i seem to be having audio issues where i'm hearing looping background noise. this actually sounds like it's a reverse atmospheric noise. and not all expected sound happens all the time. this is in all maps. i've rebooted my system and restarted the game but it doesn't seem to help. it seems like there is a reduced number of sounds that can be played at the same time... like a synthesizer has a limited number of simultaneous voices (called polyphony). should i submit a ticket?
for the last boss fight at the malabog castle, usually before valina the witch come down at summon mirror or grip on players, they will say a phrase. but after the patch, she silently came down and do her things resulting other players not knowing of her arrival. please fix it like it is before the patch. thanks
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
for the last boss fight at the malabog castle, usually before valina the witch come down at summon mirror or grip on players, they will say a phrase. but after the patch, she silently came down and do her things resulting other players not knowing of her arrival. please fix it like it is before the patch. thanks
Hiya Yeagers, thanks for bringing this to our attention. We apologize for the trouble this caused in the Valindra fight. We have identified the problem and hope to get out a fix with the next patch.
Thanks again for keeping an ear out.
0
greeniewolf0Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 83
edited September 2013
As of today's patch many npc voices in the festival are broken for me. They simply are not playing when they should be. Haven't had time to check other areas yet. These include Yina, the flower merchant, and all the quest npcs.
The adventurers still work, but the beer vender's doesn't.
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
ALL audio effects on map begin playing simultaneously upon entering previewer
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
The background ambience is actually the gears of the clock slowed down. The ambience is baked into the file unfortunately and is working as intended.
The background ambience is actually the gears of the clock slowed down. The ambience is baked into the file unfortunately and is working as intended.
The "background ambience" almost completely drowns out the chimes it is so loud.
So "working as intended" means completely unusable? And the background gears noise is NOT in Chime 1 ???
On Mt. Hotenow, nearby (but not adjacent) fight sounds are playing as if the player were involved in the combat. These fights are actually taking place well outside of aggro range and involve other players but the sound is as if they were right on top of you.
Additionally, some of the elementals are playing audio files from Ashmodai devils. Imp giggling, Legion Devil chuckling and the 'Oh... pain" from dying Shocktroops.
"We have always been at war with Dread Vault" ~ Little Brother
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited October 2013
I've been hearing an odd hiss or crackle on Coriol Street, around the mailbox. Reminds me of a record player left to spin after the music stops (showing my age).
I've been hearing an odd hiss or crackle on Coriol Street, around the mailbox. Reminds me of a record player left to spin after the music stops (showing my age).
This is probably the sound from the rope lifts on the scaffolding. I'm assuming what you're hearing is the crackle of ropes being stressed as they tighten.
I hope you can fix the bug with the silent music tunes in the foundry and also the repeated music tunes. We need more variety for music in the foundry.
In Celadaine's Tower on the ground floor there two areas where the audio seems have issues. At the gate leading into the main hall from the foyer, and in the area around the first guardian's ghost. The audio will just completely cut out in these places. Also in Celadaine's Tower, on the 1st floor in the room where the two Hewers are, guarding the portal, on the right side of the room the audio will cut out.
In Celadaine's Tower on the ground floor there two areas where the audio seems have issues. At the gate leading into the main hall from the foyer, and in the area around the first guardian's ghost. The audio will just completely cut out in these places. Also in Celadaine's Tower, on the 1st floor in the room where the two Hewers are, guarding the portal, on the right side of the room the audio will cut out.
Indeed. We are aware of the audio issues in Celadaine's tower and are working on a fix. Thank you for the feedback!
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
ALL audio effects on map begin playing simultaneously upon entering previewer
Music/Craftsmens Rest
Music/Fife Player
Music/Generic Mission 1
Music/Generic Mission 3
Music/Generic Mission 4
Music/Helms Hold 1
Music/Helms Hold 2
Music/Helms Hold Ambient 3
Music/Lute Player
Music/Mount Hotenow Boss
Music/Tavern Amb
Music/Tavern Amb2
Music/Tavern Amb3
Music/Twilight Reach
Music/Xinkar Ruins
Nature/Birds, seagulls 1
Monster taunt/Zombie Hulk
[new] Wind, rain and thunder 1 -- have incorrect "range" circle of 80 feet.
Thank you for the feedback. Are you able to be a little more specific? Could you give the event path with "Folder/Event" format please? Also could you explain what you mean by incorrect range? What are you seeing/Experiencing, and what *should* you be seeing/experiencing?
Wow. My bad - nevermind. It's audio range actually is 80'. I actually had the same sound effect in my Background Sound Override, and it appeared to be map-wide, but I just re-verified things and it's correct.
Bug is actually that "Nature/Wind, rain and thunder 1" (and no doubt other limited range audio) does not work (and should not be select-able) for "Edit Backdrop/Background Sound Override" choice. -- Should I enter a separate post for this??
Verified light-green range-circle for the sound effect shown in the 2D editor is an 80' radius.
The sound effect "Nature/Wind, rain and thunder 1" is actually 80' - so it is correct.
The sound effect "Nature/Wind, rain and thunder 2" is actually 256' - and I verified it is correct as well.
Bug is actually that "Nature/Wind, rain and thunder 1" (and no doubt other limited range audio) does not work (and should not be select-able) for "Edit Backdrop/Background Sound Override" choice. -- Should I enter a separate post for this??
We're still working on a solution for Audio events that aren't working. Currently, the audio team is working hard to make Shadowmantle as amazing as we can. Soon however we should be able to turn our attention to the foundry and improve your foundry experience. Thank you so much for your patience. A separate post is not needed at this time.
Eldarth, bear in mind some of those are only silent when selecting them, but when testing them some of those actually play. (I know tavern 1 and 2 work when playing, not when selecting them from the list.
Tavern 2 has a bug though, when it's playing and I move around and rotate the camera the sound gets distorted badly.
Eldarth, bear in mind some of those are only silent when selecting them, but when testing them some of those actually play. (I know tavern 1 and 2 work when playing, not when selecting them from the list.
Tavern 2 has a bug though, when it's playing and I move around and rotate the camera the sound gets distorted badly.
While some may or may not work while playing - since they don't play when selected, that qualifies it as a Foundry bug in my book.
We made some changes last week to hopefully address at least some of the audio events that you have listed Eldarth. I would like to take a second to explain as best as I can how some of this works:
The events that are selectable by foundry authors are read directly from our event banks in FMOD that we use for the live game. We built the events for the live game and then the foundry piggy backs on that infrastructure. For example the clock chime events. These events were implemented in the game at one time and worked for that particular instance but now the instance has changed and they are no longer used. However, because they remain in the FMOD project they are still selectable by foundry authors.
In the same way, some of the music events we built were placeholders. This means we created an event which pointed to a specific music file. Later on we no longer needed the event so we deleted the DATA, that is, the specific .wav file but not the event. So the foundry still sees the event, and the author still can select the event but it is not pointing to any particular file and so it is silent.
This only accounts for SOME of the broken events you are referring to. There are some that we need to look into a little bit more to fgure out why they aren't giving you an audio preview. There are others however, like the monster taunt which are different. The monster taunt points to a file, but the volume on the event has been turned all the way down. This served a purpose for the live game but for the foundry it just looks like a broken event.
We eliminated the music events that we could find that did not point to files so hopefully they will no longer show up as options in the foundry. We also changed a few parameters on some of the broken events that will hopefully, allow them to be previewed. Please take note that you will most likely not see these changes until later this month, or possibly early next month.
In the next few months we hope to take a closer look at the foundry and see if we can improve the audio experience for our authors.
Thank you
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited December 2013
Various cloaks/neck items are still causing characters to make grunting or squealing noise when jumping. I don't know if that's considered an audio bug or an item bug. And I'm sorry I can't provide a list. When people complain about it, I just tell them to check if removing their neck item makes it stop.
Triggering the boss cutscene in the Arcane Reservoir also causes an event notification sound to play, which isn't consistent with other story cutscenes.
The events that are selectable by foundry authors are read directly from our event banks in FMOD that we use for the live game. We built the events for the live game and then the foundry piggy backs on that infrastructure. For example the clock chime events. These events were implemented in the game at one time and worked for that particular instance but now the instance has changed and they are no longer used. However, because they remain in the FMOD project they are still selectable by foundry authors.
Awesome! Sounds like some good progress.
The only real problem with the Chimes 3,6,9,12 are the first 7 seconds - beyond that they are fine. If you could get some sound guy to just trim off that bit they'd be usable -- I'm guessing that's probably why they stopped being used in the instance as well.
And whatever routine reads the FMOD file to return the selection list to the foundry sounds like it just needs a simple blacklist or to detect empty data records and filter those out of the dropdowns. Nothing drastic, but does take time to checkout code, go thru QA, etc. But it would prevent some of these little wrinkles if someone deletes the data and not the data+event in the future.
Keep up the good work -- and we want mooooooore sounds and music! :-)
Edit: If you need any kind of tech info or testing anything specific just PM me -- I've been a developer for 38 years, so I'm pretty familiar with things. :-)
Comments
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
Encounter Matrix | Advanced Foundry Topics
Encounter Matrix | Advanced Foundry Topics
Hiya Yeagers, thanks for bringing this to our attention. We apologize for the trouble this caused in the Valindra fight. We have identified the problem and hope to get out a fix with the next patch.
Thanks again for keeping an ear out.
The adventurers still work, but the beer vender's doesn't.
Encounter Matrix | Advanced Foundry Topics
Encounter Matrix | Advanced Foundry Topics
The background ambience is actually the gears of the clock slowed down. The ambience is baked into the file unfortunately and is working as intended.
We have raised this issue to the foundry devs and hope to have the behavior rectified ASAP.
This issue has been raised as well and we are working on a solution.
Thank you!
The "background ambience" almost completely drowns out the chimes it is so loud.
So "working as intended" means completely unusable? And the background gears noise is NOT in Chime 1 ???
The first 7 seconds of Chime 3/6/9/12 make them unusable.
Encounter Matrix | Advanced Foundry Topics
Additionally, some of the elementals are playing audio files from Ashmodai devils. Imp giggling, Legion Devil chuckling and the 'Oh... pain" from dying Shocktroops.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
This is probably the sound from the rope lifts on the scaffolding. I'm assuming what you're hearing is the crackle of ropes being stressed as they tighten.
Indeed. We are aware of the audio issues in Celadaine's tower and are working on a fix. Thank you for the feedback!
Chime 3 times , Chime 6 times, Chime 9 times, and Chime 12 times all seem to have a background loud ambience kind of like shuffling things around on a desk where the microphone recorded the chimes.
ALL audio effects on map begin playing simultaneously upon entering previewer
Music/Craftsmens Rest
Music/Fife Player
Music/Generic Mission 1
Music/Generic Mission 3
Music/Generic Mission 4
Music/Helms Hold 1
Music/Helms Hold 2
Music/Helms Hold Ambient 3
Music/Lute Player
Music/Mount Hotenow Boss
Music/Tavern Amb
Music/Tavern Amb2
Music/Tavern Amb3
Music/Twilight Reach
Music/Xinkar Ruins
Nature/Birds, seagulls 1
Monster taunt/Zombie Hulk
Encounter Matrix | Advanced Foundry Topics
Encounter Matrix | Advanced Foundry Topics
Thank you for the feedback. Are you able to be a little more specific? Could you give the event path with "Folder/Event" format please? Also could you explain what you mean by incorrect range? What are you seeing/Experiencing, and what *should* you be seeing/experiencing?
Thanks!
Bug is actually that "Nature/Wind, rain and thunder 1" (and no doubt other limited range audio) does not work (and should not be select-able) for "Edit Backdrop/Background Sound Override" choice. -- Should I enter a separate post for this??
Verified light-green range-circle for the sound effect shown in the 2D editor is an 80' radius.
The sound effect "Nature/Wind, rain and thunder 1" is actually 80' - so it is correct.
The sound effect "Nature/Wind, rain and thunder 2" is actually 256' - and I verified it is correct as well.
Encounter Matrix | Advanced Foundry Topics
We're still working on a solution for Audio events that aren't working. Currently, the audio team is working hard to make Shadowmantle as amazing as we can. Soon however we should be able to turn our attention to the foundry and improve your foundry experience. Thank you so much for your patience. A separate post is not needed at this time.
Encounter Matrix | Advanced Foundry Topics
- Nature/Birds, seagulls 1
Still silent:Encounter Matrix | Advanced Foundry Topics
Encounter Matrix | Advanced Foundry Topics
Tavern 2 has a bug though, when it's playing and I move around and rotate the camera the sound gets distorted badly.
While some may or may not work while playing - since they don't play when selected, that qualifies it as a Foundry bug in my book.
Encounter Matrix | Advanced Foundry Topics
The events that are selectable by foundry authors are read directly from our event banks in FMOD that we use for the live game. We built the events for the live game and then the foundry piggy backs on that infrastructure. For example the clock chime events. These events were implemented in the game at one time and worked for that particular instance but now the instance has changed and they are no longer used. However, because they remain in the FMOD project they are still selectable by foundry authors.
In the same way, some of the music events we built were placeholders. This means we created an event which pointed to a specific music file. Later on we no longer needed the event so we deleted the DATA, that is, the specific .wav file but not the event. So the foundry still sees the event, and the author still can select the event but it is not pointing to any particular file and so it is silent.
This only accounts for SOME of the broken events you are referring to. There are some that we need to look into a little bit more to fgure out why they aren't giving you an audio preview. There are others however, like the monster taunt which are different. The monster taunt points to a file, but the volume on the event has been turned all the way down. This served a purpose for the live game but for the foundry it just looks like a broken event.
We eliminated the music events that we could find that did not point to files so hopefully they will no longer show up as options in the foundry. We also changed a few parameters on some of the broken events that will hopefully, allow them to be previewed. Please take note that you will most likely not see these changes until later this month, or possibly early next month.
In the next few months we hope to take a closer look at the foundry and see if we can improve the audio experience for our authors.
Thank you
Triggering the boss cutscene in the Arcane Reservoir also causes an event notification sound to play, which isn't consistent with other story cutscenes.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Awesome! Sounds like some good progress.
The only real problem with the Chimes 3,6,9,12 are the first 7 seconds - beyond that they are fine. If you could get some sound guy to just trim off that bit they'd be usable -- I'm guessing that's probably why they stopped being used in the instance as well.
And whatever routine reads the FMOD file to return the selection list to the foundry sounds like it just needs a simple blacklist or to detect empty data records and filter those out of the dropdowns. Nothing drastic, but does take time to checkout code, go thru QA, etc. But it would prevent some of these little wrinkles if someone deletes the data and not the data+event in the future.
Keep up the good work -- and we want mooooooore sounds and music! :-)
Edit: If you need any kind of tech info or testing anything specific just PM me -- I've been a developer for 38 years, so I'm pretty familiar with things. :-)
Encounter Matrix | Advanced Foundry Topics