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Author |
Thread Statistics | Show CCP posts - 38 post(s) |
Dareth Meroul
OMRE
5
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Posted - 2014.05.28 21:59:00 -
[61] - Quote
Don't worry about the naggers or malcontents; these changes to audio are great!
Any future features/iteration will be nice, I'm sure, but I'm rather happy with what you've already presentedGÇöas are many others, I'm sure. |
Myxx
744
|
Posted - 2014.05.28 22:33:00 -
[62] - Quote
CCP WhiteNoiseTrash wrote:Myxx wrote:CCP WhiteNoiseTrash wrote:Odin Shadow wrote:just to be sure.
you can still turn it all off right? you don't even have to turn it on ;) Cool. I can continue to completely ignore it. That's pretty much all I cared about. Such positive vibes ;) Do you know *why* I ignore them? It is because the majority of the time, they annoy me. The sounds are not something I care to listen to. I do not enjoy them. Some, while helpful, are about on par with nails on a chalkboard to my ears. Nothing against you as a sound engineer.
For example, the armor or shield warnings are some of the most unpleasant sounds I have heard in most any MMOs. I get it that they are warnings and are meant to get my attention. That doesn't really make up for the fact that they are not something I care to hear.
Another example would be the armor repair sounds. You know that feeling you get when you remove foam from packaging and it screeches and you get those awful shudders? Yeah, thats what that particular noise does to me.
Just about the only sounds I enjoyed in the entire game were from the jukebox... which you removed for some godawful reason.
Sooo... I downloaded those tracks and just play them in Itunes instead. Effectively, you removed the only reason I had ever turned sound on to begin with.
I guess what I'm saying is, bring the jukebox back and I'll probably turn my sound back on. |
Maxxor Brutor
Imperial Collective Unsettled.
50
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Posted - 2014.05.28 22:49:00 -
[63] - Quote
Just wanted to say that CCP WhiteNoiseTrash is one of my favourite devs for this :D
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Jin d'SaanGo
Federal Navy Academy Gallente Federation
4
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Posted - 2014.05.28 23:14:00 -
[64] - Quote
CCP WhiteNoiseTrash wrote:... I am almost alone on doing all this, we have the smallest audio team on the planet of any game of this size - and it's really frustrating to not be able to change everything instantly. This is the result of a whole year of working and prototyping for me, it's part of a bigger plan.
so use it to the best of it's capabilities and wait for more to come, and know that I am working hard on making eve a better sounding game and a better sounding experience for all, but like I said, I am basically alone on doing this and three man army, with a one man army just for assets and creation of tools like this, doesn't do much in one day.
Just wanted to let you know that your work is very much appericated. I'm one of the guys to whom audio is more important than graphics (and it makes me really sad that "countless" man hours are put into graphics [which I don't see on my screen, just boxes] while audio seems to considered with such low priority). To me, what makes an entertainment product (games, movies and such) really immersive is the sound. I claim that any place on earth presenting outer space to the public would put a lot of effort into sound because pretty pictures will get you just that far while sound and music can make you dreaming for a very long time. So, you got my full support for fighting the right course. :-) Plus, unlike other I have absolutely no objections with any of the current sounds, I find them quite fitting and nice.
There is one little things which I was hoping for for a long time: a slider that adjusts the frequency of songs / EVE music played. In other words, I would like to listen to EVE music, but only every now and again, not looping for hours and days and years. In the future you could connect the moment when the next song is played to trigger events (or change music according to the event, as already mentioned by other players). That little amendment to your work would make me keep me happy for many months to come, and I think or hope that it can be programmed quite easily.
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Logix42
Taxation Damnation
185
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Posted - 2014.05.28 23:16:00 -
[65] - Quote
Is it possible to get a Reset button to reset to default just these audio settings? I can foresee that being useful Go beyond the edge of space... Explore |
Ospie
Impulsive Core
20
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Posted - 2014.05.29 00:09:00 -
[66] - Quote
Jin d'SaanGo wrote:CCP WhiteNoiseTrash wrote:... I am almost alone on doing all this, we have the smallest audio team on the planet of any game of this size - and it's really frustrating to not be able to change everything instantly. This is the result of a whole year of working and prototyping for me, it's part of a bigger plan.
so use it to the best of it's capabilities and wait for more to come, and know that I am working hard on making eve a better sounding game and a better sounding experience for all, but like I said, I am basically alone on doing this and three man army, with a one man army just for assets and creation of tools like this, doesn't do much in one day. Just wanted to let you know that your work is very much appericated. I'm one of the guys to whom audio is more important than graphics (and it makes me really sad that "countless" man hours are put into graphics [which I don't see on my screen, just boxes] while audio seems to considered with such low priority). To me, what makes an entertainment product (games, movies and such) really immersive is the sound. I claim that any place on earth presenting outer space to the public would put a lot of effort into sound because pretty pictures will get you just that far while sound and music can make you dreaming for a very long time. So, you got my full support for fighting the right course. :-) Plus, unlike other I have absolutely no objections with any of the current sounds, I find them quite fitting and nice.
Seconded. I for one will be turning sound back on thanks to the work you've done! |
Gaijin Lanis
Surely You're Joking
25
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Posted - 2014.05.29 00:18:00 -
[67] - Quote
I am looking forward to being able to, once again, hear the awesome bass heavy engine sounds for ships sized industrial and larger, but not looking forward to hearing having to turn that down/off whenever I'm near a frigate/cruiser.
To say, the only thing that was really wrong with the sound scape introduced earlier was the way shuttles had the same sonic footprint as titans, and how the default camera angle was right up a ship's anus.
For if you're absolutely dead set on having frigates/shuttles sound like a swarm of angry hornets riding bottlerockets in a tin submarine, despite that fact even a shuttle engine is larger than the rockets used in the Apollo program, and you don't want to adjust the sound footprints based upon source size, please give the option to split up ship engine volume based upon size. Small, medium, large, xlarge, etc. Please Please Please. The above was written and posted with nothing but love in my heart for all. |
Kusum Fawn
State Protectorate Caldari State
471
|
Posted - 2014.05.29 02:11:00 -
[68] - Quote
Dev Blog wrote:We brainstormed on how we could approach some of the audio challenges in EVE and how we can encourage more people to turn sound back on or avoid having them turn it off in the first place. We also explored how to use sound as a tool equal to graphics and text and still stay within the strict aesthetics of EVEGÇÖs serious business.
This menu allows players to shape their audio experience in the game in a new way, adjusting which sounds you want less of. In the future, we will continue to iterate on this system and one of the things in mind is a complete new mix of the sounds in EVE, allowing you to also turn up sounds GÇô for now you will have to survive on the option to lower them only.
and this is exactly why everyone plays eve with the sound off.
The vast majority of the eve noises are not configurable in any useful way , are annoying and i want them to be turned off selectively. This is a step in the right direction, but its not a whole answer.
Just like with tool tips, jump animations, WIS and site clouds, people want to be able to turn things off. not down, not low, off.
While you may have put a lot of work into this, and it may or may not be your decision to make, this is not going to get more people to turn sound on again for more then the ten minutes it takes to get annoyed at it again. Allow sounds to get turned off selectively and you wont have to look at it again, keep it the way you have it and no one will hear your work at all except for as long as it takes to uncheck the audio enabled button in the esc menu. Its not possible to please all the people all the time, but it sure as hell is possible to Displease all the people, most of the time.
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Syri Taneka
NOVA-CAINE
109
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Posted - 2014.05.29 02:52:00 -
[69] - Quote
Awesome.
I think I'll turn sound back on. For one thing. Jumpgate noise. |
BayneNothos
United Electro-Magnetic Federation Business Alliance of Manufacturers and Miners
77
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Posted - 2014.05.29 03:38:00 -
[70] - Quote
Awesome stuff, can't wait to test it out.
While you're poking around, the standard wormhole idle sound cuts off after a few repeats. It's kinda freaking me out not having it pulsating in the background. Can we get that fixed please? |
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Aeron Kinkade
Black Sheep Down Tactical Narcotics Team
0
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Posted - 2014.05.29 04:54:00 -
[71] - Quote
This is all awesome! However there is one thing I have noticed that is long long long overdue, overlooked and has been requested for sometime now.. THE JUKEBOX!!!! Since day one that the JUKEBOX feature was removed there have been endless requests made to put it back into the client.
Come on CCP; admit to it.... the "Oh so awesome Mix" that is automatically played .... example the difference between high sec, low and null, is quite frankly...... crap!!! Most of us that live in NULL have the music turned off. Why? Because it is anything but exciting and enjoyable. It is dark and depressing.
I and many other players had made great use of the JUKEBOX and enjoyed being able to select what track to play that came with the game or the ability to build our own playlists as we preferred. There have been days I wished to hear a fast in your face type of music while roaming through null in the heat of the hunt, and there are times I just wanted calm relaxing..... Either way you look at the source of the desire for what music is wanted at what time is a mute point.
The point is CCP, it has been asked for over and over again since it's removal and yet you have ignored the requests and outcry for it. Fantastic job on adding options that will make the sound effects experience more enjoyable, BUT BOO on the lack of detail in failing yet again to listen all the way..... What really makes it sad is it is all but a few lines of code that would need to be restored and one of the most desired and missed features of the game would be restored.
So get off it CCP, you are programmers; NOT DJ'S and for the love of all creation!!!! GIVE US THE JUKE BOX BACK!!!! We have faith you can do it. So, DO IT! |
Dirty Wrench
Royal Amarr Institute Amarr Empire
1
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Posted - 2014.05.29 05:47:00 -
[72] - Quote
I didn't realise asteroids belts got wind.
Maybe you should stop feeding them beans ? |
Jeremiah Saken
The Fall of Leviathan
56
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Posted - 2014.05.29 05:58:00 -
[73] - Quote
Engine sound!!! Best info today!!! Bacon tastes so much better when it's marinated in vegan tears.-á |
Barton Breau
University of Caille Gallente Federation
47
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Posted - 2014.05.29 07:25:00 -
[74] - Quote
Quote: ItGÇÖs not just about awesome new assets
There will be new assets? No more 8bit 11khz muffled hollow explosions that sound completely ludicrous with a cd quality ambient music in the background ? (if one is lucky and the low quality "cool dramatic combat" music is not played) |
Ralph King-Griffin
Var Foundation inc.
1597
|
Posted - 2014.05.29 08:48:00 -
[75] - Quote
Confirming ccp WhiteNoise Trash did indeed spend an inordinate amount of time on the forums dealing with the community. +1 to this man, very open and concise.
"CAKE CANNOT HOLD UP TO BEING A CHARACTER DAMNIT."
Unsuccessful At Everything |
Mag's
the united
17313
|
Posted - 2014.05.29 10:31:00 -
[76] - Quote
Ralph King-Griffin wrote:Confirming ccp WhiteNoise Trash did indeed spend an inordinate amount of time on the forums dealing with the community. +1 to this man, very open and concise.
So much this. Plus he listened and gave us options.
CCP WhiteNoiseTrash Dev, the best Dev.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |
Korvin
Shadow Kingdom Best Alliance
590
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Posted - 2014.05.29 13:47:00 -
[77] - Quote
Let me photoshop this for you:
http://degree1978.narod.ru/111/audio-settings.jpg
Call CCP Karkur __________________________________ Member of CSM 4&5 ... &8 |
Castelo Selva
Selva Brasil Moon Warriors
50
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Posted - 2014.05.29 14:35:00 -
[78] - Quote
First of all, a big thank you for your hard work. I am very glad that this sound revolution is beginning, and I expect that these changes will upgrade the eve experience for everyone.
Said that, I would like an import / export feature, if possible, because I play eve on several different machine, and that will help to ensure the same configuration, and of course, reduce the time to put the same equal on all of the PCs.
Thank you again. Castelo |
Dragon Outlaw
Rogue Fleet
191
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Posted - 2014.05.29 16:30:00 -
[79] - Quote
How about a fart slider for when I am in my quarters?
=================
In all seriousness...good changes...I will now be able to turn down some of the sounds I find annoying. |
Jarod Garamonde
Sardaukar Merc Guild General Tso's Alliance
1769
|
Posted - 2014.05.29 17:06:00 -
[80] - Quote
CCP Phantom wrote:With the Kronos release (published on June 3rd) the Audio team presents exciting new features and improvements: detailed audio customization! Advanced audio settings will give you much more control over specific sounds, if they are played and their respective volume. Read all about these fantastic audio improvements in CCP WhiteNoiseTrash's latest dev blog Audio Customization Coming In Kronos!
I still want to know why 5 people's hardcore qq'ing on the forums got my "turbocharger spool" sound removed from MWD activation. Most players either liked it or didn't care. Bring it back. That moment when you realize the crazy lady with all the cats was right... |
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Zalmun
GoonWaffe Goonswarm Federation
13
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Posted - 2014.05.29 18:37:00 -
[81] - Quote
I hope this wasn't answered already (I couldn't find any question like this) but will we be able to hear what sounds are like when we adjust the sliders? It's disappointing to fiddle with a bunch of sliders only to not know how soft or loud something will be until you run into it. Some of the sound effects are relatively obscure, so hearing examples at the time of adjustment will go a long way to help us optimize our sound enjoyment.
It would be great if there's either something already there for this, or that this be taken into future consideration. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
673
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Posted - 2014.05.29 22:27:00 -
[82] - Quote
ok, Quick update.. it's really late and I have been at the office for 12 hours now.
Because of all the feedback here and comments and opinions given and my own thoughts after having seen this in action. I have made a few last minute changes to this.
and I'll reply to all the replies since my last post later (as they are a quite a few, but I was just too busy with this today - as I got into excitement mode while working on it - and you don't interrupt excitement mode)
1. The ability to INCREASE the volume has now been added. this was an option mentioned by many, so it is now made so that all the sliders start in the middle and you can lower it completely or mash it to the right, giving it a 6 dB increase in volume.
have in mind that this is on your own risk! not saying that it will blow your speakers to oblivion, but the mix might go slightly over 0 dBFS which you don't want of course. (the option of just limiting and compressing this is the easy way out, but for now this is put in for you to control yourself)
2. The ability to change the volume of dungeon music, separate from general music has been added.
3. Inactive client volume is now called "inactive client muting" to clear some of the misunderstandings about this and the counter intuitive meaning of the checkboxes.
4. the 3rd party warp effect, the new flash and boom you hear, has been added to the list - it was magically gone missing before. and we can't have magic in our game.
That's it... :) The sliders being in the middle, does on the other hand force the values back to the default value when you turn the system on and off, so you may experience a change in loudness when turning this on and off, so have that in mind if you turn a lot of stuff down and suddenly turn off the system ..
Cheeererio ;) -CCP WNT . .. and I shall go watch some hockey now! 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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Kyoko Sakoda
Sakoda Security Services
137
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Posted - 2014.05.29 22:32:00 -
[83] - Quote
Awesome!
From the UX perspective it would be quite critical to categorize and group these options in the future, particularly if there's going to eventually be more of them. |
Mag's
the united
17320
|
Posted - 2014.05.29 22:39:00 -
[84] - Quote
CCP WhiteNoiseTrash wrote:ok, Quick update.. it's really late and I have been at the office for 12 hours now.
Because of all the feedback here and comments and opinions given and my own thoughts after having seen this in action. I have made a few last minute changes to this.
and I'll reply to all the replies since my last post later (as they are a quite a few, but I was just too busy with this today - as I got into excitement mode while working on it - and you don't interrupt excitement mode)
1. The ability to INCREASE the volume has now been added. this was an option mentioned by many, so it is now made so that all the sliders start in the middle and you can lower it completely or mash it to the right, giving it a 6 dB increase in volume.
have in mind that this is on your own risk! not saying that it will blow your speakers to oblivion, but the mix might go slightly over 0 dBFS which you don't want of course. (the option of just limiting and compressing this is the easy way out, but for now this is put in for you to control yourself)
2. The ability to change the volume of dungeon music, separate from general music has been added.
3. Inactive client volume is now called "inactive client muting" to clear some of the misunderstandings about this and the counter intuitive meaning of the checkboxes.
4. the 3rd party warp effect, the new flash and boom you hear, has been added to the list - it was magically gone missing before. and we can't have magic in our game.
That's it... :) The sliders being in the middle, does on the other hand force the values back to the default value when you turn the system on and off, so you may experience a change in loudness when turning this on and off, so have that in mind if you turn a lot of stuff down and suddenly turn off the system ..
Cheeererio ;) -CCP WNT . .. and I shall go watch some hockey now! Awesome changes. Many thanks.
Destination SkillQueue:- It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
674
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Posted - 2014.05.29 22:41:00 -
[85] - Quote
Sheena Tzash wrote:Can we have music triggers too? One of the things that has really bugged me is when I'm in mortal danger (getting locked, webbed / scrammed / shot at etc) the music doesn't reflect the situation I'm in and it really hurts the immersion. I love the low sec music because its all dark and creepy but when I'm in trouble I want the music to become frantic and energized to reflect the mood; but more often than not the same music I'll be hearing while mining is the same music I'll hear while shooting people and it just doesn't fit. Similar to the volume options you could have different music triggers and the track or type of music to play in that situation; for example: - While Cloaked
- When Locking
- When being locked
- In combat (shooting or being shot at)
- In a combat zone (ie, anom, mission, incursion etc)
- When a mission is completed / leaving a combat zone
- Entering a exploration site
that's all part of my boss' plan for the music. :) so it's in the making. 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
674
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Posted - 2014.05.29 22:43:00 -
[86] - Quote
Alexis Nightwish wrote:Does "explosions" mean just ships blowing up or does it include other things that explode like missiles, smartbombs, or bombs?
Under "Volume Level" I understand what Music Level and Master Level mean. Could you please explain what UI Sound, UI Speech, and World Levels mean?
Does the "Engine, MWD, AB" slider also affect MJD sound?
Lastly, THANK YOU FOR THIS! I've wanted this forever, but I thought this was something that CCP just didn't give a **** about. Also, thanks for making it an option, and not forcing any of it on us like Team Tooltips did.
The sliders to the far left, are a leftover from the old way it was - the only things you could change.
just leave them basically. UI speech is practically Aura, so it does exactly the same as Aura does in the new sliders.
UI Sound is all the clicks, interaction stuff in one slider.. so consider it an overall UI slider.
Pretty sure the MJD is under modules and not Engine... the explosions, are explosions of ships and other things - so missile impacts and those explosions goes under impacts, if I'm not mistaken. (I don't have the system open,, so I can't double check) 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
674
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Posted - 2014.05.29 22:46:00 -
[87] - Quote
Kyoko Sakoda wrote:Awesome!
From the UX perspective it would be quite critical to categorize and group these options in the future, particularly if there's going to eventually be more of them.
yep I agree. I'm looking into how I can do this.. but I'm very limited in terms of how I can change the look of the menu 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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CCP WhiteNoiseTrash
C C P C C P Alliance
674
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Posted - 2014.05.29 22:48:00 -
[88] - Quote
Logix42 wrote:Is it possible to get a Reset button to reset to default just these audio settings? I can foresee that being useful
yea, it's one of the things I'd like myself. or perhaps even storable settings so you can quickly change between your combat and industry sound settings. 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
674
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Posted - 2014.05.29 22:54:00 -
[89] - Quote
Jarod Garamonde wrote:CCP Phantom wrote:With the Kronos release (published on June 3rd) the Audio team presents exciting new features and improvements: detailed audio customization! Advanced audio settings will give you much more control over specific sounds, if they are played and their respective volume. Read all about these fantastic audio improvements in CCP WhiteNoiseTrash's latest dev blog Audio Customization Coming In Kronos! I still want to know why 5 people's hardcore qq'ing on the forums got my "turbocharger spool" sound removed from MWD activation. Most players either liked it or didn't care. Bring it back.
it went out as a bug. ;) it's coming back. don't worry. 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
674
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Posted - 2014.05.29 23:03:00 -
[90] - Quote
Kusum Fawn wrote:Dev Blog wrote:We brainstormed on how we could approach some of the audio challenges in EVE and how we can encourage more people to turn sound back on or avoid having them turn it off in the first place. We also explored how to use sound as a tool equal to graphics and text and still stay within the strict aesthetics of EVEGÇÖs serious business.
This menu allows players to shape their audio experience in the game in a new way, adjusting which sounds you want less of. In the future, we will continue to iterate on this system and one of the things in mind is a complete new mix of the sounds in EVE, allowing you to also turn up sounds GÇô for now you will have to survive on the option to lower them only. and this is exactly why everyone plays eve with the sound off. The vast majority of the eve noises are not configurable in any useful way , are annoying and i want them to be turned off selectively. This is a step in the right direction, but its not a whole answer. Just like with tool tips, jump animations, WIS and site clouds, people want to be able to turn things off. not down, not low, off. While you may have put a lot of work into this, and it may or may not be your decision to make, this is not going to get more people to turn sound on again for more then the ten minutes it takes to get annoyed at it again. Allow sounds to get turned off selectively and you wont have to look at it again, keep it the way you have it and no one will hear your work at all except for as long as it takes to uncheck the audio enabled button in the esc menu.
when you say off, you mean in a different way than just taking the fader all the way to the far left? which is the same as off??? 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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