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EVE Audio - Kronos and beyond

First post
Author
The KFC Homeboy
Doubleblast Rocketfuel
#181 - 2014-05-27 12:37:24 UTC
You said that the jukebox is not coming back, ok then, but i like the music in high sec and low sec, but i live on 0.0.

Cant we get an option where we can chose to listen to the music in all sec levels, or just the ones we chose to listen to?

An option for one for high sec, one for low sec and one for null sec?

Its not a jukebox, but we kinda get to listen to what we want. I miss roaming in 0.0 while listening to "All Which Was Lost Have Now Been Regained" or "Nouvelle Rouvenor Hero"

INB4 Soundcloud ect ect. (So tired of opening that each time i play EVE)

Ralph King-Griffin
New Eden Tech Support
#182 - 2014-05-27 12:42:24 UTC
The KFC Homeboy wrote:

INB4 Soundcloud ect ect. (So tired of opening that each time i play EVE)


First world problems right there.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#183 - 2014-05-27 13:58:56 UTC
The KFC Homeboy wrote:
You said that the jukebox is not coming back, ok then, but i like the music in high sec and low sec, but i live on 0.0.

Cant we get an option where we can chose to listen to the music in all sec levels, or just the ones we chose to listen to?

An option for one for high sec, one for low sec and one for null sec?

Its not a jukebox, but we kinda get to listen to what we want. I miss roaming in 0.0 while listening to "All Which Was Lost Have Now Been Regained" or "Nouvelle Rouvenor Hero"

INB4 Soundcloud ect ect. (So tired of opening that each time i play EVE)



I agree and I understand, there are some stuff being done to solve parts of your problem.
I don't know how it will be implemented or what we shall do about it for now.

but it's certainly something that we are thinking about.

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.

The KFC Homeboy
Doubleblast Rocketfuel
#184 - 2014-05-27 14:06:30 UTC
CCP WhiteNoiseTrash wrote:
The KFC Homeboy wrote:
You said that the jukebox is not coming back, ok then, but i like the music in high sec and low sec, but i live on 0.0.

Cant we get an option where we can chose to listen to the music in all sec levels, or just the ones we chose to listen to?

An option for one for high sec, one for low sec and one for null sec?

Its not a jukebox, but we kinda get to listen to what we want. I miss roaming in 0.0 while listening to "All Which Was Lost Have Now Been Regained" or "Nouvelle Rouvenor Hero"

INB4 Soundcloud ect ect. (So tired of opening that each time i play EVE)



I agree and I understand, there are some stuff being done to solve parts of your problem.
I don't know how it will be implemented or what we shall do about it for now.

but it's certainly something that we are thinking about.


Kjempegreie! WOHOOO!
CCP WhiteNoiseTrash
C C P
C C P Alliance
#185 - 2014-05-27 14:09:37 UTC
The KFC Homeboy wrote:
CCP WhiteNoiseTrash wrote:
The KFC Homeboy wrote:
You said that the jukebox is not coming back, ok then, but i like the music in high sec and low sec, but i live on 0.0.

Cant we get an option where we can chose to listen to the music in all sec levels, or just the ones we chose to listen to?

An option for one for high sec, one for low sec and one for null sec?

Its not a jukebox, but we kinda get to listen to what we want. I miss roaming in 0.0 while listening to "All Which Was Lost Have Now Been Regained" or "Nouvelle Rouvenor Hero"

INB4 Soundcloud ect ect. (So tired of opening that each time i play EVE)



I agree and I understand, there are some stuff being done to solve parts of your problem.
I don't know how it will be implemented or what we shall do about it for now.

but it's certainly something that we are thinking about.


Kjempegreie! WOHOOO!


haha :D Scandinvian languages at it's finest :D

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.

Victoria Sin
Doomheim
#186 - 2014-05-27 14:15:46 UTC
That reminds me. WTF happened to Eve's cutesy tunes and little audio player? I feel it just disappeared sometime ages ago when I wasn't looking.

Bring it back for old time's sake.
Arline Kley
PIE Inc.
Khimi Harar
#187 - 2014-05-27 14:34:22 UTC
Victoria Sin wrote:
That reminds me. WTF happened to Eve's cutesy tunes and little audio player? I feel it just disappeared sometime ages ago when I wasn't looking.

Bring it back for old time's sake.


Nope, never going to happen.

CCP thought it was a good idea to remove them and make you use Soundcloud to listen the ones that you wanted to listen too rather than the ones you want to - the only way to "switch" tracks now is to lower sound to 0 and back up again. All because the code was old and because they believed a survey which was god awful in the way it was written (e.g.: do you listen to the in game music when you're in a fleet fight?).

A better idea would have been to leave the code in, get a new player built in around the new code, copy over what worked and was transferrable, and then ditch the old jukebox.


But i'm not bitter.

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

CCP WhiteNoiseTrash
C C P
C C P Alliance
#188 - 2014-05-27 18:54:49 UTC
Arline Kley wrote:
Victoria Sin wrote:
That reminds me. WTF happened to Eve's cutesy tunes and little audio player? I feel it just disappeared sometime ages ago when I wasn't looking.

Bring it back for old time's sake.


Nope, never going to happen.

CCP thought it was a good idea to remove them and make you use Soundcloud to listen the ones that you wanted to listen too rather than the ones you want to - the only way to "switch" tracks now is to lower sound to 0 and back up again. All because the code was old and because they believed a survey which was god awful in the way it was written (e.g.: do you listen to the in game music when you're in a fleet fight?).

A better idea would have been to leave the code in, get a new player built in around the new code, copy over what worked and was transferrable, and then ditch the old jukebox.


But i'm not bitter.


have in mind that mp3 files are binary files. Just saying that there might also be some security issues with that.
Just saying.

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.

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#189 - 2014-05-27 22:17:48 UTC  |  Edited by: Komodo Askold
Nice work with these new features! Blink I love to hear new stuff from the Audio team. Personally I don't think I will be using the sliders much for now, because when I play EVE I want to enjoy a great audiovisual experience so I usually have sound effects at high volume, followed by music. I'm going to play with the sliders though :)

I've been recently thinking about current turret sounds, specially projectiles. CCP WhiteNoiseTrash, I red your responses to that subject in the pre-Fanfest topic. I agree with you it's very difficult to explain how you imagine a sound to another person, so I'll try to do my best to explain myself.

About projectiles, when I look at the enormous calibers we're using at EVE I imagine them sounding very loud and powerful, much like real life ones. About artilleries, in real life they sound like a "POOmm"; emphasis on the "P" as it's a very abrupt sound. This is a good example about how I imagine EVE large artilleries roaring (also a good example of impact sounds). About autocannons, it's not that easy to find good examples because EVE ones always shoot in bursts rather than continuous fire, but these ones (1, 2 (this one also has an example of reload-complete sound)) might be good examples too.
Impact sounds for projectiles could also be louder; on artilleries the first example is a good one.

Yeah, many of us would love to have louder turret sounds, they would help inmersion given the huge guns we're using (sound in space is given by capsule software sooo... ;) ). Some people made good points about putting more emphasis on important sounds, but wouldn't both things be possible with the new sliders? I'd personally put all of them at high. Also, isn't being suddenly hit by an artillery an important event?

What do you think WhiteNoiseTrash? Could these things be made?
Arline Kley
PIE Inc.
Khimi Harar
#190 - 2014-05-28 10:46:07 UTC
CCP WhiteNoiseTrash wrote:
have in mind that mp3 files are binary files. Just saying that there might also be some security issues with that.


I never explicitly mentioned mp3's for that reason. i know the EVE tracks are (or were at one point) saved as ogg files..

"For it was said they had become like those peculiar demons, which dwell in matter but in whom no light may be found." - Father Grigori, Ravens 3:57

CCP WhiteNoiseTrash
C C P
C C P Alliance
#191 - 2014-05-28 11:03:01 UTC
Arline Kley wrote:
CCP WhiteNoiseTrash wrote:
have in mind that mp3 files are binary files. Just saying that there might also be some security issues with that.


I never explicitly mentioned mp3's for that reason. i know the EVE tracks are (or were at one point) saved as ogg files..


That's a different thing.
I'm talking about the previous jukebox, which only accepted mp3 files. Which, without saying too much, could become a problem.

the .ogg files are because of the audio engines compression.

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
#192 - 2014-05-28 11:05:17 UTC
Komodo Askold wrote:
Nice work with these new features! Blink I love to hear new stuff from the Audio team. Personally I don't think I will be using the sliders much for now, because when I play EVE I want to enjoy a great audiovisual experience so I usually have sound effects at high volume, followed by music. I'm going to play with the sliders though :)

I've been recently thinking about current turret sounds, specially projectiles. CCP WhiteNoiseTrash, I red your responses to that subject in the pre-Fanfest topic. I agree with you it's very difficult to explain how you imagine a sound to another person, so I'll try to do my best to explain myself.

About projectiles, when I look at the enormous calibers we're using at EVE I imagine them sounding very loud and powerful, much like real life ones. About artilleries, in real life they sound like a "POOmm"; emphasis on the "P" as it's a very abrupt sound. This is a good example about how I imagine EVE large artilleries roaring (also a good example of impact sounds). About autocannons, it's not that easy to find good examples because EVE ones always shoot in bursts rather than continuous fire, but these ones (1, 2 (this one also has an example of reload-complete sound)) might be good examples too.
Impact sounds for projectiles could also be louder; on artilleries the first example is a good one.

Yeah, many of us would love to have louder turret sounds, they would help inmersion given the huge guns we're using (sound in space is given by capsule software sooo... ;) ). Some people made good points about putting more emphasis on important sounds, but wouldn't both things be possible with the new sliders? I'd personally put all of them at high. Also, isn't being suddenly hit by an artillery an important event?

What do you think WhiteNoiseTrash? Could these things be made?


That's whole point, that you can shape the experience.
I wouldn't want to see everybody turning everything down of course, but just tiny changes here and there if you like.

The turrets are definitely undergoing maintenance and a new mix at some point, I don't know when right now - currently I'm trying to figure out how to save some memory and performance at the same time, because the turrets really is one of our biggest problems.

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.

Komodo Askold
Strategic Exploration and Development Corp
Silent Company
#193 - 2014-05-28 13:25:21 UTC
CCP WhiteNoiseTrash wrote:
That's whole point, that you can shape the experience.
I wouldn't want to see everybody turning everything down of course, but just tiny changes here and there if you like.

The turrets are definitely undergoing maintenance and a new mix at some point, I don't know when right now - currently I'm trying to figure out how to save some memory and performance at the same time, because the turrets really is one of our biggest problems.
Yes, being able to customize your experience is a very nice idea and very welcome, it improves gameplay experience for everyone.

Great to see turrets are being worked on ^w^ thanks for the response! Keep up the great work :)
CCP WhiteNoiseTrash
C C P
C C P Alliance
#194 - 2014-05-29 22:28:00 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.

Bienator II
madmen of the skies
#195 - 2014-05-30 01:53:28 UTC
CCP WhiteNoiseTrash wrote:
2. The ability to change the volume of dungeon music, separate from general music has been added.

<3 you!

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

Bienator II
madmen of the skies
#196 - 2014-05-31 16:35:09 UTC
Bienator II wrote:
CCP WhiteNoiseTrash wrote:
2. The ability to change the volume of dungeon music, separate from general music has been added.

<3 you!

you know what would be even better? if you set it to 0 you skip it and it keeps playing whatever other music was playing ;)

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

CCP WhiteNoiseTrash
C C P
C C P Alliance
#197 - 2014-05-31 16:55:11 UTC
Bienator II wrote:
Bienator II wrote:
CCP WhiteNoiseTrash wrote:
2. The ability to change the volume of dungeon music, separate from general music has been added.

<3 you!

you know what would be even better? if you set it to 0 you skip it and it keeps playing whatever other music was playing ;)


yea, but the system doesn't work like that.
the fader is merely a hammer shortcut klondyke solution to the issue, doesn't actually do anything apart from just lower the volume or kill the voice.

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.

Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#198 - 2014-05-31 17:01:04 UTC  |  Edited by: Salpun
CCP WhiteNoiseTrash wrote:
Bienator II wrote:
Bienator II wrote:
CCP WhiteNoiseTrash wrote:
2. The ability to change the volume of dungeon music, separate from general music has been added.

<3 you!

you know what would be even better? if you set it to 0 you skip it and it keeps playing whatever other music was playing ;)


yea, but the system doesn't work like that.
the fader is merely a hammer shortcut klondyke solution to the issue, doesn't actually do anything apart from just lower the volume or kill the voice.

Looks good changes are now on Sisi.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

Gully Alex Foyle
The Scope
Gallente Federation
#199 - 2014-07-30 19:04:54 UTC
Apologies for necroing this, but does anyone know if it's possible to turn down the 'ambiance' sound that plays every single time you undock or before and after jumping into a new system via stargate?

It's hard to describe in words Lol, something like a couple of bass sounds then higher pitched synth sounds that last several seconds.

I tried all the relevant new sound tweak options, such as stargate, warp, etc. but to no avail.

Reason I'm asking is it's fairly loud, I'd love to turn it down (actually mute it completely) when on comms, but - if at all possible - I wouldn't want to also turn down several other sound effects that I find useful (e.g. the combat UI ones for shield, armor, etc.).

Thanks!

Make space glamorous! Is EVE dying or not? Ask the EVE-O Death-o-meter!

CCP WhiteNoiseTrash
C C P
C C P Alliance
#200 - 2014-08-01 23:29:34 UTC
Gully Alex Foyle wrote:
Apologies for necroing this, but does anyone know if it's possible to turn down the 'ambiance' sound that plays every single time you undock or before and after jumping into a new system via stargate?

It's hard to describe in words Lol, something like a couple of bass sounds then higher pitched synth sounds that last several seconds.

I tried all the relevant new sound tweak options, such as stargate, warp, etc. but to no avail.

Reason I'm asking is it's fairly loud, I'd love to turn it down (actually mute it completely) when on comms, but - if at all possible - I wouldn't want to also turn down several other sound effects that I find useful (e.g. the combat UI ones for shield, armor, etc.).

Thanks!


I think you mean the sound of the deployables, which plays when they are activated.
there is a known bug right now, which plays these sounds whenever you enter grid if they were deployed by others.

I am not connected to the mix right now, so I can't tell.
but try turning down deployables, I would expect them to be routed through that one.

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.