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General Meridus
Minmatar Brutor tribe
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Posted - 2009.04.02 01:25:00 -
[1]
Due to the stunning lack of dev comment on this issue, this is probably a waste of bandwidth. Anyway...
It appears you have increased the sound fall off rate to around 10km camera zoom. Its an improvement. I think I understand what you are trying to achieve with this engine. However, its feels like you are trying to show off the bells and whistles of the program, at the expense of the game.
I suppose its cool that I can zoom to an object and hear the sound, or rotate my ship and hear different sounds. But since most of the fighting is done at a range beyond your arbitrary fall off, the game is still dead silent. Not so cool anymore. Doesn't the engine still work if the fall off range is increased? Isn't better/more fun to hear the POS explode in the distance, or hear your missiles land? (I guess not, or you would have left it as it was in Quantum Rise.)
Remaining issues:
- Still can't hear targeting. Either my own, or when someone targets me.
- UI sound still gone. Meaning mouse over on station menus and in game gun modules etc..
- Sound engine still cuts out at random. Turrets or thruster noise just quits for no apparent reason.
- Increase the fall off, Increase the fall off, Increase the fall off.
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Wet Ferret
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Posted - 2009.04.02 04:49:00 -
[2]
Sound at camera OPTION Sound at camera OPTION Sound at camera OPTION
But you were right. Say it as loud as you want, because they aren't listening.
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |

Arec Bardwin
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Posted - 2009.04.02 05:25:00 -
[3]
Originally by: Wet Ferret Sound at camera OPTION Sound at camera OPTION Sound at camera OPTION
But you were right. Say it as loud as you want, because they aren't listening.
Option for sound at camera would be nice.
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Georn
VIRTUAL LIFE VANGUARD Intrepid Crossing
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Posted - 2009.04.02 07:42:00 -
[4]
Originally by: Wet Ferret Sound at camera OPTION Sound at camera OPTION Sound at camera OPTION
Control is a great thing. This Option would help. I would also like to be able to switch between stereo and surround sound. It's crap right now. I can't hear my turrets even if I'm scrolled all the way in.. if they point away from me.
____________ nerf metagaming, boost fun |

Neyko Turama
Minmatar Lunatic Asylum
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Posted - 2009.04.02 09:06:00 -
[5]
other sound issue:
i loved the warping sound before: entering warp - decent boom. exiting warp - some sort of nice air crushing however to define sound.
this is completly missing now. i know you gave me back at least the warp rumble, but the old sounds would be epicly nice! |

Crimsoneer
Gallente Knowledge Stick Station Hedonistic Imperative
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Posted - 2009.04.02 10:22:00 -
[6]
Agreed...I want to be able to hear my pew pew.
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Hans Rex
Gallente Federation of Traders and Miners
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Posted - 2009.04.02 15:34:00 -
[7]
I can't believe its got to the point where players are having to ask for an option to hear the game. Somebody has lost touch with reality.
I know there's been a plan to also remove all visuals past 15km fall off. More realistic in the darkness of space. Players would have to rely on their instinct to find each other. I want to say ahead of time, I appose such a proposal.
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Nyota Sol
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Posted - 2009.04.02 17:18:00 -
[8]
Edited by: Nyota Sol on 02/04/2009 17:19:36
Originally by: General Meridus its feels like you are trying to show off the bells and whistles of the program, at the expense of the game.
yep.
sound has been horrible since apoc. horrible.
worst/buggiest sound ive seen in any game in many many years. ___________________________________________
Lost in Space - Apocrypha Exploration Resources |

xarjin
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Posted - 2009.04.02 18:16:00 -
[9]
For the most part sounds are working for me again but i'm also using 5.1 surround sound now so i cant really say how well the changes work without surround sound speakers.
I have logitech model X-540 speakers - model provided for technical reference
They have inputs for front rear and center/sub channel
Turret pew pew sounds confirmed working Game ambiance, event speach and music always worked Targeting sounds work on my system but only if i disable the "matrix" feature on the speaker remote Warp sounds are much better - improved audible quality I can hear drones weapons fire if engaged at close range
Overall vast improvement.
Noticed remaining issues The timing of turret fire and and audible sounds seems slightly off or nullified by drone weapons fire intermittently. Drone weapons fire is slightly overpowering at close range
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Aeon Storm
Caldari Science and Trade Institute
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Posted - 2009.04.02 20:00:00 -
[10]
Originally by: xarjin Edited by: xarjin on 02/04/2009 18:32:46 For the most part sounds are working for me again but i'm also using 5.1 surround sound now so i cant really say how well the changes work without surround sound speakers.
When one thinks of all the amazing things that can be done with sound, turning it off is not one of them. 5.1, 7.1, quad, stereo, mono, none of these different formats matter. You can't hear fighting effects past the fall off point.
No one, including the devs, pvp's or pve's with the game set at max zoom. Outside the fall off the game consists of wind noise, gate noise, warp noise, station noise. Every single person I have asked to look at the game says the same thing. "Where's the sound?" Its no surprise that the active player numbers have not jumped up since the release of Apocrypha.
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James Lyrus
Lyrus Associates The Star Fraction
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Posted - 2009.04.02 20:30:00 -
[11]
What's the 4th of January go to do with it though?
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Zaisen Abarai
Caldari Weird Prodigy Inc. RjctD
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Posted - 2009.04.02 21:05:00 -
[12]
Edited by: Zaisen Abarai on 02/04/2009 21:09:33
Well, I ran the latest Singularity 6.10.86438 today with stereo, 5.1, 7.1 & simulated 5.1 on an Auzen X-Fi Prelude 7.1 Soundcard. Also switched from relevant speakers & tried Sennheiser HD 650 Reference Class Headphones as well as a Sennheiser PC155 USB Headset.
Combat audio still does not exist beyond a 20 km zoom. In my journal this translates to broken & dull.
In general I've had the same response from people in-game as Aeon Storm: "Where's the sound?". This is most discouraging & makes many of us frustrated. I've currently got four active accounts & will let my money do the talking since I've realized there is no conclusive communication on this matter through forums or bug reports. Three of my accounts will be deactivated until this poor audio implementation has been at least properly acknowledged as an issue at all. If nothing happens, I'll be moving on very soon.
Originally by: James Lyrus What's the 4th of January go to do with it though?
Well, you could be a creative chap & just interpret the date as April 1, as of when OP's issues were supposedly still present to him/her.
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galphi
Gallente Unitary Senate Unitary Enterprises
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Posted - 2009.04.02 22:42:00 -
[13]
Yeah lots of sound problems. I often hear the popping of the sound system as it tries to reset itself. Shield hardeners hum so loud you can't hear anything else. The initial warp sound is a lackluster burbling noise. Sensor boosters sound like an ultrasound (though their visual effect is awesome).
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Razin
The xDEATHx Squadron Legion of xXDEATHXx
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Posted - 2009.04.02 23:07:00 -
[14]
SISI build 6.10.86438
The combat sound fall-off is still to short and too sharp. The sound goes from almost none to almost full in one roll of the mouse wheel when zooming in. ...
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Bonny Lee
Caldari The Guardian Agency Guardian Federation
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Posted - 2009.04.03 00:14:00 -
[15]
Full support. You ****ed up your sound so hard CCP...
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Fortune Taker
Caldari
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Posted - 2009.04.03 08:05:00 -
[16]
Originally by: Wet Ferret Sound at camera OPTION Sound at camera OPTION Sound at camera OPTION
But you were right. Say it as loud as you want, because they aren't listening.
the way i see it is you are in your little egg in the ship, you should hear the sound around the ship no matter where the camera is.
and besides, the ship systems create the sound anyway and pump it into your head, since sound doesn't travel through space. FT
if you see this you have read too far |

Fzhal
Caldari Deep Core Mining Inc.
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Posted - 2009.04.08 13:56:00 -
[17]
/Signed
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Georn
VIRTUAL LIFE VANGUARD Intrepid Crossing
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Posted - 2009.04.08 14:08:00 -
[18]
I finally understand! The sound changes are just another minmatar nerf. Up until now one of the few things Minmatar could boast about, was the sound of their projectile guns. The thunderous broadsides of Fleet Tempests.. all gone The rest is silence...
____________ nerf metagaming, boost fun |

Veng3ance
Multiversal Enterprise Inc. Cry Havoc.
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Posted - 2009.04.08 17:32:00 -
[19]
Edited by: Veng3ance on 08/04/2009 17:35:14 The new sound engine is HORRIBLE.
We need, loud cloaking sounds back!
Louder "Exiting warp" (the tearing sound) back!
Louder Stargate jumping sounds back!
CONTROL OF THE STATION ENVIRONMENT SOUNDS (for Christ sake!)
Cloaking, jumping, and warping are all STRATEGIC sounds for multiple reasons and most importantly are crucial when dual clienting!
And how we don't have a station sound slider by now is ****ing ridiculous.
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Cadde
Gallente Gene Works Initiative Associates
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Posted - 2009.04.13 05:48:00 -
[20]
You know, if you are a dev and you are reading this then at the very least be nice enough to tell us you have read it... That will give us ever so slightly more hope that this can get fixed sometime before the next expansion. (Or in other words, before you introduce more bugs that take "priority" over the old)
Just to give you a few details of my situation, here is a list of good and bad things:
GOOD:- Some of the new sounds are of a better quality than the old ones. (Disregarding the related flaws in the bad section)
- World volume slider
(Not a very long list i know, that's how bad the situation is)
BAD:- Ultra loud popping glitches/resets that, when wearing headsets, feel like taking off/landing in an airplane. DEFINITELY NOT GOOD FOR THE EARDRUMS!
This happens when killing certain ships and when lasers fire mostly but not exclusively.
- When activating certain acceleration gates (smuggler interception for example) you get the same ultra loud pops that are followed by a max volume buzzing.
- The world level slider is good but it also turns up/down the station sounds.
- To be able to listen to any sounds you have to have your camera right into your own ship, how anyone could play like that is a mystery to me.
- To hear other tactical things like gatefires, cloaking/uncloaking, Guns going off, explosions and anything else of interest that isn't your own ship requires you to zoom in on THAT particular object to hear any of it.
- Instead of crisp sounds we get a nauseating rumble. First of all it makes me feel like I am inside a fish tank and secondly it makes me feel sleepy even when i should be active and alert, i.e NOT tired. (Turning the world volume down makes that go away in an instant.)
- Even when turning the world volume all the way down (which i have to do to be able to play for more than 10 minutes) the ultra loud pops and crackles are still there. Those are directly (not exclusively) related to world events such as ships blowing up and lasers being fired.
- The lack of options. We used to have a "hardware acceleration" checkbox in Quantum Rise. That may have been a Classic client feature "only" but i ran with HW acceleration OFF for the same reason as pointed out above, the sounds turned into muffled disasters. (Mind you, i ran premium graphics and all that)
- The new sound engine doesn't MIX some sounds anymore, the old one did this just fine. A prime example is the dock button spam. Instead of playing 50 "docking requested" simultaneously it now only plays the last one. That isn't the only example but the most obvious one. The same thing applies to things like guns/launchers/drones/ewar and the likes.
- Some sounds that are supposed to be soft are stronger than sounds that are supposed to be strong, acceleration gates buzz incredibly loudly while turrets give off a mild "poof" and the same applies to hardeners and station environment sounds.
All in all, the new sound engine is flawed at best. What really astonishes me is the fact this got by this list of people un-handled:
- The sound artists
- The tools that should be in place to tell what sounds are loud and what sounds are not, their quality and means of playback.
- The developer(s)
- The bughunter team(s). (And their links to the developer team(s))
- The players that should find this unacceptable but doesn't speak because it's either pointless or takes too much effort for their part.
Also let me tell you, i run two machines, both experience this same problem. My brother runs 5 machines, all of his PC's are experiencing the same problems. Even over skype with my brother, i can hear the "pops and glitches" happening on his side as clear as those on my end. He is wearing a headset too! That is just plain WRONG!
FIX IT! FIX IT! FIX IT! FIX IT! FIX IT! FIX IT!
//Cad
My opinions belong to me, you can't have them!
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Wet Ferret
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Posted - 2009.04.13 06:03:00 -
[21]
Edited by: Wet Ferret on 13/04/2009 06:03:16
Originally by: Cadde
The new sound engine doesn't MIX some sounds anymore, the old one did this just fine. A prime example is the dock button spam. Instead of playing 50 "docking requested" simultaneously it now only plays the last one. That isn't the only example but the most obvious one. The same thing applies to things like guns/launchers/drones/ewar and the likes.
This should have been under "the good" section, TBH. Sounds overlapping eachother was one of the major contributors to client performance problems, and the reason why most players don't even listen to sound in the first place. Complete lockups due to large amounts of incoming missiles come to mind. I'm so glad they finally fixed that, even if the new method isn't perfect (like it would be nice if new gun shots would just start the sound over instead of just being silenced if there's already one playing, but whatever).
But, yeah. These forums seriously need some indicator that the post has ended and the sig has started. |

Cadde
Gallente Gene Works Initiative Associates
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Posted - 2009.04.13 06:35:00 -
[22]
Originally by: Wet Ferret Edited by: Wet Ferret on 13/04/2009 06:03:16
Originally by: Cadde *snip*
This should have been under "the good" section, TBH. Sounds overlapping eachother was one of the major contributors to client performance problems, and the reason why most players don't even listen to sound in the first place. Complete lockups due to large amounts of incoming missiles come to mind. I'm so glad they finally fixed that, even if the new method isn't perfect (like it would be nice if new gun shots would just start the sound over instead of just being silenced if there's already one playing, but whatever).
True but that doesn't justify a "one sound per type" cutoff. I still want to hear both missile hit and missile launch at the same time. As it is now it sounds like this:
[.....SW|BOOM!...] Where the "|" bar marks the cut point. The "SW" is the start of a "SWOOSH!" sound from my launcher but then i get hit by a missile from the enemy so even when i am zoomed in to hear what my ship is doing i can't rely on it. Many times i have been like, WTF, has my ship stopped shooting??? Only to realize it is shooting, it's just getting cut by some other sound.
Also, and this is the original reason why i took that up in the first place... I come from a time where soundcards didn't have more than 8 channels to mix sounds with. I experimented a lot with the old school mod music back in the early nineties. Software that looked like this:
Either way, there's not much room with only 8 channels mind you and i believe that eve is suffering from something similar to that respect. As did games from the old DOS days, they could only play so many sounds at the same time and it took away from the experience. I also remember when i UPGRADED my 4:86 DX33 to have a SoundBlaster 64 card that allowed more channel mixing and playing the games that supported that. It was a wast improvement. These days we don't think much about that, it's just one of those things we take for granted. Without sound we are sheep without a shepherd. Eve is taking a huge step back by limiting the number of sounds that can be played at the same time. Even if it's the same sound over and over again. (It is also recommended for fleet PvP to turn your sound off completely for more reasons than performance!)
Then of course, there is something special about playing Street Rod on a 2:86 (2 MHz CPU clock) with a PC speaker playing both music and game sound. You should try it, highly recommended! As far as eve goes, i want the real deal. And i want it NOW!
My opinions belong to me, you can't have them!
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Schattenkaiser
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Posted - 2009.04.14 08:02:00 -
[23]
/Signed
Since Apocrypha the Sound ****es me off.
My wonderful minmatar artillery turret sounds are all gone, the whole sound balancing is totally screwed. FIX IT CCP! I WANT MY OLD SOUNDS BACK!   
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