| Pages: 1 2 3 [4] 5 6 7 8 9 10 11 12 13 14 15 16 17 .. 17 :: one page |
| Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Gurientha
|
Posted - 2009.03.14 19:06:00 -
[91]
Uhm, tired of running around the game in silence.
|

Jian Blade
|
Posted - 2009.03.14 19:55:00 -
[92]
just come back after a year away.
All I can say is - please put the sound back!!
Flying around in space without a single sound of gunfire, missile fire, engine noise or explosions may be realistic but makes for a very boring game.
If you want to change things, at least give people the option to choose between new and old sounds.
|

KOSTAS CALDARIANOS
|
Posted - 2009.03.14 23:13:00 -
[93]
Same problems here. What amazes me more than anything else is how they managed to ruin an overall stable experience in 13 hours (downtime for the apocrypha launch)."extensive" testing my A$$. Well, in the end it seems that the only thing that must be respected at all costs is not the client but the release date. I can only hope they resolve this soon.
|

Clygorn
Minmatar
|
Posted - 2009.03.15 03:57:00 -
[94]
Same problem.
|

Lin Lei
L.E.G.A.C.Y
|
Posted - 2009.03.15 07:32:00 -
[95]
Well, I got a reaction to my bug report about these sound issues. The following was added to it:
75005World sounds volume differences.
This report has been attached to a defect
//This is a known issue and it is getting worked on, thanks =) - BH Tronyran
Let's hope they aren't kidding around  |

Marguerite Antiki
|
Posted - 2009.03.15 11:58:00 -
[96]
Add me to the mix - Realtek sound card and a real pain in sound issues.
|

Bethulsunamen
Amarr Viziam
|
Posted - 2009.03.15 12:52:00 -
[97]
Originally by: Gurientha Uhm, tired of running around the game in silence.
Me too, why wont CCP reply about this issue?? If they just removed the stupid muffling of the sound at a distance, everything would be fixed ffs.. Its like a 1min job, just turn it the frack off!  We want our sounds back!
|

Zenobia Jules
|
Posted - 2009.03.15 17:08:00 -
[98]
Just a friendly BUMP with a less frendly reminder....
How long can it possibly take to FIX A CRITICLE ERROR like a sound bug? What the hell is wrong with you CCP ?
|

Velen Cartealis
The Directorate
|
Posted - 2009.03.15 19:25:00 -
[99]
Edited by: Velen Cartealis on 15/03/2009 19:25:28 Suffering from the same problems as people above. Bumping an important thread.
|

Kartalisar
Minmatar Zenith Dichotomy
|
Posted - 2009.03.15 21:20:00 -
[100]
/sign
Before, if I warped into space and pirates (or anyone for that matter) started firing at me, I'd be able to hear it and hurry back. Now I'm greeted with pure silence and I don't even realize I'm dead until I hear the sound of my Evemail ringing with an insurance notice. This is really a downer.
|

Syzygium
|
Posted - 2009.03.15 23:33:00 -
[101]
Same Problem. Sound is almost unhearable if you haven't your ship in "full zoom", which unfortunately disables me from seeing *anything* else than my Battleship during a mission.
Should be a top-priority fix!
|

Centurin
Sturmgrenadier Inc Skunk-Works
|
Posted - 2009.03.16 03:35:00 -
[102]
/sign
I have Xi-Fi Fatality, 5.1 speakers, and having similar issues. Flying around in silence is REALLY annoying. No cloaking sound, no warp sound, no drone sounds, turret sounds so faint can barely hear them, loud UI and world sounds.  ----------------------------------------------- "It's great playing Caldari Online, isn't it?" by Xori Ruscuv
|

joodner
|
Posted - 2009.03.16 05:40:00 -
[103]
Also have the same issue. Seems that most or All? that have this are running full 5.1. In my case optical digital Live out on a D2X to a yamaha 5.1 Amp. I have tried PCM out, and DTS interactive, all with the same results. Such a shame that the sound falls short after the nice shiny looking ships and effects. Missing my Sub vibrate the house around on an explosion.
Hope this gets fixed soon.
|

Allaera
Caldari Kisogo research group
|
Posted - 2009.03.16 05:58:00 -
[104]
Originally by: Valkorsia The cloaking sound is also gone.
Cloaking sound hasn't gone. it has been changed as has gatefire, survey scanners, codebreakers, anaylizers plus a myriad of other effects. However they are only audible once you've zoomed right in.....pointless really.
Don't even get me started on the Cal station racket...my ears have only just stopped bleeding (I avoid them like the plague now )
|

Lin Lei
L.E.G.A.C.Y
|
Posted - 2009.03.16 08:24:00 -
[105]
Originally by: joodner Also have the same issue. Seems that most or All? that have this are running full 5.1.
It seems to affect all of us. I have an onboard Realtek High Definition Audio chip with a 2.1 setup connected to it (running Vista). EVE currently is the only game where I experience sound problems. |

Zenobia Jules
|
Posted - 2009.03.16 10:01:00 -
[106]
Edited by: Zenobia Jules on 16/03/2009 10:01:44 So I've been wondering.. its almost a week now since apo patch and thus, without sound. I really want a statement from CCP. Why hasn't it been fixed yet? Sound is a CRITICAL thing... Since i am a paying customer i want a Statement from CCP! that really cant be to much to ask...
GOD, there are even RUMORS out there, ccp isn't changing it...
|

Survivor Aid
|
Posted - 2009.03.16 10:54:00 -
[107]
Originally by: Zenobia Jules Edited by: Zenobia Jules on 16/03/2009 10:01:44 So I've been wondering.. its almost a week now since apo patch and thus, without sound. I really want a statement from CCP. Why hasn't it been fixed yet? Sound is a CRITICAL thing... Since i am a paying customer i want a Statement from CCP! that really cant be to much to ask...
GOD, there are even RUMORS out there, ccp isn't changing it...
Fixing the problem might be easy, but finding what it is that is causing the problem is a hell of a lot more difficult.
Stop whining and let ccp do their job.
|

Kiaranselee
|
Posted - 2009.03.16 12:37:00 -
[108]
For me, fixing the Problem is all i want. I dont care about the "why". If it is "so easy" why dont they fix it, and look for the why later? Seriously, what do you think are TEST-servers for?
|

Black Colt
Amarr
|
Posted - 2009.03.17 16:57:00 -
[109]
Fix the sound! Fix the sound! Fix the sound!
|

Epi34
|
Posted - 2009.03.17 19:06:00 -
[110]
/sign
Every single one of my RL friends who play eve have commented on the crppy silent space, itÆs getting boring now.
There was a "fix" today for a bunch of stuff but honestly sounds in a game based around immersion should be TOP OF THE LIST, should it not? We havenÆt even had a statement or recognition, the problem is broad across multiple computer systems, sound cards and speaker types.
Time for an announcement followed up by a prompt fix ccp, get with the program.
|

Suzimo
DEATHFUNK Doctrine.
|
Posted - 2009.03.17 19:06:00 -
[111]
/signed
please fix!
and while i do like the volume being adjusted according to camera distance, we still should be able to hear *something* no matter how far out we've zoomed out. new jump sounds are great though, love em.
|

andyt123
|
Posted - 2009.03.17 19:23:00 -
[112]
Yup, same here
|

Saelyth Nightwish
Gallente Duragon Pioneer Group GoonSwarm
|
Posted - 2009.03.17 19:41:00 -
[113]
I find it funny, how alot of gamers i talk to, dont spend the money for a good soundcard as they do for a video card or the rest of their machine. They say sound doenst matter... till they dont have it :P not pointing this at you guys, as most of you seem to have somewhat decent cards.. just saying ..
Anyway, i have sound, but its far out of balance. And yes, the station sound is absurdly loud and i hate it. I don't mind some of these new sounds, but to be honest, i preferred the old Gate jump sound.. I think it should be loud not only because its useful in 0.0 (pvp) but i think something That big and putting out that much power, should be that loud.
And to hell with realism.. if it was realism, this game wouldn't exist :P ----------------------------------- Suggestions Smartbombs vs. Cloak
|

Sharon Tate
Amarr
|
Posted - 2009.03.17 20:29:00 -
[114]
Well, by the time I get to play, it's after the kids are in bed, so I'm resigned to using headphones. And I have to say, those damned stations sounds are so loud. Same with the acceleration gates. I mean seriously. I'm 45km away from an acceleration gate but I can hear the damned thing like I'm on top of it, but I zoom off my ship and I don't hear any turret effects?
Yuck. Please give me an option to turn off those god awful station sounds and the stupid acceleration gate sounds. I have such a headache. -------------------------------------------- This new learning amazes me, Sir Bedevere. Explain again how sheep's bladders may be employed to prevent earthquakes. |

Mashitaro
|
Posted - 2009.03.18 03:03:00 -
[115]
I like the new sound effect. It's like being half deaf and under water. I've tried every single possible option with my sound card and there's no way to fix this HUGE issue.
I've even tested it with my USB headset.
Can you fix this as soon as possible CCP as epic battles doesn't sound that epic while muted.
Best regards.
|

Drakken Nurante
|
Posted - 2009.03.18 13:41:00 -
[116]
/signed.
No center channel effects that I can tell - 'Warp Drive Active' etc comes from the front right speaker for me and is very quiet. Station sounds are muffled and ship effects in space are very low even with the camera zoomed in fully. Audio was at much higher levels pre-patch.
5.1 speakers with an Audigy card.
|

Alarik Frisch
Minmatar Pator Tech School
|
Posted - 2009.03.18 13:46:00 -
[117]
/signed
Game is pretty boring atm because of this issue
ôScience flies us to the moon, religion flies us into buildingsö
|

Laeris Evanstar
|
Posted - 2009.03.18 14:37:00 -
[118]
/signed here as well
Creative X-FI 'Hendrix' (it's a special edition X-FI). 7.1 bose theater surround.
I'm a QA analyst by trade, so it's in my training and geeky nature to try and find the problem here. So, over the past week I've spent a lot of time trying to nail this problem down. Now, it has everything to do with positional audio. I'll explain a little:
Apocrypha added in enhanced positional aureal 3D audio. IE, sounds farther away should sound softer, and as they come close, they increaser in pitch and volume. AKA, the Doppler effect. It is, actually, functioning. Just not right. If you turn the sound up a LOT, you can hear the explosions and the fading audio...but you'll end up knocking paint chips off your ceiling if you have a 800 watt sub.
Now, here's what I've tested. First and foremost, if you're stopped and you get hit with a missile, sound is loud and audible if zoomed in close to yourself. At same camera range, at 800m/s speed, the sound drops off somewhat. Now, I tested the aureal sound performance by targeting an asteroid with cruise missiles. At normal sound levels (loud enough to be heard by someone 3 rooms away) you can't hear an explosion from 100, 80, 60, 40, 20, 10km range. You can barely hear it at 7.5km and at 5km the sound is somewhat normal. Scaling away, you can hear it 0, and it dives off to around 50% reduction at 4.9km. At the magic 5.01km the sound drops off to maybe 5% of normal and fades to 0 at 7.5km.
So, to me there is obviously a magic barrier for "normal" sized audio stimuli at around 5 and 7.5km. Large scale explosions (stations, large collidables) you can't hear those past 20km. Those also use the same scaling. closer than 7.5km you hear the full range...and it scales off between 7.5km and 20km. And, magically at 20.01 km it goes from somewhat audible to nearly silent.
Now, the music, voice and ship systems are now mostly playing primarily through the center channel in a 5.1 and 7.1 system. So, using software I disabled all speakers and set myself up as a 1 speaker, center channel system with a sub in addition. The sounds played loud and clear until the above hard limits were reached.
Turning the creative software into quadraphonic (4-speaker surround or 4.1) alleviated some of the muted deviations. However, it does not overcome the silent breaks in the sound. While in this mode I noticed something odd. If an explosion occurred directly in front of me, about 1km away...sometimes the sound would fire on the rear 2 channels.
So, here's my theory on what's wrong:
The positional audio seems to be askew. As in, the game thinks your ship is about 1km ahead of where it is supposed to be. Hence why the sounds are muted in general and the UI sounds are loud and clear (minus the obvious bugs from salvagers, roid scanners, etc).
The other problem I see is that there's just some code values in error. Basically, I would bet some cold ISK on this one: There's 1 zero short on a couple of calculations that are causing sounds to drop off at 5, and not 50. Etc..
So ya, there ya go.
|

Silent Star
|
Posted - 2009.03.18 14:48:00 -
[119]
I've done similar testing and I concur with your findings. If you zoom ahead of your ship, you actually hear your guns a bit louder, but they are totally silent at 5k behind. My main issue is why this wasn't added as an option with the old sound system still intact for those of us who think Aureal3D is **** (because it is)? I'm surprised they haven't fixed such a critical issue or at least reactivated the old code.
|

Laeris Evanstar
|
Posted - 2009.03.18 16:16:00 -
[120]
Aureal3D is'nt bad if it works :) It's just more complex...and won't do anything for people without good audio systems. I'm not a coder so I have no idea how they code it...but yes, a good option would be an option to allow people to turn that feature off all together if they wanted to.
|
| |
|
| Pages: 1 2 3 [4] 5 6 7 8 9 10 11 12 13 14 15 16 17 .. 17 :: one page |
| First page | Previous page | Next page | Last page |