So I took a look at this and the event *is* working. the problem is there is no audio at the beginning of the event. So there are sporadic seagull sounds that mar or not play based on random percentages and the first seagull plays a few seconds into the event. What this means is, nothing will play when first clicking on the name and you'll have to wait a little bit to actually hear the birds.
Birds, Seagulls 1 is actually just a more sparse version of Birds, Seagull 2.
However today I decided to rework the event so that it has audio at the beginning of the file and the seagulls are triggered a bit quicker. Expect this change to go out some time around the launch of M3.
You are the man. Sorry - I could have sworn I listened for at least 15-20 seconds to anything that sounded silent for just that reason. I must have just missed it.
But, sounds like a good change, and maybe a "best practices" to keep in mind for future sound effects.
(Displaying a recording-length would be a nice little info bit sometime in the future).
Could you be more specific about the name of the critter and where I could find them? I just took a look generally around dread ring but could not reproduce the error you mentioned.
When last I heard this, it was one of the Thayan Red Wizards around the sphere of annihilation (I think they're evokers).
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
We are currently aware of a bug which is not allowing music events in the foundry editor to be previewed. We are working to have this resolved as soon as possible.
We are currently aware of a bug which is not allowing music events in the foundry editor to be previewed. We are working to have this resolved as soon as possible.
Um?...we still can't even get INTO the foundry, so previewing is impossible.
Foundry button continues to be disabled and tooltip says "Foundry is unavailable at this time."
The volume on the new HR Pathfinder ability.. unnh, I just forgot the name.. The one that puts a crosshairs on the target (anyone? someone with actual memory that works?)
The volume is far too loud, much louder than anything else in the game, and because HRs seem to spam it endlessly, it's quite headache-inducing. It probably needs a tweaking pass, knock the amplitude down at least 30%
There is a section in Mod 3 (Icewind Pass) that is above the cave entrance to Briggan's Tomb that when you are walking on the mountain portion above it, it plays the cave ambiance noise.
0
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2014
A few pages back you said you fixed the Karrundax issue internally, but it still is unresolved.
I noticed that the flaming torches in Trade Of Blades were making the sound of running water. Then I went into PvP Domination, as so was the campfire. I haven't checked every single fire in the game, but every one that I have seen since today's patch seems to be having an elemental existential crisis
I haven't seen anything else about it yet, maybe I'm missing a thread somewhere... but it seems like in the Tower District there are a LOT of ambient sounds looping on infinite repeat. The one I seem to get every time I enter the zone (either on first loading the game or entering from another area) is the squeak of the swinging sign over the Tower Tavern door. I've also heard the belching sounds that play within the tavern area. I hear there no matter what area of the whole zone I'm in, and the only way to remove the sound is to turn off Ambient sounds entirely, which makes it feel deathly quiet.
you're not the only one. Since today's patch ambient sounds are in chaos, and not just the tower district. Chat is filled with players complaining about it. Will get fixed tomorrow probably/hopefully
Just went through the foundry to preview some sounds and it seems dozens, and dozens, and dozens of sounds are messed up.
Fires that sound like crowds, rivers, screaming.
Rivers that sound like fires and falling humans, etc.
Some still seem correct but LOTS are all messed up.
Sorry everyone, it seems the hamster has fell off his wheel again behind the scenes here at Cryptic. We are dreadfully sorry for the sonic chaos this has caused and we want you to know the we're aware and working on a solution.
As this was reported directly following the patch yesterday, why was there no awareness of it yesterday?
So instead of possibly fixing it in todays patch, we're doomed to spend the entire weekend with
Gruumsh's wacko funhouse, and the Nashers gears in the machine?
...and torches that sound like rivers, and rivers that sound like screaming souls being dragged into hell?
A Patch has been pushed through as fast as we could to correct the issue. If you experience any other sounds which broke with the last patch and have not yet been fixed please let us know. Thank you so much for your patience.
A Patch has been pushed through as fast as we could to correct the issue. If you experience any other sounds which broke with the last patch and have not yet been fixed please let us know. Thank you so much for your patience.
The (blue) flaming torches make a strange noise at the top of Dread Spire (not sure how it translate... this is the tower in dread ring where the boss is a knight commander).
Perhaps this is intentional, I had never paid attention before.
/edit : same strange noise near the salvage area in protector's enclave.
Chaotic neutral - so i can do whatever the hell i want
The (blue) flaming torches make a strange noise at the top of Dread Spire (not sure how it translate... this is the tower in dread ring where the boss is a knight commander).
Perhaps this is intentional, I had never paid attention before.
/edit : same strange noise near the salvage area in protector's enclave.
Thank you. We'll be looking into these issues and getting them resolved as fast as we can.
can someone help me ?
I got this crash game when want to enter in Straight to Helm
Afther that verified all files and crash still persist i cant go on this event
I wanted to point out that there's a great deal of wolf howling in Malabog's Castle. It's especially obvious at the last leg of the quest when the PC group is headed back out to face Fulminorax.
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Birds, seagulls 2 - silent
(They're quiet and randomized. Keep clicking on it and you'll hear this working.)
Xinkar Ruins - not looping
(not meant to loop)
Water wheel 1/Windmill 1 - identical
(the windmill sound is a slowed down version of the water wheel)
Neverwinter City ambience 1/3 - forest/wilderness nighttime??
(Yes. these were designed for PE night maps)
Ice Spire mountain path ambience 3/4 - identical?
(One has a smaller radius but otherwise they are identical)
Duplicate Names (See Note 1)
Portal 1/Portal 1 - duplicated menu labels
Grey Wolf Den Ambience 2/2 - duplicated menu labels
Duplicates (See Note 2)
Tavern Amb2/Amb3/_Amb - identical
Tower District/Stormcaller Caves - identical
Watchers Forest/TOS Ranger Camp - identical
Spellplague Tower Dungeon/Helms Hold Rift - identical
Helms Hold Ambient 2/4 - identical
Helms Hold Fanfare 1/2 - identical
Helms Hold Intro/Mission 01 - identical
Black Dagger Mines 1/2/3/Ruins - all identical
Boss 1/2 Victory - identical
Graveyard/Graveyard Fanfare - identical
Note 1
Regarding Duplicate Names:
Events with duplicate names present a special problem and one that we're not gonna fix on the live branch. The problem comes from the fact that ugc authors have undoubtedly implemented these events in their maps. Changing the names of the maps could cause errors in those maps. We will look into fixing duplicated names in the next module.
Note 2
Regarding Duplicate Music Events:
Okay folks get comfortable. I'm about to tell you a story about music events in UGC. A long time ago during the formation of the foundry a designer not of the audio department populated the available music events you see today. The events were populated from the names of the events that the audio department created while developing the launch build. The problem with this of course is that the audio department would use the same music in different maps but name the events by map. So for example if we used a piece of music in both the Stormcaller Caves and The Tower District, we would create two events in our middleware engine and they would have two different names but call the same music. Someone who wasn't familiar with the system would see two different names and assume they were two different pieces of music and Voila, we have duplicate events in the foundry.
Can't you just delete the duplicates?:
No we can't. Authors have populated their maps with with these music events and deleting the events would invalidate their maps and prevent them from publishing.
Well then can't you keep the names the same but just put in different music?:
Theoretically yes, we could do that. IF we had enough music to fill all of the duplicate events. Sadly we do not at this time. The conclusion is that we all have to live with duplicate music events until such time when we have the resources to come up with a more elegant solution.
I wanted to point out that there's a great deal of wolf howling in Malabog's Castle. It's especially obvious at the last leg of the quest when the PC group is headed back out to face Fulminorax.
Investigated this and was unable to duplicate.
It would appear the shenanigans caused by the major malfunction last Thursday have been corrected by Fridays patch.
There is a section in Mod 3 (Icewind Pass) that is above the cave entrance to Briggan's Tomb that when you are walking on the mountain portion above it, it plays the cave ambiance noise.
That area has been reworked to fix the audio issues.
Comments
You are the man. Sorry - I could have sworn I listened for at least 15-20 seconds to anything that sounded silent for just that reason. I must have just missed it.
But, sounds like a good change, and maybe a "best practices" to keep in mind for future sound effects.
(Displaying a recording-length would be a nice little info bit sometime in the future).
Encounter Matrix | Advanced Foundry Topics
When last I heard this, it was one of the Thayan Red Wizards around the sphere of annihilation (I think they're evokers).
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Evokers are female
I know with the costume fx and the lack of hair its difficult to tell.
Thank you.
Um?...we still can't even get INTO the foundry, so previewing is impossible.
Foundry button continues to be disabled and tooltip says "Foundry is unavailable at this time."
Encounter Matrix | Advanced Foundry Topics
The volume is far too loud, much louder than anything else in the game, and because HRs seem to spam it endlessly, it's quite headache-inducing. It probably needs a tweaking pass, knock the amplitude down at least 30%
It's really unpleasant, especially in headphones.
I noticed that the flaming torches in Trade Of Blades were making the sound of running water. Then I went into PvP Domination, as so was the campfire. I haven't checked every single fire in the game, but every one that I have seen since today's patch seems to be having an elemental existential crisis
Fires that sound like crowds, rivers, screaming.
Rivers that sound like fires and falling humans, etc.
Some still seem correct but LOTS are all messed up.
Encounter Matrix | Advanced Foundry Topics
So instead of possibly fixing it in todays patch, we're doomed to spend the entire weekend with
Gruumsh's wacko funhouse, and the Nashers gears in the machine?
...and torches that sound like rivers, and rivers that sound like screaming souls being dragged into hell?
Encounter Matrix | Advanced Foundry Topics
The (blue) flaming torches make a strange noise at the top of Dread Spire (not sure how it translate... this is the tower in dread ring where the boss is a knight commander).
Perhaps this is intentional, I had never paid attention before.
/edit : same strange noise near the salvage area in protector's enclave.
Encounter Matrix | Advanced Foundry Topics
Thank you. We'll be looking into these issues and getting them resolved as fast as we can.
I got this crash game when want to enter in Straight to Helm
Afther that verified all files and crash still persist i cant go on this event
Fatal Error : Hog file incorect/unreadable version: 7
Technical Details : Hog file incorect/unreadable version : bin/geobin/maps/adventure zone/az_hh_straight_to_helm/az_hh_straight_to_helm/world_cript_entries.hogg: 7
is there any solution for that ?
That's the plan.
I think there are a few more "duplicates" but my audio memory couldn't re-locate the pairs.
Encounter Matrix | Advanced Foundry Topics
Another neck-monster
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Thanks BeckyLunatic. Looking into it.
Fixed
Working as intended
(They're quiet and randomized. Keep clicking on it and you'll hear this working.)
(not meant to loop)
(the windmill sound is a slowed down version of the water wheel)
(Yes. these were designed for PE night maps)
(One has a smaller radius but otherwise they are identical)
Duplicate Names (See Note 1)
Duplicates (See Note 2)
Note 1
Regarding Duplicate Names:
Events with duplicate names present a special problem and one that we're not gonna fix on the live branch. The problem comes from the fact that ugc authors have undoubtedly implemented these events in their maps. Changing the names of the maps could cause errors in those maps. We will look into fixing duplicated names in the next module.
Note 2
Regarding Duplicate Music Events:
Okay folks get comfortable. I'm about to tell you a story about music events in UGC. A long time ago during the formation of the foundry a designer not of the audio department populated the available music events you see today. The events were populated from the names of the events that the audio department created while developing the launch build. The problem with this of course is that the audio department would use the same music in different maps but name the events by map. So for example if we used a piece of music in both the Stormcaller Caves and The Tower District, we would create two events in our middleware engine and they would have two different names but call the same music. Someone who wasn't familiar with the system would see two different names and assume they were two different pieces of music and Voila, we have duplicate events in the foundry.
Can't you just delete the duplicates?:
No we can't. Authors have populated their maps with with these music events and deleting the events would invalidate their maps and prevent them from publishing.
Well then can't you keep the names the same but just put in different music?:
Theoretically yes, we could do that. IF we had enough music to fill all of the duplicate events. Sadly we do not at this time. The conclusion is that we all have to live with duplicate music events until such time when we have the resources to come up with a more elegant solution.
Investigated this and they appear to be making the proper sounds.
Investigated this and was unable to duplicate.
It would appear the shenanigans caused by the major malfunction last Thursday have been corrected by Fridays patch.
Encounter Matrix | Advanced Foundry Topics
Good point. The correction will be made.
As always any fixes and updates I mention can be expected within a couple patches unless otherwise stated.
05-10-2014 [new] Audio Effects not removed when Details were to create IWD foundry maps
Encounter Matrix | Advanced Foundry Topics
Removed Zombie grunts from the following neck items:
Glorious Mantle of The Host Tower
House Xorlarrin Cloak
That area has been reworked to fix the audio issues.
This could not be reproduced. Could anyone else collaborate this as a persistent issues?
The "looping" flag has been removed from the Xinkar Ruins music event.
Control Wizard:
Maelstrom of Chaos has been fixed. The power was previously not playing the proper charging/pre-activation audio.
These changes should go out in the next couple of patches.
Thanks!