comments tho:

The warning sounds need a bit of work. My ship was on fire and even though I was at 100% shields and armor the hull warning sound was constant and incredibly irritating. I don't always fly around with my ship on fire, but maybe the warning sounds should relate a bit more to overall HP? Even if it was constant ("Your ship is on FIRE!!"), maybe the intensity would scale based on overall HP? A good example of a conditional warning sound is how the shield warning sound seems to only be active when you're below a certain amount and also taking damage, and not just based on shield percentage.

Frequently can't hear my sentry drones firing, even when I'm sitting right next to them. Bug, or am I not supposed to hear them?

Regarding the music. Not sure what happened but it seems like most of EVE's sound track doesn't play anymore. I move back and forth between Hi and Low sec, but I'm only ever hearing a few different tracks. Is this a bug or by design? Either way, please change it.


Thank you.
I have gotten some info from the engine about health of the ship in general, but I have not used them yet. it is kind of my "wet dream" that we will have something that warns the player properly, but one thing that I would like was to be able to multibox, so that you will have the ability to tell if it's the currently active window that is low on anything or if it's another client window.
but that will take some work! and has tons of dependencies out of my hands.
But trust me when I say, that there were some things that got lost in the communication process, right before release and some graphics were taken out, some were added and so on - and if my audio code is dependent on the graphics, then things can get lost. If you know about audio visual theories, then the adding of more graphics can result in the sound having to be not as audible as before but have the same effect, but if the graphics are then removed we get what we have now, a way too low and weird warning system, so this is being looked into asap. and is already fixed and ready for the first patch going out. (I will be back from holiday right before this, so I have time to fix "some" of this and go over it an extra time)

you are supposed to hear drones firing, but within a very limited range only - but it could be a bug, I'll investigate - some ships, whenever graphics or anything is changed - some code may get lost and so on and if I'm not informed in time or properly then some things can go buggy without my knowledge - so I am VERY dependent on your information.

I know about the music, it's something that we discuss quite often - the removal of the jukebox had it's reasons to some aesthetics and some other things which to me is totally fine, but then the problem occurs, that players who may have had favorite tracks in EVE, don't fly in that area of space where they are played.

CCP RealX is looking into this as he agrees that this is a problem.
yet you can visit our soundcloud.com page and listen to the music, I think that if using a 3'rd party player it should be for none EVE music - so we have discussed that some tracks (the more famous or favorite ones) are played in more types of systems.
But it will require more discussions on the subject and it's the directors call - so there is not much I can do about it, apart from taking sides and argue some of the causes you state whenever we are discussing the future of EVE audio (all the time).

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.

War Kitten
Panda McLegion
#60 - 2013-06-10 13:55:21 UTC
CCP WhiteNoiseTrash wrote:
yo.

will definitely make some noise here - but currently I'm on vacation (yes I needed that) - and I will be back soon, and they have the most crap connection here, so my ability to comment and read comments are very limited at this moment.
sorry about that.

just a few quick thing.

1. warning sounds - this is a bug, some graphics were changed last minute and some other things that I can't go into detail about - which caused the new warning sounds to be buggy and low- this is fixed in the first patch coming.

2. jumpgate sounds, this is a bug, you are supposed to be able to hear 3'rd party players jumping as well.

3. jumpbridge sound too loud - will look into this again.

4. new music, is off my desk - I am just the messenger on that part, but will speak to the audio director as soon as I'm back.

5. the sound in the hacking game, which some say doesn't help, that's because you haven't listened enough AND like I said, it's not a total hint telling you what is behind the node, it is simply a tiny tiny hint as to what may be behind it, not what is there.

and some more bla bla here.
now I will sit in the sun and get crisp while I think this over - (yes I actually dream sound when I sleep and I was thinking code the other day at the bathroom - my brain is damaged from the scan of the death scene)



Awesome, thanks for the replies. It's good to know the jumpgate sound is a bug and not intentional, and that you'll be looking into the other issues.

And thanks for chiming in from vacation. You'd think one of your co-workers could've let us know you were out on some deserved time away. :)

I don't judge people by their race, religion, color, size, age, gender, or ethnicity. I judge them by their grammar, spelling, syntax, punctuation, clarity of expression, and logical consistency.