Forums » Suggestions
Jump SFX
I know there is a plugin to make your jump animation also have a sound. This sound, for one, sucks, and also it should be emitted by _ALL_ activating jump wormholes. It shouldn't be a plugin. It should be in the core so all of this can happen. Also here is some new sounds I made that meybe you guys like. At least something similar to what it would ultimately be. Frankly I think the current one sounds too much like instruments.
http://www.supload.com/sound_confirm.php?get=670186119.wav
http://www.supload.com/sound_confirm.php?get=356082461.wav
http://www.supload.com/sound_confirm.php?get=449249855.wav
http://www.supload.com/sound_confirm.php?get=670186119.wav
http://www.supload.com/sound_confirm.php?get=356082461.wav
http://www.supload.com/sound_confirm.php?get=449249855.wav
The sound effects used in JumpSFX are from media.rlb. They're built into the game, just not used by default. All JumpSFX does is enable them.
Thanks for making me feel like my contributions to the plugin community aren't a waste of time.
PS: Your sounds are of far lower quality than you think they are, and frankly, they sound like noises a three-year-old would make while running around the house.
Thanks for making me feel like my contributions to the plugin community aren't a waste of time.
PS: Your sounds are of far lower quality than you think they are, and frankly, they sound like noises a three-year-old would make while running around the house.
I'm a big fan of the sci-fiy computer/android chick voice-over, such as the classic "Not enough minerals" being used for every operation. If anyone has a voice utility like Vocaloid, maybe they could scrap together a "Jump drive activated" or some such?
I am aware that my sounds are low quality. My built-in mic sucks. I am saying that I would like a sound more like that than the one that's in there. I also want every jump wormhole to play the sound, regardless of who it belongs to. If that could be done with your plugin, it would be great. However something makes me think it can't be.
The sounds I provided are examples. The wormhole entrances are big and violent looking when they open. The sounds should be the same.
The sounds I provided are examples. The wormhole entrances are big and violent looking when they open. The sounds should be the same.
There is a freeware text-to-speech application out there that you can dl the source code of. ScubaSteve 9.0 knows the link I think, I'm at work and can't remember it...
OSX has both text to speech and voice recognition built in , the voiceover utility is fairly advanced.
Mind you flying about space with some lassie saying "At the next wormhole turn left and follow signs for Latos" would drive me potty...
Mind you flying about space with some lassie saying "At the next wormhole turn left and follow signs for Latos" would drive me potty...
I have a modified version of jumpsfx that allows me to choose the sound i want played whenever i leave a sector and a different sound for when i enter a sector (special thanks to Mick for his 1337 lua skills)
if anyone finds a good warp theme, please share!
also my suggestion to the devs - allow us to choose sound fx for entering sectors and for jumping wormholes, since i think its a different type of jump, thus deserving a different type of sound
the warp sound of my choice is: http://www.supload.com/sound_confirm.php?get=1310882002.wav
if anyone finds a good warp theme, please share!
also my suggestion to the devs - allow us to choose sound fx for entering sectors and for jumping wormholes, since i think its a different type of jump, thus deserving a different type of sound
the warp sound of my choice is: http://www.supload.com/sound_confirm.php?get=1310882002.wav
Trying to the extract the old jumping sound from WC would be fun, but probably conflicting with copyright thingamajigs.
I'm a big fan of the sci-fiy computer/android chick voice-over, such as the classic "Not enough minerals" being used for every operation. If anyone has a voice utility like Vocaloid, maybe they could scrap together a "Jump drive activated" or some such?
I'm with Ecka on this one. I suspect anyone who's played EVE for any amount of time longer than the trial would agree that hearing Aura say "Warp drive activated" over and over and over gets rather irritating after a while.
I also want every jump wormhole to play the sound, regardless of who it belongs to. If that could be done with your plugin, it would be great. However something makes me think it can't be.
You're right -- it can't be. If it were possible to get it to play the effects for all wormholes/jumps and not just your own, believe me, that would have been done ages ago. Unfortunately, the tables and functions I require to determine the relative location and distance of the physical objects that represent the jumps are inaccessible (with good reason), and the functions that I require to handle the volume adjustment by distance (doppler?) are not exposed to Lua yet.
I have a modified version of jumpsfx that allows me to choose the sound i want played whenever i leave a sector and a different sound for when i enter a sector (special thanks to Mick for his 1337 lua skills)
I will modify the code to support on-the-fly soundfile changes when I get home -- if I don't get it done during my lunch break at work.
also my suggestion to the devs - allow us to choose sound fx for entering sectors and for jumping wormholes, since i think its a different type of jump, thus deserving a different type of sound
The reason that the sector and wormhole jumps share in/out effects is not just because there are only two sounds in media.rlb -- it's also partly because the jump-out animation is the same regardless of the jump type. Technically, the sound I'm using for the "jump in" animations is the one meant to be used by the old intra-system (sector) jump-out animation (for those who remember, it was the zoom-off-into-the-distance animation) -- the current sound used by the jump-out was originally meant for just the outgoing wormhole jumps.
Personally I'd like to have the old sector jump animation back already... it was taken away for stupid reasons, it can come back for stupid ones too (namely, so that a plugin can use the right sound effect with the proper animation ;)...
I'm with Ecka on this one. I suspect anyone who's played EVE for any amount of time longer than the trial would agree that hearing Aura say "Warp drive activated" over and over and over gets rather irritating after a while.
I also want every jump wormhole to play the sound, regardless of who it belongs to. If that could be done with your plugin, it would be great. However something makes me think it can't be.
You're right -- it can't be. If it were possible to get it to play the effects for all wormholes/jumps and not just your own, believe me, that would have been done ages ago. Unfortunately, the tables and functions I require to determine the relative location and distance of the physical objects that represent the jumps are inaccessible (with good reason), and the functions that I require to handle the volume adjustment by distance (doppler?) are not exposed to Lua yet.
I have a modified version of jumpsfx that allows me to choose the sound i want played whenever i leave a sector and a different sound for when i enter a sector (special thanks to Mick for his 1337 lua skills)
I will modify the code to support on-the-fly soundfile changes when I get home -- if I don't get it done during my lunch break at work.
also my suggestion to the devs - allow us to choose sound fx for entering sectors and for jumping wormholes, since i think its a different type of jump, thus deserving a different type of sound
The reason that the sector and wormhole jumps share in/out effects is not just because there are only two sounds in media.rlb -- it's also partly because the jump-out animation is the same regardless of the jump type. Technically, the sound I'm using for the "jump in" animations is the one meant to be used by the old intra-system (sector) jump-out animation (for those who remember, it was the zoom-off-into-the-distance animation) -- the current sound used by the jump-out was originally meant for just the outgoing wormhole jumps.
Personally I'd like to have the old sector jump animation back already... it was taken away for stupid reasons, it can come back for stupid ones too (namely, so that a plugin can use the right sound effect with the proper animation ;)...
No-one said it'd be mandatory, Miha. I think it'd be nice to have spoken status messages, and I've been thinking about tinkering with it and speech-to-text to have hands-free chat without revealing my audio pattern, I'm paranoid that way.
As for the audio warp signature: Distance is already possible to retrieve, is it not? But I understand when you say relative location is necessary, too, not even counting relative velocity.
As for the audio warp signature: Distance is already possible to retrieve, is it not? But I understand when you say relative location is necessary, too, not even counting relative velocity.
The only sound you should hear when jumping should be your jump engine (or whatever the thingamejig that allows you to jump is called) warming up and doing its thing. We're in space, remember?
Although this approach is pretty much fucked up already by lame sounds of weapon fire whizzing nearby or explosions. Shame, shame.
Although this approach is pretty much fucked up already by lame sounds of weapon fire whizzing nearby or explosions. Shame, shame.
toshiro: the only detection of other ships jumping that I can get from Lua is the little text notification when they jump within 1000m of me -- but that doesn't come until well after the visual effect has started, so it's useless.
Er, yes. Forgot about the trigger 6_6
The sounds you hear (and to a certain extent, the sights you see) in the cockpit of your ship is part of the virtualization layer of the HUD to increase pilot situational awareness and efficiency. They are not the actual sounds ship/weapons make since we all know that in space no one can year you scream but, rather, virtual sounds to give you auditory clues to your environment. This is achieved through the standard ship-pilot interface which was installed in your brain during your pilot training. You are a cyborg, after all.
Those who have achieved the appropriate license level of Hacker 8 or above can even change these sounds though this is frowned upon by the authorities.
Those who have achieved the appropriate license level of Hacker 8 or above can even change these sounds though this is frowned upon by the authorities.
You are a cyborg, after all.
Maybe in toshiro's case, but I would disagree in the case of Itani and most UIT.
Maybe in toshiro's case, but I would disagree in the case of Itani and most UIT.
Depending on your definition of cyborg, of course. Someone wearing a hearing aide or a pacemaker could be also be considered a cyborg (in the $6000 range).
No doubt the Serco would unequivocally be considered cyborgs (in the $6 million+ range) but I could argue that considering the diffusion of technology after several hundred years and the commonality of ship designs throughout the Systems that there is a minimum level of enhancement used by pilots of all nations - even the Itani who are obviously not technological luddites.
Though it may be possible that the Itani eschew a direct neural link and use an external SQUID-based neural net that relies on quantum-level magnetic interference patterns to interact with the brain. They would still be "strapping on" their ship but there would be no need for any invasive surgery - merely mental training in interpreting the input from the net. I would still consider this a form of being a cyborg, however.
In any case, I'm just throwing out techno-babble for my amusement. If there is an established cannon regarding this, I'll go with the flow.
No doubt the Serco would unequivocally be considered cyborgs (in the $6 million+ range) but I could argue that considering the diffusion of technology after several hundred years and the commonality of ship designs throughout the Systems that there is a minimum level of enhancement used by pilots of all nations - even the Itani who are obviously not technological luddites.
Though it may be possible that the Itani eschew a direct neural link and use an external SQUID-based neural net that relies on quantum-level magnetic interference patterns to interact with the brain. They would still be "strapping on" their ship but there would be no need for any invasive surgery - merely mental training in interpreting the input from the net. I would still consider this a form of being a cyborg, however.
In any case, I'm just throwing out techno-babble for my amusement. If there is an established cannon regarding this, I'll go with the flow.
You are definitely viewing space through a simulator. Otherwise when you turned your camera around, you'd see your own ship! Why can't it have sound too?
I tried to establish something like a canon about the cyborgization (I call it Medical Robotic Advancement), but I think I failed, due to various reasons.
And you're of course correct in that even today, we have cyborgs. Still, I don't think even with an external skeleton/body (in this case, the ship) could Itani be counted as cyborgs. I define it such that you have to have intrusive surgery and substitution of removed or already missing body parts.
And you're of course correct in that even today, we have cyborgs. Still, I don't think even with an external skeleton/body (in this case, the ship) could Itani be counted as cyborgs. I define it such that you have to have intrusive surgery and substitution of removed or already missing body parts.