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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
52
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Posted - 2013.10.14 14:37:00 -
[61] - Quote
This brings me to my next question Are you guys bringing her again for more voice over takes? Caroline Dalton, that is. I haven't been called a clumsy pilot in a monotone voice in years. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
263
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Posted - 2013.10.14 14:41:00 -
[62] - Quote
Pertuabo Enkidgan wrote:This brings me to my next question Are you guys bringing her again for more voice over takes? Caroline Dalton, that is. I haven't been called a clumsy pilot in a monotone voice in years.
Not in the recent future unfortunately Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Caellach Marellus
Aideron Technologies
1165
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Posted - 2013.10.14 14:56:00 -
[63] - Quote
The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :( Enjoy your gaming.
http://northern-goblin.blogspot.com |
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CCP WhiteNoiseTrash
C C P C C P Alliance
264
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Posted - 2013.10.14 15:00:00 -
[64] - Quote
Caellach Marellus wrote:The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :(
so you actually heard sounds not put into the game yet? that's pretty good. because the bastion module sound doesn't work on SISI yet. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Caellach Marellus
Aideron Technologies
1165
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Posted - 2013.10.14 15:04:00 -
[65] - Quote
CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :( so you actually heard sounds not put into the game yet? that's pretty good. because the bastion module sound doesn't work on SISI yet.
Well I heard SOMETHING, the Kronos has a very faint humming noise as the Bastion mode is engaged.
http://www.youtube.com/watch?v=d6Ya58nNQOA shows what I could hear, it's faint, but it's there. Unless that's something else entirely, but it happened as I fired up Bastion mode.
Enjoy your gaming.
http://northern-goblin.blogspot.com |
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CCP WhiteNoiseTrash
C C P C C P Alliance
264
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Posted - 2013.10.14 15:10:00 -
[66] - Quote
Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :( so you actually heard sounds not put into the game yet? that's pretty good. because the bastion module sound doesn't work on SISI yet. Well I heard SOMETHING, the Kronos has a very faint humming noise as the Bastion mode is engaged. http://www.youtube.com/watch?v=d6Ya58nNQOA shows what I could hear, it's faint, but it's there. Unless that's something else entirely, but it happened as I fired up Bastion mode.
Well, it's (when implemented) - it should be slightly mechanical / spaceship future like and fit the animation. This seems to be a case of the background ambiance messing with it, because it's definitely not there, even in the animation youtube vids. :) Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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marVLs
450
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Posted - 2013.10.14 15:14:00 -
[67] - Quote
Damn 2 mans army taking care of sound side in game like EVE It's successful MMO with thousands of players and only 2 guys handle all that. Respect srly
And.... WTF CCP directors?! How is this possible to give so small amount of peps on such important game department? Im starting to think more and more that EVE is been putting aside because of dust... (even last few expansions suggest that) |
Caellach Marellus
Aideron Technologies
1165
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Posted - 2013.10.14 15:19:00 -
[68] - Quote
CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :( so you actually heard sounds not put into the game yet? that's pretty good. because the bastion module sound doesn't work on SISI yet. Well I heard SOMETHING, the Kronos has a very faint humming noise as the Bastion mode is engaged. http://www.youtube.com/watch?v=d6Ya58nNQOA shows what I could hear, it's faint, but it's there. Unless that's something else entirely, but it happened as I fired up Bastion mode. Well, it's (when implemented) - it should be slightly mechanical / spaceship future like and fit the animation. This seems to be a case of the background ambiance messing with it, because it's definitely not there, even in the animation youtube vids. :)
Ah, well good to know. The background audio just seemed to trigger the same time I'd pop Bastion so I thought it was coincidental.
Looking forward to hearing the released article!
Enjoy your gaming.
http://northern-goblin.blogspot.com |
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CCP WhiteNoiseTrash
C C P C C P Alliance
264
|
Posted - 2013.10.14 15:22:00 -
[69] - Quote
Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:The Bastion transformation noise is far too quiet.
When I turned up my speakers to hear what it was (before then scaring the living **** out of my neighbours when I fired guns afterwards forgetting to turn the sound back down) I then realised said sounds are nowhere near as awesome as they should be. Needs more whirring motors/hydraulic lift/metal clanking in it.
Or you'll end up with people like me and CCP Paradox sat at our computers making our own noises as people give us strange looks :( so you actually heard sounds not put into the game yet? that's pretty good. because the bastion module sound doesn't work on SISI yet. Well I heard SOMETHING, the Kronos has a very faint humming noise as the Bastion mode is engaged. http://www.youtube.com/watch?v=d6Ya58nNQOA shows what I could hear, it's faint, but it's there. Unless that's something else entirely, but it happened as I fired up Bastion mode. Well, it's (when implemented) - it should be slightly mechanical / spaceship future like and fit the animation. This seems to be a case of the background ambiance messing with it, because it's definitely not there, even in the animation youtube vids. :) Ah, well good to know. The background audio just seemed to trigger the same time I'd pop Bastion so I thought it was coincidental. Looking forward to hearing the released article!
I don't know when the code is done. (throwing a pen over my monitors to hit him in the face) I'll put the sounds in today - so perhaps if he makes it in the next hour or so depending on how much it is, it should make it to sisi very soon. Have in mind that the volume may be a bit loud then. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Caellach Marellus
Aideron Technologies
1165
|
Posted - 2013.10.14 15:28:00 -
[70] - Quote
CCP WhiteNoiseTrash wrote:
I don't know when the code is done. (throwing a pen over my monitors to hit him in the face) I'll put the sounds in today - so perhaps if he makes it in the next hour or so depending on how much it is, it should make it to sisi very soon. Have in mind that the volume may be a bit loud then.
Don't worry my neighbours are already deaf or dead by heart attack after my accident with the Blasters earlier
Edit: Cheeky request but, any chance of an audio file preview please? Enjoy your gaming.
http://northern-goblin.blogspot.com |
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CCP WhiteNoiseTrash
C C P C C P Alliance
265
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Posted - 2013.10.14 15:46:00 -
[71] - Quote
Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:
I don't know when the code is done. (throwing a pen over my monitors to hit him in the face) I'll put the sounds in today - so perhaps if he makes it in the next hour or so depending on how much it is, it should make it to sisi very soon. Have in mind that the volume may be a bit loud then.
Don't worry my neighbours are already deaf or dead by heart attack after my accident with the Blasters earlier Edit: Cheeky request but, any chance of an audio file preview please?
say again? a specific audio file ? or just what huh? bah?
sorry, you lost me there. :) Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Caellach Marellus
Aideron Technologies
1166
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Posted - 2013.10.14 15:48:00 -
[72] - Quote
CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:
I don't know when the code is done. (throwing a pen over my monitors to hit him in the face) I'll put the sounds in today - so perhaps if he makes it in the next hour or so depending on how much it is, it should make it to sisi very soon. Have in mind that the volume may be a bit loud then.
Don't worry my neighbours are already deaf or dead by heart attack after my accident with the Blasters earlier Edit: Cheeky request but, any chance of an audio file preview please? say again? a specific audio file ? or just what huh? bah? sorry, you lost me there. :)
The Bastion mode audio, (specifically the Kronos if they're different!)
Yes I know they'll probably be on SiSi later this week but I'm very curious to know how they'll sound! Enjoy your gaming.
http://northern-goblin.blogspot.com |
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CCP WhiteNoiseTrash
C C P C C P Alliance
265
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Posted - 2013.10.14 16:08:00 -
[73] - Quote
Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:Caellach Marellus wrote:CCP WhiteNoiseTrash wrote:
I don't know when the code is done. (throwing a pen over my monitors to hit him in the face) I'll put the sounds in today - so perhaps if he makes it in the next hour or so depending on how much it is, it should make it to sisi very soon. Have in mind that the volume may be a bit loud then.
Don't worry my neighbours are already deaf or dead by heart attack after my accident with the Blasters earlier Edit: Cheeky request but, any chance of an audio file preview please? say again? a specific audio file ? or just what huh? bah? sorry, you lost me there. :) The Bastion mode audio, (specifically the Kronos if they're different!) Yes I know they'll probably be on SiSi later this week but I'm very curious to know how they'll sound!
so far the paladin, kronos and golem are quite alike. The vargur was made a while ago when the animation for that was made, about one year ago, I'm not sure.
I'll see what I can do. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
52
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Posted - 2013.10.14 16:16:00 -
[74] - Quote
CCP WhiteNoiseTrash wrote:Pertuabo Enkidgan wrote:This brings me to my next question Are you guys bringing her again for more voice over takes? Caroline Dalton, that is. I haven't been called a clumsy pilot in a monotone voice in years. Not in the recent future unfortunately Damn it :( Also, how come some of her older audio ques were removed? the warp scrambled/cargo hold is full, for one, they werent replaced by anything (unless you mean that nifty icon above HUD).
It's pretty cool that you're active here, thanks. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
265
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Posted - 2013.10.14 16:25:00 -
[75] - Quote
Pertuabo Enkidgan wrote:CCP WhiteNoiseTrash wrote:Pertuabo Enkidgan wrote:This brings me to my next question Are you guys bringing her again for more voice over takes? Caroline Dalton, that is. I haven't been called a clumsy pilot in a monotone voice in years. Not in the recent future unfortunately Damn it :( Also, how come some of her older audio ques were removed? the warp scrambled/cargo hold is full, for one, they werent replaced by anything (unless you mean that nifty icon above HUD). It's pretty cool that you're active here, thanks.
I can't tell why. I think that was done before me getting totally into the aura system here. I just submitted a bunch of stuff to SISI . some which are unmixed, so have that in mind.
the jumpgate noise, should be removed and only be audible when others jump and the sparks are visible. they are not mixed, so they can be a bit loud when you are around the jumpgate and heard pretty far away, but that's just a mixing detail. but it shouldn't play when you jump yourself.
how I'm going to fix how it sounds when you arrive, after arrival and the sparks still play for a short while, is going to be a bit tricky. hang in there. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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scimichar
Republic Military School Minmatar Republic
23
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Posted - 2013.10.14 18:45:00 -
[76] - Quote
Only scanned this thread, so it may have been brought up. Whatever that static noise is when you jump and after you jump needs to go away fast. It's reason enough to turn off sounds. |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
343
|
Posted - 2013.10.14 19:54:00 -
[77] - Quote
here's an obvious question i haven't seen asked yet...(obvious to me as a 'sound guy' who isn't working for CCP on this game anyways)...
Why not just use the same 'pulse' type sound it already has as the jump sound...(i don't remember, but i want to say i thought there was)
Why create one of the most annoying sounds known to man to use for this function?
Sorta like the pulse WH's had (not sure if they still have it to the degree it used to be)...one could just 'look at' it, then go about doing whatever they were doing on other screen...the audio was clear enough que that someone had activated it...
http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Harvey James
Deep Core Mining Inc. Caldari State
542
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Posted - 2013.10.14 20:32:00 -
[78] - Quote
CCP WhiteNoiseTrash wrote:Pertuabo Enkidgan wrote:CCP WhiteNoiseTrash wrote:Pertuabo Enkidgan wrote:This brings me to my next question Are you guys bringing her again for more voice over takes? Caroline Dalton, that is. I haven't been called a clumsy pilot in a monotone voice in years. Not in the recent future unfortunately Damn it :( Also, how come some of her older audio ques were removed? the warp scrambled/cargo hold is full, for one, they werent replaced by anything (unless you mean that nifty icon above HUD). It's pretty cool that you're active here, thanks. I can't tell why. I think that was done before me getting totally into the aura system here. I just submitted a bunch of stuff to SISI . some which are unmixed, so have that in mind. the jumpgate noise, should be removed and only be audible when others jump and the sparks are visible. they are not mixed, so they can be a bit loud when you are around the jumpgate and heard pretty far away, but that's just a mixing detail. but it shouldn't play when you jump yourself. how I'm going to fix how it sounds when you arrive, after arrival and the sparks still play for a short while, is going to be a bit tricky. hang in there.
if you listen to EVE Radio they play the clumsy pilot .. warp scrambled audio Tech 3's need to be multi role ships not cruiser hulls with battleship tank and insane resists ABC's are clearly T2 in all but name AB's need a buff-á like a big mass reduction ... module tiercide FTW role based instead of tiers please. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
272
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Posted - 2013.10.15 09:18:00 -
[79] - Quote
Panhead4411 wrote:here's an obvious question i haven't seen asked yet...(obvious to me as a 'sound guy' who isn't working for CCP on this game anyways)...
Why not just use the same 'pulse' type sound it already has as the jump sound...(i don't remember, but i want to say i thought there was)
Why create one of the most annoying sounds known to man to use for this function?
Sorta like the pulse WH's had (not sure if they still have it to the degree it used to be)...one could just 'look at' it, then go about doing whatever they were doing on other screen...the audio was clear enough que that someone had activated it...
The jump sounds were removed by mistake in Odyssey because some miscommunication between the graphics team and us and we didn't notice the problem until it was pointed out too late to fix. The new jumpgates, have an activation electrical spark, which is what you are hearing now when you are close to it - it's not the final sound, it's not mixed, NOTHING is right about that sound, it's a placeholder for now. It may end up being this sound, but much more dampened or slightly changed.
If you are gate camping, you will still hear the old, slightly revamped jumping sounds of other players jumping or arriving at that certain stargate.
but the electrical sparks, play slightly before that the player actually arrives, so using that as an audio cue - you will be able to be prepared for locking and firing or whatever it is that you do, before the players actually arrives. instead of listening to the old arrival gate sound which was played when the player was actually spawned in the system.
The spark sound is not done by me and it's up to the audio director (who does a few of the sounds when he has time) if it stays the way it is or needs to be changed. the mix I'll handle, but it's up to him to decide if he wants to change the actual sound or if he wants me to have a go at it. Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Ishtanchuk Fazmarai
2188
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Posted - 2013.10.18 15:56:00 -
[80] - Quote
Well, I never figured that the old joke about ingame sounds ("Huh? EVE has sound?") could be replayed in RL: "Huh? We do have sound guys?".
Came here willing to ramble about a jukebox function but will not insist. Just will ask, has someone noticed that music may stop playing at random since Odyssey 1.1? i'm still trying to pick wether it's a speciifc sound track that won't play, or a complete failure to play music. The "volume to zero" trick only works sometimes, and earlier today I had to do it three times before music actually started -but then could be two missing files in a row. The Greater Fool Bar is now open for business, 24/7. Come and have drinks and fun somewhere between RL and New Eden! |
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Turelus
Caldari Independent Navy Reserve The Fourth District
586
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Posted - 2013.10.19 14:52:00 -
[81] - Quote
Firstly thank you for being active and addressing the issues or questions outline CCP WhiteNoiseTrash. As someone has always played EVE with sound and does enjoy having it on it's nice to be able to have a back and forth specifically about sound in EVE. You should pester the people in charge of fanfest about having a round table next year, so players can talk with you face to face and give you free alcohol in way of bribes.
So going back to my former problems with sound I will try and be as constructive as I can and maybe get some video footage at a later date as an expample.
The music tracks changing when jumping stargates has been fixed, I am not sure when that change happened due to being in NullSec a lot recently but I will refrain from complain about it any more.
Non-Capsuleer Log-Off Timer (or any timer) reset sounds can still be rather irritating when running PVE content with others. If you're not currently being attacked by an NPC and you fire on it you will start you timer and get the beep/screech sound. This becomes a problem in sites when using a ship which can kill smaller targets fast, most battleships with turrets can kill a frigate with a single gun at long range, when running sites with 10+ frigates you will be hearing the sound in rapid succession. A good way to repeat this is to turn auto repeat on weapons off and fire all your weapons ungrouped at a Large Collidable Object, recycling weapons each cycle. You end up hearing the sound with every shot.
Currently on TQ if you hover over an anomaly or signature in space while the scanner sweep is going you get a static sound moving towards a more audible hum. I had heard there was a way to discern signatures via sounds that what this is? Although my question is more on if the static is correct as it sounds a little horrible.
NullSec steel feels very bland in the way of music and I often turn it off whilst there because it's not really music. I understand (and like) the idea of making the space feel more dangerous and mysterious but could that be done with actual music tracks mixed in with the ambient style music, have the new tracks slower and more deadly sounding than the more upbeat ones of Empire. I would also say that NullSec and WSpace are the areas which hold a more exploration feel if that can help inspire ideas for additional music.
Would it also be possible to have the new "woop woop" siren when your shields are below x% to be separately disabled from the initial warning alert. I regally switch between armour and shield tanked ships so I don't want to disable the shield warning while armour tanking. Originally it wasn't an issues as I would hear the initial warning and then not hear it again (as shields wouldn't recover to x%) however now any time shield fall below that value there is a new sound which repeats (while a red flash pulses on your HP UI) which forces me to disable all shield warnings as to not hear it. The problem then is if I forget to turn it on again when I am in a shield Lieutenant Turelus
Caldari Independent Navy Reserve
The Fourth District |
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CCP WhiteNoiseTrash
C C P C C P Alliance
277
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Posted - 2013.10.19 20:11:00 -
[82] - Quote
Turelus wrote:Firstly thank you for being active and addressing the issues or questions outline CCP WhiteNoiseTrash. As someone has always played EVE with sound and does enjoy having it on it's nice to be able to have a back and forth specifically about sound in EVE. You should pester the people in charge of fanfest about having a round table next year, so players can talk with you face to face and give you free alcohol in way of bribes. So going back to my former problems with sound I will try and be as constructive as I can and maybe get some video footage at a later date as an expample. The music tracks changing when jumping stargates has been fixed, I am not sure when that change happened due to being in NullSec a lot recently but I will refrain from complain about it any more. Non-Capsuleer Log-Off Timer (or any timer) reset sounds can still be rather irritating when running PVE content with others. If you're not currently being attacked by an NPC and you fire on it you will start you timer and get the beep/screech sound. This becomes a problem in sites when using a ship which can kill smaller targets fast, most battleships with turrets can kill a frigate with a single gun at long range, when running sites with 10+ frigates you will be hearing the sound in rapid succession. A good way to repeat this is to turn auto repeat on weapons off and fire all your weapons ungrouped at a Large Collidable Object, recycling weapons each cycle. You end up hearing the sound with every shot. Currently on TQ if you hover over an anomaly or signature in space while the scanner sweep is going you get a static sound moving towards a more audible hum. I had heard there was a way to discern signatures via sounds that what this is? Although my question is more on if the static is correct as it sounds a little horrible. NullSec steel feels very bland in the way of music and I often turn it off whilst there because it's not really music. I understand (and like) the idea of making the space feel more dangerous and mysterious but could that be done with actual music tracks mixed in with the ambient style music, have the new tracks slower and more deadly sounding than the more upbeat ones of Empire. I would also say that NullSec and WSpace are the areas which hold a more exploration feel if that can help inspire ideas for additional music. Would it also be possible to have the new "woop woop" siren when your shields are below x% to be separately disabled from the initial warning alert. I regally switch between armour and shield tanked ships so I don't want to disable the shield warning while armour tanking. Originally it wasn't an issues as I would hear the initial warning and then not hear it again (as shields wouldn't recover to x%) however now any time shield fall below that value there is a new sound which repeats (while a red flash pulses on your HP UI) which forces me to disable all shield warnings as to not hear it. The problem then is if I forget to turn it on again when I am in a shield
we do actually have a roundtable, well at least last year, which was my first FF. We will, without a doubt have one next year as well. It was quite constructive and a good experience in 2013.
If you could video the stuff you specifically mention, especially the log off timer resetting constantly or similar, please do. because I seem to be only capable of reproducing the sound to work as intended, so I bet I am doing something wrong because my mind is a bit colored from the dev environment here.
You heard correctly with the signatures and especially the anomalies. you can hover them and all you get is static, but if the signature is fulled scanned or it's an anomaly you will hear a "pattern signal" - kind of like an old school sci-fi distress signal. which is which, you will have to figure out yourself, but they indicate the level of the anomaly. this doesn't mean that it tells you where to go or not, but an indicator of the "danger" level as to what kind of challenge you are looking for. is it the "noise" or the pattern, that you think is horrible?
new music is on the way, when it will be implemented I can't say for sure. right now I am after hours working on some new dungeon music, but I am not officially the composer of EVE and my time is mostly spent on implementing and creating assets, so we don't know if it will go in for Rubicon yet. But it's not just for dungeons, we are going through it all to make new music for every type of sec.
as for the warnings, the system with the flashing, was to have been substantially greater and the audible warnings both louder and much more aggressive. this was changed (which I'm happy for, because it would ruin the audio IMHO) I am working on a system which will allow you to, not customize the specific sounds, adjust the specific warnings - so that you (in utopia) would be able to choose specifically which warning you want to hear - which UI sound you want active or inactive. There is a way (I don't have the client open right now so I don't remember the exact button) down in the right of the screen, to adjust the threshold of when you want the warnings to sound, have you tried that?
Finally, I am trying to make EVE more multibox friendly, this may take a while to have the coders do, but allowing the audio system to see if the current window is active or passive, as in you have four windows open and three are passive and you are navigating one of them, then this window only plays music and full level sounds, in the other windows, combined with what I just said about the adjustable UI sounds- the sounds would be lowered, music totally dampened and specific sounds not so important for the passive player dampened, apart from the specific sounds chosen to be played in passive mode. in that way you would be able to have several clients open and not have a proportional amount of sounds duplicate.
Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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CCP WhiteNoiseTrash
C C P C C P Alliance
277
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Posted - 2013.10.19 20:12:00 -
[83] - Quote
Ishtanchuk Fazmarai wrote:Well, I never figured that the old joke about ingame sounds ("Huh? EVE has sound?") could be replayed in RL: "Huh? We do have sound guys?". Came here willing to ramble about a jukebox function but will not insist. Just will ask, has someone noticed that music may stop playing at random since Odyssey 1.1? i'm still trying to pick wether it's a speciifc sound track that won't play, or a complete failure to play music. The "volume to zero" trick only works sometimes, and earlier today I had to do it three times before music actually started -but then could be two missing files in a row.
I don't know. I'll try to file it as a bug, but it may be a bit hard to reproduce - but it for sure should play all the time of course. I'll go over this with the coder on monday. :) Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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CCP WhiteNoiseTrash
C C P C C P Alliance
277
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Posted - 2013.10.19 20:15:00 -
[84] - Quote
and if you are coming to FF 2014 - don't be a stranger :) These is plenty to gain from discussing these things, some things of course, cannot be done to please everybody, but by talking about what people would like and not like and so on, I get a much better perspective and creative viewpoint of how sound in EVE should be.
Auras voice, of "clumsy pilot", laughing and cargohold full, I don't know where they went. But I'll talk to the coder about it. ccp RealX I know that some voices were removed, but I don't know why right away - but there was a reason (probably just an aesthetic one)
(for some reason, I always spell aesthetic wrong - and end up with anesthesia ???) Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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TheSmokingHertog
TALIBAN EXPRESS
152
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Posted - 2013.10.21 02:13:00 -
[85] - Quote
CCP WhiteNoiseTrash wrote:Solstice Project's Alt wrote:CCP Sisyphus wrote:We'd like you to keep all audio feedback in this thread - makes it easier to keep track of :) We'll be putting a list of features here, but are mainly concerned with sound behavior as we've been doing a lot of behind the scenes changes to the audio engine. - Team Klang I am experiencing loud background noise within a caldari station, which can only be tuned down by lowering the UI Sound slider, although it should be actually world sound, by the ... sound ... of it. It sounds like it should be there, but it's too much. Edit: It's even there after undocking, disabling sound removes it though. The electric buzz at gates is freaking me out ... Caldari stations you say. Let me check it out - we moved some stuff around to save memory load and this could be one of the bugs related to it.
I just stumbled into your comment from the Weekly overview thread, and I have reported this elsewhere on forums too, but I dont have it just in station, I have it even outside stations and @ warp with ... the special ammo bay ship, whats it name again... |
Panhead4411
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
343
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Posted - 2013.10.24 12:13:00 -
[86] - Quote
CCP WhiteNoiseTrash wrote:but if the signature is fulled scanned or it's an anomaly you will hear a "pattern signal" - kind of like an old school sci-fi distress signal. which is which, you will have to figure out yourself, but they indicate the level of the anomaly. this doesn't mean that it tells you where to go or not, but an indicator of the "danger" level as to what kind of challenge you are looking for. Correct me if i'm wrong...but won't you already have a very good idea as to what 'level' and 'how difficult' a site is after you have it scanned to 100%....seeing as it will give you the name (plus knowing how hard/easy each one was to scan as YOU scanned them). This new sound just seems kinda pointless. imho. Unless you plan on scrambling the names to no longer match any of the pve databases out there that scanners use as reference. http://blog.beyondreality.se/shift-click-does-nothing -á-á < Unified Inventory is NOT ready... |
Pertuabo Enkidgan
Center for Advanced Studies Gallente Federation
52
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Posted - 2013.10.25 02:07:00 -
[87] - Quote
CCP WhiteNoiseTrash wrote: Auras voice, of "clumsy pilot", laughing and cargohold full, I don't know where they went. But I'll talk to the coder about it. ccp RealX I know that some voices were removed, but I don't know why right away - but there was a reason (probably just an aesthetic one)
Alright
https://forums.eveonline.com/default.aspx?g=posts&m=3718402#post3718402 Shamelessly linking to another thread in hoping that you'll answer some of my other questions (I could be wrong on some of them though) |
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CCP WhiteNoiseTrash
C C P C C P Alliance
284
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Posted - 2013.10.25 09:44:00 -
[88] - Quote
Panhead4411 wrote:CCP WhiteNoiseTrash wrote:but if the signature is fulled scanned or it's an anomaly you will hear a "pattern signal" - kind of like an old school sci-fi distress signal. which is which, you will have to figure out yourself, but they indicate the level of the anomaly. this doesn't mean that it tells you where to go or not, but an indicator of the "danger" level as to what kind of challenge you are looking for. Correct me if i'm wrong...but won't you already have a very good idea as to what 'level' and 'how difficult' a site is after you have it scanned to 100%....seeing as it will give you the name (plus knowing how hard/easy each one was to scan as YOU scanned them). This new sound just seems kinda pointless. imho. Unless you plan on scrambling the names to no longer match any of the pve databases out there that scanners use as reference.
Well, if you look at it like that - then yes, sound is completely useless. but we may as well just remove all the graphics as well, because the game would actually be easier to just play out of a giant overview in an excel sheet form.
Personally, I don't reference check with databases, but I don't use this sound for signatures though. I just listen to anomalies to get a clue on whether this is too hardcore for me or not.
Sound is not to just be used as a luxury which is just there. Sound is also a game design tool, which could help you out - if you want to check with databases, be my guest - and then to you, it's a useless feature.
One thing that we are putting in soon, is that you will be able to approach a wormhole and not only hear if it's unstable (which you can now), but will have to check the info of that wormhole to see if it's on the verge of collapse, if it leads to hisec. dangerous or very dangerous. Unknown or known, whatever. What if you could listen to the wormhole and wouldn't have to check the info to know if you wanted to go through, close it or whatever you wanted, wouldn't that be nice? It's a useless feature for sure, like basically anything else, but still nice.
Because you can actually, just by looking at the wormhole it self, tell by the graphics where it leads, if you know your skybox graphics. You could of course just check your wormhole references database, for what type it leads to or how much mass it allows. One of my personal goals is that basically any kind of parameter in EVE is hooked up to the sound engine, it may be subtle differences and stuff you basically won't hear, but if we are to get out of the EVE HAS SOUND meme, then audio features are needed instead of just revamping or new sounds.
Sounds are to be used as a tool in the game and not just as a luxury.
Bj++rn Jacobsen | Audio Designer | EVE Online & EVE : Valkyrie | CCP Games | Anything sound related, ask away.Killing is just means of communication |
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Sable Moran
Moran Light Industries
247
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Posted - 2013.10.25 11:45:00 -
[89] - Quote
CCP WhiteNoiseTrash wrote:allowing the audio system to see if the current window is active or passive...
...then this window only plays music and full level sounds, in the other windows .... the sounds would be lowered, music totally dampened and specific sounds not so important for the passive player dampened, apart from the specific sounds chosen to be played in passive mode.
in that way you would be able to have several clients open and not have a proportional amount of sounds duplicate.
If you can make this happen I can pretty much guarantee you will have no problems having your mug filled with your favorite beverage at many fan fests to come. Sable's Ammo Shop at Alentene V - Moon 4 - Duvolle Labs Factory. Hybrid charges, Projectile ammo, Missiles, Drones, Ships, Need'em? We have'em, at affordable prices. Pop in at our Ammo Shop in sunny Alentene. |
Bienator II
madmen of the skies
2107
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Posted - 2013.10.25 15:32:00 -
[90] - 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 |
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