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EVE Audio - Kronos and beyond

First post
Author
Ramona McCandless
Silent Vale
LinkNet
#161 - 2014-05-14 16:58:03 UTC
CCP WhiteNoiseTrash wrote:
Ramona McCandless wrote:
Jarod Garamonde wrote:
CCP WhiteNoiseTrash wrote:
want THIS in the game


And, I want THIS in game.... like I said in the YouTube comments, this should be what you hear in the game whenever you get CONCORDed....


I want THIS in game when someone undocks without their required cargo item to deliver....


or you could just remember your mission ;)
It's not all babysitting and taking care of , right?


https://www.youtube.com/watch?v=dwi__2WkDro

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Christine Peeveepeeski
Low Sec Concepts
#162 - 2014-05-14 17:26:10 UTC
Sato Page wrote:
Proximity warning system that is configurable by ship type, distance and rate of closure. For example, if I fly a 100mn legion, I could configure the warning to sound when any interceptor is on grid. Or, if a ship with web range bonus is approaching its effective range at a closure rate of higher than x m/s.


Lol this, it'd be like a collision warning on an aircrafts radar going off, you all know the sound. I'd jam that volume right up and at same time my targets would highlight (not target) on screen anything with a closing velocity fast enough to web me inside 5 seconds.

Just thinking of this kind of thing makes me all gun happy.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#163 - 2014-05-15 11:13:37 UTC
Sato Page wrote:
Proximity warning system that is configurable by ship type, distance and rate of closure. For example, if I fly a 100mn legion, I could configure the warning to sound when any interceptor is on grid. Or, if a ship with web range bonus is approaching its effective range at a closure rate of higher than x m/s.


This.

I am working on something similar.
But there are some limitations to what I can do, but I would agree with that this would be a really nice thing to have, as an audio feature.

I'm looking into this.
so expect it ready in 2099 or something. :(

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.

Jarnis McPieksu
Aliastra
Gallente Federation
#164 - 2014-05-15 11:32:40 UTC
CCP WhiteNoiseTrash wrote:
Sato Page wrote:
Proximity warning system that is configurable by ship type, distance and rate of closure. For example, if I fly a 100mn legion, I could configure the warning to sound when any interceptor is on grid. Or, if a ship with web range bonus is approaching its effective range at a closure rate of higher than x m/s.


This.

I am working on something similar.
But there are some limitations to what I can do, but I would agree with that this would be a really nice thing to have, as an audio feature.

I'm looking into this.
so expect it ready in 2099 or something. :(


2099? I like your optimism!
Barbelo Valentinian
Federal Navy Academy
Gallente Federation
#165 - 2014-05-15 12:52:13 UTC
Capital work, sir, capital work! I've always loved EVE's audio and music in general, but have often been frustrated by the relative levels of things not being to my personal liking, and some sounds I don't like/don't need.
Solecist Project
#166 - 2014-05-15 13:48:46 UTC
I sit in Hek in the boundless creation station a lot.

IT'S BOOOOORRIIIIIIING!!!!!!!!!!!!!!!!!!!!!!!!!!!

blabla access code blabla I don't even remember
although they say it every minute.

Always the same! I think the tone of the voice changes slightly,
but it's always the same crap!

The prostitute in gallente stations has MUCH more variety in what she says,
not even counting her groaning!

Yes. Prostitute. That's what she is. Whoever doubts should listen a bit closer. :)

That ringing in your ears you're experiencing right now is the last gasping breathe of a dying inner ear as it got thoroughly PULVERISED by the point roaring over your head at supersonic speeds. - Tippia

Mara Rinn
Cosmic Goo Convertor
#167 - 2014-05-15 13:54:32 UTC
CCP WhiteNoiseTrash wrote:
Mara Rinn wrote:
Could we have left/right balance (or even better, 3D sound positioning) so multi boxers can have their leftmost client sounding like it's on their left?

And is there any chance of doppler effects coming back for on-grid noise sources as your ship warps in and out?


no. I have no way of knowing which client you place to the left.
There was never any Doppler effect in the game? so putting it back would be kind of weird.


It was there before at least when the Mac client came into existence at the end of Revelations / Revelations II and disappeared at about the time of Trinity, warping to star gates would produce the high-pitched hum, then as you slowed down it returned to normal, and as you left it would drop down a register or so. Same for acceleration gates.

Perhaps it has been abandoned like the Star Wars Christmas special.

As for the 3D positioning, it could be made to work along the same lines as the camera "centre": the player simply adjusts a slider for left/right position in the soundscape.

Winterblink
#168 - 2014-05-15 14:06:42 UTC
Mara Rinn wrote:
CCP WhiteNoiseTrash wrote:
Mara Rinn wrote:
Could we have left/right balance (or even better, 3D sound positioning) so multi boxers can have their leftmost client sounding like it's on their left?

And is there any chance of doppler effects coming back for on-grid noise sources as your ship warps in and out?


no. I have no way of knowing which client you place to the left.
There was never any Doppler effect in the game? so putting it back would be kind of weird.


It was there before at least when the Mac client came into existence at the end of Revelations / Revelations II and disappeared at about the time of Trinity, warping to star gates would produce the high-pitched hum, then as you slowed down it returned to normal, and as you left it would drop down a register or so. Same for acceleration gates.

Perhaps it has been abandoned like the Star Wars Christmas special.

As for the 3D positioning, it could be made to work along the same lines as the camera "centre": the player simply adjusts a slider for left/right position in the soundscape.


It was probably never a simulated doppler effect, but just some side effect of the general distance-based muffling that seems to happen with sounds. It was pretty awesome though :)
CCP WhiteNoiseTrash
C C P
C C P Alliance
#169 - 2014-05-15 15:56:58 UTC
Mara Rinn wrote:
CCP WhiteNoiseTrash wrote:
Mara Rinn wrote:
Could we have left/right balance (or even better, 3D sound positioning) so multi boxers can have their leftmost client sounding like it's on their left?

And is there any chance of doppler effects coming back for on-grid noise sources as your ship warps in and out?


no. I have no way of knowing which client you place to the left.
There was never any Doppler effect in the game? so putting it back would be kind of weird.


It was there before at least when the Mac client came into existence at the end of Revelations / Revelations II and disappeared at about the time of Trinity, warping to star gates would produce the high-pitched hum, then as you slowed down it returned to normal, and as you left it would drop down a register or so. Same for acceleration gates.

Perhaps it has been abandoned like the Star Wars Christmas special.

As for the 3D positioning, it could be made to work along the same lines as the camera "centre": the player simply adjusts a slider for left/right position in the soundscape.



Ah. the sound of warping that went super high pitched was actually a bug and it was the sound of the boosters and a pitch parameter going through the roof when you warped. it's been taken out.
before my time.. :)

3D position, could be possible, but it would require a bit of code, which I don't know if any of the coders will have time for, but I'll keep it in mind , it's not a bad idea.

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.

Ramona McCandless
Silent Vale
LinkNet
#170 - 2014-05-15 16:14:51 UTC
Solecist Project wrote:
I sit in Hek in the boundless creation station a lot.

IT'S BOOOOORRIIIIIIING!!!!!!!!!!!!!!!!!!!!!!!!!!!

blabla access code blabla I don't even remember
although they say it every minute.

Always the same! I think the tone of the voice changes slightly,
but it's always the same crap!

The prostitute in gallente stations has MUCH more variety in what she says,
not even counting her groaning!

Yes. Prostitute. That's what she is. Whoever doubts should listen a bit closer. :)



She gets paid?

Tsk those Gallente really are perverts

At least the Amarr have the slave concept correct

"Yea, some dude came in and was normal for first couple months, so I gave him director." - Sean Dunaway

"A singular character could be hired to penetrate another corps space... using gorilla like tactics..." - Chane Morgann

Winterblink
#171 - 2014-05-15 16:35:27 UTC
CCP WhiteNoiseTrash wrote:
Ah. the sound of warping that went super high pitched was actually a bug and it was the sound of the boosters and a pitch parameter going through the roof when you warped. it's been taken out.
before my time.. :)

3D position, could be possible, but it would require a bit of code, which I don't know if any of the coders will have time for, but I'll keep it in mind , it's not a bad idea.

The only sound-related feature request I would have would be to make the bastion mode sounds (for the Kronos or all) to be a bit more... scaled. Right now it sounds like someone using a palette jack rather than a huge portion of the hull of a massive ship unlocking, shifting position, and then locking into place.
Ralph King-Griffin
New Eden Tech Support
#172 - 2014-05-17 10:51:08 UTC
Winterblink wrote:
CCP WhiteNoiseTrash wrote:
Ah. the sound of warping that went super high pitched was actually a bug and it was the sound of the boosters and a pitch parameter going through the roof when you warped. it's been taken out.
before my time.. :)

3D position, could be possible, but it would require a bit of code, which I don't know if any of the coders will have time for, but I'll keep it in mind , it's not a bad idea.

The only sound-related feature request I would have would be to make the bastion mode sounds (for the Kronos or all) to be a bit more... scaled. Right now it sounds like someone using a palette jack rather than a huge portion of the hull of a massive ship unlocking, shifting position, and then locking into place.

agreed, the hydraulic whine is a little...anemic and...well whiny.
CCP WhiteNoiseTrash
C C P
C C P Alliance
#173 - 2014-05-17 20:15:42 UTC  |  Edited by: CCP WhiteNoiseTrash
Winterblink wrote:
CCP WhiteNoiseTrash wrote:
Ah. the sound of warping that went super high pitched was actually a bug and it was the sound of the boosters and a pitch parameter going through the roof when you warped. it's been taken out.
before my time.. :)

3D position, could be possible, but it would require a bit of code, which I don't know if any of the coders will have time for, but I'll keep it in mind , it's not a bad idea.

The only sound-related feature request I would have would be to make the bastion mode sounds (for the Kronos or all) to be a bit more... scaled. Right now it sounds like someone using a palette jack rather than a huge portion of the hull of a massive ship unlocking, shifting position, and then locking into place.


Thanks. I'm on it.
Agree, they were made a bit fast for rubicon, and I ran out of testing time and had to move on.
Which I really hate, not polishing my ****.

also. working on a new Cyno thing.
we were watching the mass test 600 person battle, and that was one of the things that we noticed, usually too low in volume or not there because of limitation and a different sound would do the trick to make it more awesome.

now I will probably be hated for changing that too.

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.

Cypherous
Liberty Rogues
Aprilon Dynasty
#174 - 2014-05-17 20:35:11 UTC
It will already have been said most likely but i shall say it because i am a bittervet and being old entitles me to say it :P

EVE has sound? :P
Winterblink
#175 - 2014-05-17 21:10:15 UTC
CCP WhiteNoiseTrash wrote:

Thanks. I'm on it.
Agree, they were made a bit fast for rubicon, and I ran out of testing time and had to move on.
Which I really hate, not polishing my ****.

also. working on a new Cyno thing.
we were watching the mass test 600 person battle, and that was one of the things that we noticed, usually too low in volume or not there because of limitation and a different sound would do the trick to make it more awesome.

now I will probably be hated for changing that too.

Heh, maybe. But honestly comparing the sound design of EVE now to what it evolved from years ago, it's in a pretty amazing place right now. You're doing good work. :)
Jarnis McPieksu
Aliastra
Gallente Federation
#176 - 2014-05-18 04:32:55 UTC
Cypherous wrote:
It will already have been said most likely but i shall say it because i am a bittervet and being old entitles me to say it :P

EVE has sound? :P


It may shock you but I actually found out the other day that it does! Shocked

New shiny features, best features.

Give it a few more years and we'll get to "superb sound". It is getting better.
Mag's
Azn Empire
#177 - 2014-05-18 06:23:53 UTC
These options may even have me turn my sound on, for the first time in 10 years. I will have to try some out.

Nice work, options are always welcome. Especially ones that enable you to turn things off.

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

Bienator II
madmen of the skies
#178 - 2014-05-18 14:09:49 UTC
CCP WhiteNoiseTrash wrote:
Sato Page wrote:
Proximity warning system that is configurable by ship type, distance and rate of closure. For example, if I fly a 100mn legion, I could configure the warning to sound when any interceptor is on grid. Or, if a ship with web range bonus is approaching its effective range at a closure rate of higher than x m/s.


This.

I am working on something similar.
But there are some limitations to what I can do, but I would agree with that this would be a really nice thing to have, as an audio feature.

I'm looking into this.
so expect it ready in 2099 or something. :(


sound designer realizes eve needs a radar ;)

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

Vhelnik Cojoin
Pandemic Horde High Sec Division
#179 - 2014-05-23 18:57:05 UTC
I have a suggestion for a tweak to the audio engine, given the mass test last night.

It seems that player fleet audio (fleet chat) is *VERY* loud, compared to all the other audio effects in the game. Several people mentioned this yesterday. I am speculating that audio chat bypasses the global volume control for the whole game, as I had to turn down the overall PC volume to make listening to other players tolerable, then increase in-game volume to compensate and get the audio effects back.

Either that, or I couldn't find the appropriate place to reduce fleet audio volume.

Also, the descriptive text for some of the middle Advanced Audio Settings in the ESC menu are garbled on SiSi right now, making them unreadable.

I will write a bug report next time I am on SiSi, but decided to also throw this in here.

Have you Communicated with your fellow capsuleers today? It is good for the EvE-oconomy and o-kay for you.

CCP WhiteNoiseTrash
C C P
C C P Alliance
#180 - 2014-05-27 12:17:51 UTC
Vhelnik Cojoin wrote:
I have a suggestion for a tweak to the audio engine, given the mass test last night.

It seems that player fleet audio (fleet chat) is *VERY* loud, compared to all the other audio effects in the game. Several people mentioned this yesterday. I am speculating that audio chat bypasses the global volume control for the whole game, as I had to turn down the overall PC volume to make listening to other players tolerable, then increase in-game volume to compensate and get the audio effects back.

Either that, or I couldn't find the appropriate place to reduce fleet audio volume.

Also, the descriptive text for some of the middle Advanced Audio Settings in the ESC menu are garbled on SiSi right now, making them unreadable.

I will write a bug report next time I am on SiSi, but decided to also throw this in here.


please file a bug on it :)
the core of the problem is that the chat and the audio engine are not connected at all actually. which is a bit of a problem.

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.