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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
Bienator II
madmen of the skies
2066
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Posted - 2013.10.08 19:22:00 -
[1] - Quote
is there a way how to disable those "acceleration gate tracks" which play when you enter plexes, sites or missions? Or a hotkey which mutes the music would be also an acceptable workaround ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2107
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Posted - 2013.10.25 15:32:00 -
[2] - Quote
just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2108
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Posted - 2013.10.25 20:44:00 -
[3] - Quote
CCP WhiteNoiseTrash wrote:Bienator II wrote:just wanted to say thanks for the MWD sound. I can easily tell if something activates a MWD on grid with me when i solo, without even looking at the overview. That being said, it would be cool to have a more distinctive AB sound. Currently it sounds like the normal engine sound just slightly louder. Yea, I'm working on something similar. It's really important to have as many features to make overview and other things unnecessary, and I will continue to work on this - so that playing the game will actually be possible, without basically becoming a text based adventure game and a constant lookout at the overview.
not sure if your engine can do this. but have you experimented with doppler effect? so that you could tell if something MWDs towards or away from you. This should make flybys sound also quite cool. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2119
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Posted - 2013.10.31 18:27:00 -
[4] - Quote
CCP WhiteNoiseTrash wrote:Mike Forsite wrote:Sorry if i ask this a second time, but i don't read the complete post. Are you adjusting the warp sound samples (accelerate / decelerate) to the changed warp speeds? If i use a fast ship like a Covert Ops Frig in some situations i came out of warp and the sound sample still plays the warp acceleration sample ... before the change all ships are going to top warp speed in nearly the same amount of time, but now it's "slightly" different. Exiting warp is the same problem ... uhm. this is a weird issue. because we had some problems with client, speed of ship and so on - so I can't say if we'll make it for Rubicon. Right now it will just sound the same way. I would, if possible, have a specific warp time calculated and then use that. so that slower ships would sound more powerful and heavy than fast paced interceptors. Also if you would be able to hear when other warp away - within a certain range, then being able to hear something that would indicate how fast they would warp away would be pretty cool. But I'm working on it - just can't say what will come out of it right now. or even better, hear it when the warp drive spins up (the moment the button is pressed) ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2172
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Posted - 2013.11.13 17:40:00 -
[5] - Quote
i am a big fan of the MJD where you see before the actual jump that the target is about to jump. The normal warp has also the acceleration part (if not already aligned) which isn't however represented by any graphics or sound effect for the observer.
http://www.youtube.com/watch?v=k0kswK2aI08 eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2185
|
Posted - 2013.11.20 17:41:00 -
[6] - Quote
CCP WhiteNoiseTrash wrote: 4. The audio of the boosters themselves, have been changed to be louder when being behind the ship, but almost totally quiet when in front of it.
just make sure its not too silent from the front. You want to hear ships MWDing towards you. Before rubicon you could clearly hear if someone close to you (<100km) activated the mwd to start the charge. I really liked that ;) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.02 16:37:00 -
[7] - Quote
CCP WhiteNoiseTrash wrote:Alvatore DiMarco wrote:I don't want to derail this thread, but since you asked me a direct question I'll answer it. Having spoken messages "someone has activated the wormhole" "someone has done this" "someone has done that" is far too similar to having your hand held. This is EVE, you don't - or at least shouldn't - need to be coddled. Having unique sounds for these different events should be enough. It should be - and currently is - required for you to sort out the information on your own by paying attention to the sounds and knowing what they indicate. That is a good perspective. Though, I do agree that something informative, as a sound whenever an event occurs, could be a spoken message. I would, on the other hand, try to avoid it. But you say we have verbal messages when mining lasers run out? there is a voice saying "the asteroid is depleted". but what about a sound whenever cargohold is full? Personally I would really like that, but there are so many areas that would need to be touched upon, that it's kind of difficult to know where to start. The system won't be as flexible as you mention, being able to set any alarm with any sound - but there will be more control of volumes and sounds for sure. Especially for warnings and UI.
just take RL for reference. Spoken messages usually occur in systems for events - which don't happen often - are very important
for example in aviation, collision or critical speed warnings are spoken msgs. Since adding just a humming alert in a different frequency could just be misinterpreted. You don't want a pilot to confuse critical speed with a aircraft collision.
having spoken msgs for often occurring events is annoying and don't serve the purpose to inform the player. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 00:36:00 -
[8] - Quote
the new gate/static discharge noise keeps looping for me. i am at a station and can still hear it. (at least i think it is the new gate sound) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 04:08:00 -
[9] - Quote
CCP WhiteNoiseTrash wrote: yes.
my theory of what is happening: when i warp off the gate the noise somehow remains at the position the gate was relative to my ship as i jumped through it. I can fly wherever i want in the system and if i move the camera around i can find the sound source again. You see me doing this in the recording. Looks to me like some asset is not properly unloaded if you warp off or something similar.
i don't know if this noise came from me jumping through the gate or from another player jumping through the gate while i was sitting there. I was just able to reproduce it on first attempt after you asked.
http://www.youtube.com/watch?v=VtCt4xe4xWQ (unlisted vid) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2213
|
Posted - 2013.12.03 18:11:00 -
[10] - Quote
CCP WhiteNoiseTrash wrote:Bienator II wrote:CCP WhiteNoiseTrash wrote: yes. my theory of what is happening: when i warp off the gate the noise somehow remains at the position the gate was relative to my ship as i jumped through it. I can fly wherever i want in the system and if i move the camera around i can find the sound source again. You see me doing this in the recording. Looks to me like some asset is not properly unloaded if you warp off or something similar. i don't know if this noise came from me jumping through the gate or from another player jumping through the gate while i was sitting there. I was just able to reproduce it on first attempt after you asked. http://www.youtube.com/watch?v=VtCt4xe4xWQ (unlisted vid) The thing is, it's set to only be audible within a certain range of the jumpgate and when you leave the grid, it is automatically destroyed in the client, which is why it baffles me that it keeps playing.
You are doing sound design only, right? Maybe escalate it to a programmer. Since if there is something what shouldn't be there at this point is just a different way of saying "i just found a memory leak" - which usually has high priorities :) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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Bienator II
madmen of the skies
2216
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Posted - 2013.12.06 02:11:00 -
[11] - Quote
ok. so regarding this looping gate noise. Maybe you could just remove the sound effect on TQ till its fixed? I asked around and everybody i asked could reproduce it. and its very annoying. I basically warp to safe and restart the client while in warp to make it go away. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2398
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Posted - 2014.01.07 00:04:00 -
[12] - Quote
CCP WhiteNoiseTrash wrote:Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da**
so... escalate the bug to someone who has time and can fix the engine or remove those sound effects till it is fixable. I mean it is over two month ago as we discovered the bug. It happens only to a few sound effects so there must be a pattern. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2556
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Posted - 2014.04.16 20:51:00 -
[13] - Quote
CCP WhiteNoiseTrash wrote: (And please don't post that vid of the airplanes firing Gatlings, as they will NEVER get to sound like that!!! - It got posted so often in the past, I drove me nuts)
can we link the freespace 2 beam weapon sound vid instead eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2556
|
Posted - 2014.04.17 16:17:00 -
[14] - Quote
i forgot to say thank you for removing the gate sparks sound which ended up looping all the time! eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2570
|
Posted - 2014.04.29 18:10:00 -
[15] - Quote
is there any devhack to turn off the "acceleration gate tracks"? e.g. what would happen if i find them and remove them from the client myself? eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2574
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Posted - 2014.05.04 03:02:00 -
[16] - Quote
CCP WhiteNoiseTrash wrote:Did anyone actually see the thing? yep. but i couldn't find the "acceleration gate soundtracks" checkbox :) eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
Bienator II
madmen of the skies
2589
|
Posted - 2014.05.06 18:04:00 -
[17] - Quote
sound of someone locking you would be cool. i kept the "target them back" option on for a long time just to hear when someone is about to attack you.
also... the new supersonic boom warp sound effect already solves the "new ship on grid" problem :)
another sound which i would love to have is a "cloak failed" sound which notifies you if something decloakes you for whatever reason eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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