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Author |
Thread Statistics | Show CCP posts - 218 post(s) |
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CCP WhiteNoiseTrash
C C P C C P Alliance
413
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Posted - 2014.01.05 19:03:00 -
[391] - Quote
ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch 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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Karash Amerius
Sutoka
151
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Posted - 2014.01.06 16:58:00 -
[392] - Quote
CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet.
Welcome back WNT.
The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Karash Amerius Operative, Sutoka |
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CCP WhiteNoiseTrash
C C P C C P Alliance
414
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Posted - 2014.01.06 18:13:00 -
[393] - Quote
Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously.
Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da** 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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Bienator II
madmen of the skies
2398
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Posted - 2014.01.07 00:04:00 -
[394] - Quote
CCP WhiteNoiseTrash wrote:Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da**
so... escalate the bug to someone who has time and can fix the engine or remove those sound effects till it is fixable. I mean it is over two month ago as we discovered the bug. It happens only to a few sound effects so there must be a pattern. eve style bounties (done) dust boarding parties imagine there is war and everybody cloaks - join FW |
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CCP WhiteNoiseTrash
C C P C C P Alliance
414
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Posted - 2014.01.07 10:02:00 -
[395] - Quote
Bienator II wrote:CCP WhiteNoiseTrash wrote:Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da** so... escalate the bug to someone who has time and can fix the engine or remove those sound effects till it is fixable. I mean it is over two month ago as we discovered the bug. It happens only to a few sound effects so there must be a pattern.
there isn't a pattern. the audio engine works in all testing environments and we still haven't been able to reproduce any of these - all I / we have is your word for that this happens.
and you make it sound like it's easy to send a bug like this on to someone else ;) like manpower and so. 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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Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
635
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Posted - 2014.01.12 07:05:00 -
[396] - Quote
CCP WhiteNoiseTrash wrote:Bienator II wrote:CCP WhiteNoiseTrash wrote:Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da** so... escalate the bug to someone who has time and can fix the engine or remove those sound effects till it is fixable. I mean it is over two month ago as we discovered the bug. It happens only to a few sound effects so there must be a pattern. there isn't a pattern. the audio engine works in all testing environments and we still haven't been able to reproduce any of these - all I / we have is your word for that this happens. and you make it sound like it's easy to send a bug like this on to someone else ;) like manpower and so. I have a theory that it happens when you start warp before the sound begins after jumping gates. But this is really, really annoying, can't you just remove the sound completely? I don't go "aww, cool sound" when jumping gate, I think "oh great, will it loop this time?" There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
414
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Posted - 2014.01.12 17:44:00 -
[397] - Quote
Tul Breetai wrote:CCP WhiteNoiseTrash wrote:Bienator II wrote:CCP WhiteNoiseTrash wrote:Karash Amerius wrote:CCP WhiteNoiseTrash wrote:ok, just back from holiday.
So haven't been on this since before xmas.
I'll go over this once again when I get into the office tomorrow, to see if it there is anything I can do about it. I have removed some of the sounds, but they have not been put into any patch yet. Welcome back WNT. The audio glitch dealing with the gate "static" persisting also spans to the background noise of incursions. When leaving a constellation that was under incursion, the background noise (the muffled voices and such) persist until you toggle the "enable audio" box off and on. Same with the gate noise obviously. Right.. Seems like an issue with the audio engine I'm afraid, something is amiss, and not just something that's easy to fix apparently. da** so... escalate the bug to someone who has time and can fix the engine or remove those sound effects till it is fixable. I mean it is over two month ago as we discovered the bug. It happens only to a few sound effects so there must be a pattern. there isn't a pattern. the audio engine works in all testing environments and we still haven't been able to reproduce any of these - all I / we have is your word for that this happens. and you make it sound like it's easy to send a bug like this on to someone else ;) like manpower and so. I have a theory that it happens when you start warp before the sound begins after jumping gates. But this is really, really annoying, can't you just remove the sound completely? I don't go "aww, cool sound" when jumping gate, I think "oh great, will it loop this time?"
Yea, you are right, it should of course not be like that. removing it completely was an option, but that doesn't really solve the issue itself. With this sound yes, but that still leaves the unanswered question of why the bug occurs open. 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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Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
635
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Posted - 2014.01.16 04:56:00 -
[398] - Quote
Can we just pretend it's POS code and sweep it under a rug? It's REALLY ANNOYING... There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
415
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Posted - 2014.01.16 10:30:00 -
[399] - Quote
There is a point release on the 23'rd (or was it 28?) not sure. in there will be a fix that should take care of 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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CCP WhiteNoiseTrash
C C P C C P Alliance
417
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Posted - 2014.01.16 12:05:00 -
[400] - Quote
ok, short tech update on this. It's a bit of a hack to solve this.
There is an engine issue which sometimes have 3D audio object leak and stick to the wrong game object, which is what is happening here. That part I cannot prevent, long story short, it's not within the audio departments grasp, to touch the part which creates the problem (yes I know, you will just say that I should force someone to fix it or explain it to someone senior to me, but pipeline and corporate structure and other things, just doesn't allow this - so just shut it and understand :D
(if you didn't get that last part as a joke, then it was, really funny, totally. worth it. yea)
The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
I thought I had placed the sound in a specific sound bank that was unloaded in stations, but we found that it was loaded into two banks by mistake, which is why the previous "fix" didn't work, where we removed it from certain places.
Also I have put in a safety mechanism, which means that the sound should be forced to stop whenever you hear the warp explosion, so we force it to stop.
Basically this doesn't fix "the problem" in it's core, but it fixes the sound issue, which is the thing of my concern.
ahoy and . I'm off to lunch . and fly safe. 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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Tarsas Phage
Freight Club
245
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Posted - 2014.01.16 21:27:00 -
[401] - Quote
CCP WhiteNoiseTrash wrote:ok, short tech update on this. The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
So since we last talked, I've been monitoring things with the log console and filtering as needed. And your description of the pathology is exactly what I'm seeing - a sound is getting registered but not de-registered when leaving its area of effect.
And this happens with specific sounds. The gate buzz noise is one of them, another I've come across is the sansha incursion radio chatter. It may go away after leaving an incursion constellation, however when I dock up, the sound starts playing.
Another data point is when I safe logoff, or if I leave a client running and go to bed during which Downtime occurs, the disconnected client starts blasting the POCO environmental effect in a continuous loop.
I'll also note that these phantom sounds occur primarily when I'm running multiple clients. It's very hard for me to reproduce this when running only one client. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
422
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Posted - 2014.01.16 22:30:00 -
[402] - Quote
Tarsas Phage wrote:CCP WhiteNoiseTrash wrote:ok, short tech update on this. The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
So since we last talked, I've been monitoring things with the log console and filtering as needed. And your description of the pathology is exactly what I'm seeing - a sound is getting registered but not de-registered when leaving its area of effect. And this happens with specific sounds. The gate buzz noise is one of them, another I've come across is the sansha incursion radio chatter. It may go away after leaving an incursion constellation, however when I dock up, the sound starts playing. Another data point is when I safe logoff, or if I leave a client running and go to bed during which Downtime occurs, the disconnected client starts blasting the POCO environmental effect in a continuous loop. I'll also note that these phantom sounds occur primarily when I'm running multiple clients. It's very hard for me to reproduce this when running only one client.
The sounds when the client is disconnected is out of our hands. It's a game engine matter and a known issue, which is also going to be fixed.
I run 8 clients and still haven't been able to reproduce anything of this. but with the new fixes, this should not be possible. Didn't know of the Sansha radio chatter before, I'll make sure similar methods are taken upon it, to avoid it from happening. as it's not supposed to be playing in stations of course. 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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Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
635
|
Posted - 2014.01.16 23:17:00 -
[403] - Quote
CCP WhiteNoiseTrash wrote:Tarsas Phage wrote:CCP WhiteNoiseTrash wrote:ok, short tech update on this. The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
So since we last talked, I've been monitoring things with the log console and filtering as needed. And your description of the pathology is exactly what I'm seeing - a sound is getting registered but not de-registered when leaving its area of effect. And this happens with specific sounds. The gate buzz noise is one of them, another I've come across is the sansha incursion radio chatter. It may go away after leaving an incursion constellation, however when I dock up, the sound starts playing. Another data point is when I safe logoff, or if I leave a client running and go to bed during which Downtime occurs, the disconnected client starts blasting the POCO environmental effect in a continuous loop. I'll also note that these phantom sounds occur primarily when I'm running multiple clients. It's very hard for me to reproduce this when running only one client. The sounds when the client is disconnected is out of our hands. It's a game engine matter and a known issue, which is also going to be fixed. I run 8 clients and still haven't been able to reproduce anything of this. but with the new fixes, this should not be possible. Didn't know of the Sansha radio chatter before, I'll make sure similar methods are taken upon it, to avoid it from happening. as it's not supposed to be playing in stations of course. You da man, WNT! And don't change that dc noise, it alerts us when we dc on one screen. If he doesn't want it to wake him up he can mute the game while sleeping. There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
422
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Posted - 2014.01.17 00:27:00 -
[404] - Quote
Tul Breetai wrote:CCP WhiteNoiseTrash wrote:Tarsas Phage wrote:CCP WhiteNoiseTrash wrote:ok, short tech update on this. The sound of the gate activation, when others jump through the gate, seem to get stuck at some 3D location close to your ship, meaning that the ship loaded in stations, would still be able to hear the sound. if the sound had gotten stuck.
So since we last talked, I've been monitoring things with the log console and filtering as needed. And your description of the pathology is exactly what I'm seeing - a sound is getting registered but not de-registered when leaving its area of effect. And this happens with specific sounds. The gate buzz noise is one of them, another I've come across is the sansha incursion radio chatter. It may go away after leaving an incursion constellation, however when I dock up, the sound starts playing. Another data point is when I safe logoff, or if I leave a client running and go to bed during which Downtime occurs, the disconnected client starts blasting the POCO environmental effect in a continuous loop. I'll also note that these phantom sounds occur primarily when I'm running multiple clients. It's very hard for me to reproduce this when running only one client. The sounds when the client is disconnected is out of our hands. It's a game engine matter and a known issue, which is also going to be fixed. I run 8 clients and still haven't been able to reproduce anything of this. but with the new fixes, this should not be possible. Didn't know of the Sansha radio chatter before, I'll make sure similar methods are taken upon it, to avoid it from happening. as it's not supposed to be playing in stations of course. You da man, WNT! And don't change that dc noise, it alerts us when we dc on one screen. If he doesn't want it to wake him up he can mute the game while sleeping.
I say nothing, but something big is coming up for summer, I guarantee it - which will change this completely. 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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James Amril-Kesh
4S Corporation Goonswarm Federation
8557
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Posted - 2014.01.17 09:12:00 -
[405] - Quote
"Something big" and "disconnects" don't sound like they go together. Unless it's something really radical.
Edit: Native multiboxing support? My EVE Videos |
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CCP WhiteNoiseTrash
C C P C C P Alliance
422
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Posted - 2014.01.17 10:13:00 -
[406] - Quote
James Amril-Kesh wrote:"Something big" and "disconnects" don't sound like they go together. Unless it's something really radical.
Edit: Native multiboxing support?
lips sealed. come to FanFest and I'll tell you all about it :D 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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James Amril-Kesh
4S Corporation Goonswarm Federation
8566
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Posted - 2014.01.17 12:50:00 -
[407] - Quote
Poor college student. I guess I'll just have to wait. My EVE Videos |
Tarsas Phage
Freight Club
245
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Posted - 2014.01.17 15:49:00 -
[408] - Quote
CCP WhiteNoiseTrash wrote: come to FanFest and I'll tell you all about it :D
I'll be there! |
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CCP WhiteNoiseTrash
C C P C C P Alliance
422
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Posted - 2014.01.17 21:43:00 -
[409] - Quote
James Amril-Kesh wrote:Poor college student. I guess I'll just have to wait.
I'll let you know at some other time then, should be writing a dev blog on the new stuff of course. 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
422
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Posted - 2014.01.17 21:44:00 -
[410] - Quote
Tarsas Phage wrote:CCP WhiteNoiseTrash wrote: come to FanFest and I'll tell you all about it :D
I'll be there!
http://www.youtube.com/watch?v=adVZt0pzC3s 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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Qual
Infinity Engine Sleeping Dragons
46
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Posted - 2014.01.18 23:26:00 -
[411] - Quote
In my experience some stuck sounds are related to having the Map window open while shifting systems. ANd that is fairly easy to reproduce. Dont know if it is related to the issue at hand though. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
423
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Posted - 2014.01.19 12:22:00 -
[412] - Quote
Qual wrote:In my experience some stuck sounds are related to having the Map window open while shifting systems. ANd that is fairly easy to reproduce. Dont know if it is related to the issue at hand though.
That is easy to reproduce and a different issue. but it's correct, because of the switching off of the graphics engine, when opening the map, so the audio code for stopping the sound is never called. 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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Tul Breetai
Impromptu Asset Requisition Insurance Fraud.
638
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Posted - 2014.01.23 11:08:00 -
[413] - Quote
CCP WhiteNoiseTrash wrote:James Amril-Kesh wrote:"Something big" and "disconnects" don't sound like they go together. Unless it's something really radical.
Edit: Native multiboxing support? lips sealed. come to FanFest and I'll tell you all about it :D Discrimination. There's nothing worse than an EVE player, generally considered to be top of the food chain in the MMO world, that cannot smacktalk with wit and coherency. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
423
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Posted - 2014.01.23 12:55:00 -
[414] - Quote
Tul Breetai wrote:CCP WhiteNoiseTrash wrote:James Amril-Kesh wrote:"Something big" and "disconnects" don't sound like they go together. Unless it's something really radical.
Edit: Native multiboxing support? lips sealed. come to FanFest and I'll tell you all about it :D Discrimination.
don't go there . :D It won't be in until summer anyway, or maybe even not fully before winter again.
so you ain't missing anything not knowing what we are tweaking atm.
also. everybody. please get in touch regarding any of the old bugs, looping of sounds and so on which are still there after the point release next week. 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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Mata1s
Silver Snake Enterprise Fatal Ascension
341
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Posted - 2014.01.28 15:08:00 -
[415] - Quote
My world level option in sounds now does nothing, please stop this horrible ambient alien chatter |
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CCP WhiteNoiseTrash
C C P C C P Alliance
423
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Posted - 2014.01.29 07:37:00 -
[416] - Quote
Mata1s wrote:My world level option in sounds now does nothing, please stop this horrible ambient alien chatter
yup. it's on it's way. just some small human / machine mistake along the pipeline which caused this. sorry. 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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Thellorms Nor'Fein
Federal Bounty Services
54
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Posted - 2014.01.29 09:54:00 -
[417] - Quote
CCP WhiteNoiseTrash wrote:Mata1s wrote:My world level option in sounds now does nothing, please stop this horrible ambient alien chatter yup. it's on it's way. just some small human / machine mistake along the pipeline which caused this. sorry.
I hope this is for real. I only take the time to write this response because this has been genuinely bothering me for years now, as it makes enjoying the other sounds of combat in highly rat populated areas a real pain in the butt. Ahh, Jita... - http://i.imgur.com/UHGT4xc.jpg |
asteroidjas
Rothschild's Sewage and Septic Sucking Services The Possum Lodge
24
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Posted - 2014.01.30 01:06:00 -
[418] - Quote
What is that god awful sound everytime i undock/land where deployables are on grid? (i think that is the cause) That little weird dead animal sound or something...can't think of a better way to describe it. Its like it loads a grid with RF'd depots and has to play a certain sound...regardless of distance to that structure. |
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CCP WhiteNoiseTrash
C C P C C P Alliance
424
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Posted - 2014.01.30 07:02:00 -
[419] - Quote
Thellorms Nor'Fein wrote:CCP WhiteNoiseTrash wrote:Mata1s wrote:My world level option in sounds now does nothing, please stop this horrible ambient alien chatter yup. it's on it's way. just some small human / machine mistake along the pipeline which caused this. sorry. I hope this is for real. I only take the time to write this response because this has been genuinely bothering me for years now, as it makes enjoying the other sounds of combat in highly rat populated areas a real pain in the butt. Edit: Don't get me wrong, I like radio chatter. But much of it sounds more like garbled gibberish barely reminiscent of real chatter. Why the hell are they talking that much anyways? Everyone watching the latest alliance tournament holos and have to share every detail over the comms? Come on... Would LOVE to hear comms that respond to your actions. Every once in a while, hearing a muffled scream come across the comms as you pop a commanders ship could be highly entertaining (and rewarding!)
It's just a human mistake. everything ended up outside of the mixing hierarchy, so you can't control anything. which of course, you should :D
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
424
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Posted - 2014.01.30 07:03:00 -
[420] - Quote
asteroidjas wrote:What is that god awful sound everytime i undock/land where deployables are on grid? (i think that is the cause) That little weird dead animal sound or something...can't think of a better way to describe it. Its like it loads a grid with RF'd depots and has to play a certain sound...regardless of distance to that structure.
I'll note it down. Certainly sounds like a bug. 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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