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Fixed sound?

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Jered Cain:
I've got a little piece of my .INI file here, after I did a little bit of tweaking to make the monsters sound how they sounded in the actual games.  No longer do Shotgunners sound like demons.  And no longer do Lost Souls sound like they're gibbing with every move.


--- Code: ---SOUND_PISTOL    = "wav/dspistol.wav";
SOUND_SHOTGUN   = "wav/dsshotgn.wav";
SOUND_PLASMA    = "wav/dsplasma.wav";
SOUND_ROCKET    = "wav/dsrlaunc.wav";
SOUND_BARREL    = "wav/dsbarexp.wav";
SOUND_RELOAD    = "wav/dswpnup.wav";
SOUND_DOOROPEN  = "wav/dsbdopn.wav";
SOUND_DOORCLOSE = "wav/dsbdcls.wav";
SOUND_ITEM      = "wav/dsitemup.wav";
SOUND_AMMO      = "wav/dssgcock.wav";
SOUND_BFG       = "wav/dsbfg.wav";
SOUND_PUNCH     = "wav/dspunch.wav";
SOUND_CLAW      = "wav/dsclaw.wav";
SOUND_FBALLFIRE = "wav/dsfirsht.wav";
SOUND_FBALLHIT  = "wav/dsfirxpl.wav";
SOUND_BRLMOVE   = "wav/dsstnmov.wav";
SOUND_POWERUP   = "wav/dsgetpow.wav";
SOUND_PUSHFAIL  = "wav/dsnoway.wav";
SOUND_PLDEATH   = "wav/dspldeth.wav";
SOUND_SKULL     = "wav/dssklatk.wav";
SOUND_ROCKETEXP = "wav/dsrxplod.wav";
SOUND_TELEPORT  = "wav/dstelept.wav";
SOUND_DIEIMP    = "wav/dsbgdth1.wav";
SOUND_DIESER    = "wav/dspodth1.wav";
SOUND_DIEFORMER = "wav/dspodth3.wav";
SOUND_DIEDEMON  = "wav/dssgtdth.wav";
SOUND_DIECACO   = "wav/dscacdth.wav";
SOUND_DIESKULL  = "wav/dsskldth.wav";
SOUND_DIEBARON  = "wav/dsbrsdth.wav";
SOUND_DIECYBER  = "wav/dscybdth.wav";
SOUND_DIEARACH  = "wav/dsspisit.wav";
SOUND_ACTIMP    = "wav/dsbgact.wav";
SOUND_ACTFORMER = "wav/dsposact.wav";
SOUND_ACTSER    = "wav/dsposact.wav";
SOUND_ACTDEMON  = "wav/dsdmact.wav";
SOUND_ACTCACO   = "wav/dscacsit.wav";
SOUND_ACTSKULL  = "wav/dssklatk.wav";
SOUND_ACTBARON  = "wav/dsbrssit.wav";
SOUND_ACTCYBER  = "wav/dscybsit.wav";
SOUND_ACTARACH  = "wav/dsspidth.wav";
SOUND_HITIMP    = "wav/dspopain.wav";
SOUND_HITSER    = "wav/dspopain.wav";
SOUND_HITFORMER = "wav/dspopain.wav";
SOUND_HITDEMON  = "wav/dsdmpain.wav";
SOUND_HITCACO   = "wav/dsdmpain.wav";
SOUND_HITSKULL  = "wav/dssklatk.wav";
SOUND_HITBARON  = "wav/dsbrssit.wav";
SOUND_HITCYBER  = "wav/dsdmpain.wav";
SOUND_HITARACH  = "wav/dsspidth.wav";
SOUND_PAIN      = "wav/dsplpain.wav";
SOUND_LEVER     = "wav/dsswtchn.wav";
SOUND_CHAIN1    = "wav/dssawhit.wav";
SOUND_CHAIN2    = "wav/dssawful.wav";
SOUND_HOOF      = "wav/dshoof.wav";
SOUND_DIEPAIN   = "wav/dspedth.wav";
SOUND_ACTPAIN   = "wav/dspesit.wav";
SOUND_HITPAIN   = "wav/dspepain.wav";

SOUND_ACTVILE   = "wav/dsvilact.wav";
SOUND_HITVILE   = "wav/dsvipain.wav";
SOUND_DIEVILE   = "wav/dsvildth.wav";
SOUND_ATKVILE   = "wav/dsvilatk.wav";
--- End code ---

EDIT: I made a few more changes since things didn't sound quite right, and now everything's as close to as it should be.  Kornel, take a look again.

Edit Deux: We do not have Arachnotron sounds, I repeat, we don't have Arachnotron sounds.  That's why they sound like the Spider Mastermind.  I will find them, download, and send to Kornel.

Kornel Kisielewicz:
This one will be official in the next release :)

Jered Cain:
Also, for all of you watching, please note.  I could not make all the changes I wanted to make due to coding problems, for example, Hell Knights and Barons of Hell are one and the same to the sound code.  Also, some of these changes don't seem to be working, but I'm not entirely sure about that.  More extensive research is required.

Blade:
I always wondered, why arachnotron sounds like Spider Mastermind? Maybe add sounds corresponding to every monster, because sound of arachnotron for people, who played an original DooM a lot, causes one reaction, and sound of Mastermind causes another? Also i found in "wav" directory mancubus sounds, but haven't found him in game(or in ini). It's for the future?))

Malek Deneith:
Mancubus is planned for 0.9.9 or later versions...

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