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Advanced Audio Settings Changes

First post
Author
#181 - 2017-05-11 12:53:17 UTC
Please provide individual dedicated sliders for 3rd Party Warp and Station Interior.
Bright Side of Death
#182 - 2017-05-11 13:01:58 UTC
My $0.02 to the topic:

UI click *TICK**TICK**TICK* made me extremely frustrated. I had to go to the forums to figure out how to disable it. I call this anything *but* simplification of UI which was quite intuitive (if a little bit complicated) before. But hey, off-screen UI space is free, you don't need to pay ISK (or precious monitor space during normal playing) for another options tab.
UI level set to 0 keeps my sanity level without *TICK* every millisecond, but at the same time deprives me of a nice informative Locking sound.
I think I can live with D-Scan *BOOM*, but an option to turn its volume down would be nice.
Wormhole and gate activations mean rather different things, they should be separate.

A suggestion: CCPlease™ make tooltips over audio sliders informative. Mouse over some generic-named slider which could mean 15 different things should bring up the list of things it controls. Not '0' number! Thank you, I CAN see where my slider is, after all, it was me who moved it there! Examples would be 'UI Sound Level' and 'Secondary Interfaces'.

#183 - 2017-05-11 13:24:40 UTC  |  Edited by: Felyx Ravencroft
CCP Antiquarian wrote:
Changes are underway in response to the constructive feedback here.

The Audio Director is working on this directly and expects iterations to be ready for deployment as early as next week. I'll continue to post as the work continues.


Thank you - this is encouraging to hear (pardon the pun.)
Gallente Federation
#184 - 2017-05-11 13:27:21 UTC
The most annoying things, are those which are associated with routine jobs AND don't transport meaningful information.

These are (so far):

1. the dscan "bong", a 1sec delayed sound after finishing dscan does not have any value but distracts and annoys only
2. the background sound in probe-map, just gives you headache, there is no meaningful purpose (yes, you know you have your map open, when you have your map open)

I personally would just remove these sounds. Period. If you want to keep them, I would propose to collect them in a slider like "fancy but useless sounds".

To be clear there are many useful sound effects, like the wallet sound, the scan result sound, because you may look somewhere else and not notice that something happens you may want to react on.

I'm my own NPC alt.

Goonswarm Federation
#185 - 2017-05-11 13:54:05 UTC  |  Edited by: Axhind
Actually the best solution for everyone might be to simply put all the sounds as.mp3 or whatever into a folder, clearly name them and let players decide which ones they want to have and which ones they don't. You can even reset that folder on major updates. That way CCP doesn't have to do anything for our money and we still get to stay sane while playing eve.

Edit: Should be relatively easy to make a third party program that can change levels of the individual files or even just replace them with nothing.
Tactical Narcotics Team
#186 - 2017-05-11 13:54:35 UTC
Tipa Riot wrote:


...To be clear there are many useful sound effects, like the wallet sound.



Cha Ching!

Annexe

ITAI - VIP

"i will pop your wreck with faction loot"

WE FORM V0LTA
#187 - 2017-05-11 15:19:52 UTC
In regards to the scanning sounds/activation noises when scanning

Can you perhaps give more of an indicator of scanning initiation from the probes. The old system seemed to be alittle more immediate in terms of feedback of a cycle, but the current "warble" of the probes before they sweep. In this current iteration it feels like there is no immediate feedback on scanning and often I find myself trying to recycle probes while waiting for the sweep to start after the probes move.

Maybe change the activation delay/ give more of a feedback indicator or change the sound back to the previous probe move notification sound.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

Mouth Trumpet Cavalry
#188 - 2017-05-11 19:56:12 UTC
So you guys posted the info a day before the release, and surprise surprise everyone was pissed over the changes, and now youre just saying that "changes are coming." Don't get me wrong, I'm really happy that you're doing a revision to the change, but you should let us know what the plan is more than a day in advance so we can actually discuss it and the next release isn't just us being pissed again.
#189 - 2017-05-12 12:15:55 UTC  |  Edited by: Bruce Warhead
Okay so from my experience till now:

The Crimewach needs to be able to be disabled without disabling all the Ship Health Alarms :(
It is driving me crazy to hear that ticking down every minutes :(

I really need a dedicated option for locking sound, it helps me a lot to realize when I am done locking on a client and can now start shooting.

And give me an option to removed that ******* zirping sound that I through was for dieing targets but apparently just happens randomly while I am shooting????????.
Using multiple clients and getting that every few seconds is hell of annoying.
I can't remember hearing that one before the patch, driving me crazy.
Okay nvm that is crime watch too, the none capsuleer timer getting reset :/
C C P Alliance
#190 - 2017-05-12 13:36:40 UTC
The first adjustments to this have been made and can be seen on Singularity.

1. Reintroduction of the UI Click slider.
2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.

More to come as the team continues working.



And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):

Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.

Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game:
UI elements - controls, buttons, windows, toggles, notifications, timers, warnings
Music - prerecorded space, hangar, and CQ music
Speech - prerecorded voice, voiceovers, mentor dialogue
World (in space and in station) - ship engines, turrets, footsteps

"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.

"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.

"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.

"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)

"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.

The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider.
Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds.
Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.

"Singularity pilots are helpful pilots."

@CCP_Antiquarian - for immediate fulfillment of your archaic social media needs.

#191 - 2017-05-12 15:06:59 UTC
CCP Antiquarian wrote:
2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.

Isn't that where it's been from the start?
CCP Antiquarian wrote:
3rd Party warp -> Jump Activation

This really needs its own dedicated slider (or have its base level increased).
C C P Alliance
#192 - 2017-05-12 15:08:17 UTC
It was meant to be there, but was erroneously linked in a separate slider.

"Singularity pilots are helpful pilots."

@CCP_Antiquarian - for immediate fulfillment of your archaic social media needs.

#193 - 2017-05-12 15:28:07 UTC
CCP Antiquarian wrote:
The first adjustments to this have been made and can be seen on Singularity.

1. Reintroduction of the UI Click slider.
2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.

More to come as the team continues working.



And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):

Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.

Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game:
UI elements - controls, buttons, windows, toggles, notifications, timers, warnings
Music - prerecorded space, hangar, and CQ music
Speech - prerecorded voice, voiceovers, mentor dialogue
World (in space and in station) - ship engines, turrets, footsteps

"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.

"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.

"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.

"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)

"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.

The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider.
Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds.
Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.



You know something, all my levels on the left side are at 100% except for music.
And if i ever win the american lottery, your the type devteam that would make me spend it all in getting some controlling shares in CCP just to fire you.

I can not hear Aura,
My locking is either too high or not high enough.
I dont want to hear space wind but would love to hear the DAMN gate fire.
WE FORM V0LTA
#194 - 2017-05-12 15:29:49 UTC
Can confirm Aura is alittle quiet.

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

#195 - 2017-05-12 16:28:13 UTC  |  Edited by: Vila eNorvic
CCP Antiquarian wrote:
The first adjustments to this have been made and can be seen on Singularity.

1. Reintroduction of the UI Click slider.
2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.

More to come as the team continues working.



And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):

Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.

Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game:
UI elements - controls, buttons, windows, toggles, notifications, timers, warnings
Music - prerecorded space, hangar, and CQ music
Speech - prerecorded voice, voiceovers, mentor dialogue
World (in space and in station) - ship engines, turrets, footsteps

"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.

"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.

"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.

"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)

"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.

The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider.
Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds.
Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.

The elephant in the room that is being ignored in all of this is the fact that there must be thousands, if not tens of thousands, of different computer configurations in use. Every one of those will handle audio in its own unique way and each user will set his/her own individual preferences, resulting in almost infinite possible variations - each of them requiring its own unique set of tweaks.

Given that situation, it is impossible to provide users with a workable system if effects are grouped together in a way that means no individual effect can be adjusted without altering all the others in the group. You are forcing us in to a situation where if we want to adjust one effect we have to accept unwelcome alterations to all the others in the same group. How could you even begin to imagine that to be sensible in any way?

[Edit] To use the example above:

On my system the Jump Activation is much too loud and the 3rd Party Warp is barely audible. This obviously means that I need to decrease the former and increase the latter. How am I supposed to do that if they are grouped together???
WE FORM V0LTA
#196 - 2017-05-12 16:34:18 UTC  |  Edited by: Dominous Nolen
Vila eNorvic wrote:
CCP Antiquarian wrote:

CCP Antiquarian wrote:
3rd Party warp -> Jump Activation

This really needs its own dedicated slider (or have its base level increased).



Yes this please. I am also not a fan of having to listen to the warp tunnel to maintain audio settings for other ambient sounds such as explosions. I like hearing things go boom, not the whoosh of my ship as it warps

Quote:

Explosions -> Ship Effects
Modules -> Ship Effects
Warping Effect -> Ship Effects

We still need a separation of star gates vs wormholes. Lumping them all together means that to hear the wormhole stability cues requires me to have to listen to the buzzing of the star gates.

Please make these their own independently controllable settings again. I had modules turned down to next to nothing to prevent hearing the background of the modules while idling in space, Believe it or not the cloaking idle sound in space is actually kinda jarring at times when sound issues start cropping up. Warping was also 0 and explosions...

Your new explosions are just prudy as hell, the accompanying audio in the multi stage explosion is nice to have turned up.

Does adjusting the UI sound level impact any of the settings maintained on the new bindings that you mentioned or, are those independent and tied to the master audio level only?

@dominousnolen

"Fly dangerously, Fly safe, Fly whatever, just keep Flying." - Lee Blackwood

REFORD
#197 - 2017-05-12 17:12:11 UTC
I really do not understand why you started making these changes for audio settings.
No need to reinvent the wheel.
Just turn back the old audio menu.
And finally tell the Audio director that he is an idiot.
Every time we tell you: "We do not like annoying sounds like DONG, scanner wolf howling, Cricket, 'You need to be within range' and others. Don't waste our money for this crap please."
But each time no one hears us.
How deaf person can hold the position of the Audio director?

Aura: "You need to be within range to execute this function."

Kimi Räikkönen: “Leave me alone, I know what I’m doing.”

Infernal Octopus
#198 - 2017-05-12 17:23:16 UTC
Sergey Hawk wrote:
I really do not understand why you started making these changes for audio settings.
No need to reinvent the wheel.
Just turn back the old audio menu.
And finally tell the Audio director that he is an idiot.
Every time we tell you: "We do not like annoying sounds like DONG, scanner wolf howling, Cricket, 'You need to be within range' and others. Don't waste our money for this crap please."
But each time no one hears us.
How deaf person can hold the position of the Audio director?


Support every word Attention

Blessed is the man who has nothing to say and remain silent yet!!

#199 - 2017-05-12 18:17:03 UTC
CCP Antiquarian wrote:
The first adjustments to this have been made and can be seen on Singularity.

1. Reintroduction of the UI Click slider.
2. Reassignment of the 3rd Party Warp sound to the Jump Activation category.

More to come as the team continues working.



And just to clarify some functionality that is not yet tool-tipped (pushing to get team-approved phrasing for that in for the next localization pass):

Audio Enabled enables (or disables) the entire EVE audio system. This has the same audible effect as turning down the Master volume, but also cuts out any load caused by the audio system.

Volume Levels (settings on the left) control the volume of the entire client (Master) and the four main types of sound in the game:
UI elements - controls, buttons, windows, toggles, notifications, timers, warnings
Music - prerecorded space, hangar, and CQ music
Speech - prerecorded voice, voiceovers, mentor dialogue
World (in space and in station) - ship engines, turrets, footsteps

"Quieter Weapon Sounds" reduces the maximum volume level of all weapons.

"Limit Active Sounds" caps the number of active sound emitters, but does not affect the volume of those sounds.

"Override dynamic music..." only permits the music system to play songs included in EVE's initial release.

"Use Doppler shift." increases the frequency of sounds from emitters coming closer to the point of observation and decreases frequency of sounds from emitters moving further away (think of the "eeeEEEOOOooowww" of F1 cars as observed by a stationary spectator)

"Use Combat music" applies only in non-site situations and triggers a music change when the active ship is targeted. Examples: at a regular asteroid belt, slowboating to a gate, getting jumped at your safe, etc.

The sliders in the Advanced Audio Settings menu control specific subdivisions the UI and World sounds. Sounds in those subdivision will be affected by BOTH the main volume sliders and the associated Advanced sliders. No advanced slider is not affected by either the UI or World volume levels. No sound is controlled by more than one advanced slider.
Atmosphere, Jump Activation, Ship Effects, Ship Ambience, and Turrets are all World sounds.
Secondary interfaces, UI Click, and Warning Sounds are all UI sounds.


Here's a solution. Just re-implement the advanced audio options! Because, you know, they worked just fine! Why start messing with things that worked in the first place?
#200 - 2017-05-13 01:28:04 UTC
CCP Antiquarian wrote:
It was meant to be there, but was erroneously linked in a separate slider.

So where is this separate slider?
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