Chaosforge Forum

DoomRL => Discussion => Topic started by: Jered Cain on December 01, 2006, 17:54

Title: Fixed sound?
Post by: Jered Cain on December 01, 2006, 17:54
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: [Select]
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";

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.
Title: Re: Fixed sound?
Post by: Kornel Kisielewicz on December 01, 2006, 18:35
This one will be official in the next release :)
Title: Re: Fixed sound?
Post by: Jered Cain on December 02, 2006, 05:03
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.
Title: Re: Fixed sound?
Post by: Blade on December 02, 2006, 06:49
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?))
Title: Re: Fixed sound?
Post by: Malek Deneith on December 02, 2006, 07:53
Mancubus is planned for 0.9.9 or later versions...
Title: Re: Fixed sound?
Post by: Jered Cain on December 02, 2006, 15:26
... Crud.  I even missed that.  Making the Arachnotron change now, will re-edit the first post again.
Title: Re: Fixed sound?
Post by: Firstblood on May 02, 2007, 23:16
This is sound and music setup I've been using:

MUSIC1       = "mp3/e3m3-e4m3.mp3"; //v good music 4 the 1st screen of DooMRL, and also its unused
obviously I downloaded the mp3s for the above.

SOUND_DIESER    = "wav/dspodth1.wav"; //fixed in 0.987
SOUND_DIEDEMON  = "wav/dssgtdth.wav"; //fixed in 0.987
SOUND_DIESKULL  = "wav/dsfirxpl.wav";
SOUND_ACTSER    = "wav/dsposit3.wav";

Also I like these original DooMRL sound effects, having got used to them:
SOUND_DIEIMP    = "wav/dsbgsit2.wav"; //the other death sounds too human to me
SOUND_ACTSKULL  = "wav/dsslop.wav"; //this always makes me think of lost souls now


It would be really good though if we had unique DooM sounds for everything, if someone could find or create Doom-like sounds so that each sound_xxx had a different, good and easily identifible sound.
Title: Re: Fixed sound?
Post by: Blade on May 08, 2007, 10:10
Hey, Firstblood have quite nice bindings, i like them. I set everything as he does, but
SOUND_DIEIMP    = "wav/dsbgsit2.wav" i left as before, Firstblood's sound setting don't makes me think of DEAD imp.

I uploaded several more sounds because i don't like that Arachs have sound of Spider Mastermind. Also i changed shotgun sound to double shotgun sound, because i like it more.))

Copy all files from archive into "wav" directory and replace [Sound] block in "doomrl.ini" file with following:
Code: [Select]
[Sound]
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/dsfirxpl.wav";
SOUND_DIEBARON  = "wav/dsbrsdth.wav";
SOUND_DIECYBER  = "wav/dscybdth.wav";
SOUND_DIEARACH  = "wav/dsbspdth.wav";
SOUND_ACTIMP    = "wav/dsbgact.wav";
SOUND_ACTFORMER = "wav/dsposact.wav";
SOUND_ACTSER    = "wav/dsposit3.wav";
SOUND_ACTDEMON  = "wav/dsdmact.wav";
SOUND_ACTCACO   = "wav/dscacsit.wav";
SOUND_ACTSKULL  = "wav/dsslop.wav";
SOUND_ACTBARON  = "wav/dsbrssit.wav";
SOUND_ACTCYBER  = "wav/dscybsit.wav";
SOUND_ACTARACH  = "wav/dsbspact.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/dsmetal.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";

SOUND_DIEMAN    = "wav/dsmandth.wav";
SOUND_ACTMAN    = "wav/dsmansit.wav";
SOUND_HITMAN    = "wav/dsmnpain.wav";

[Edit] Attached archive below if you don't want to mess with rapidshare.
Title: Re: Fixed sound?
Post by: Kornel Kisielewicz on May 17, 2007, 23:59
Hmm, shall I change it to those bindings for the next version?
Title: Re: Fixed sound?
Post by: Malek Deneith on May 18, 2007, 10:27
Ummmm... the double hstgun shoud used by blade is nice, but I think it would be better to set shotty double shotty sounds separate and use it only for double one... it just sounds too strong for regular one.
Title: Re: Fixed sound?
Post by: Blade on May 18, 2007, 10:36
Yes, now i think so too. It not fits to my feeling of sound of normal shotgun. If it could be possible to separate them, it would be cool. Also it would be cool if you could separate BoHs sounds and HKs sounds.

I edited string of shotgun sound back to normal sound.
Title: Re: Fixed sound?
Post by: Blade on June 10, 2007, 16:06
Guys, tell what you think about new sound bindings. Personally i like it, it's more convenient to determine, what is happening, and new Arachnotron sounds rocks!
Title: Re: Fixed sound?
Post by: Moonlight on October 20, 2007, 08:39
Sounds kickass, and gives me all the more reason to be scared when i hear bigger and badder enemies on the other side of that door O.o
Title: Re: Fixed sound?
Post by: Super Jamie on August 29, 2009, 07:36
May I make the suggestion that some Uniques optionally have their own sound?

At least the Blaster from Q2, it should have sounds/weapons/laser2.wav from baseq2/pak0.pak. I can upload this file if you would like?

The other Uniques probably have sounds to keep them canon with their sources.

Maybe even a Unique item pickup sound? I would expect an "Ahh, fresh meat" when one picks up the Butcher's Cleaver for example.
Title: Re: Fixed sound?
Post by: Brewtal Legend on March 15, 2010, 04:36
Is this the sound for 9.9.1? I believe some of the sounds in the latest release are still off. Particularly for the demon when he gets close.
Title: Re: Fixed sound?
Post by: thelaptop on February 25, 2011, 02:24
Unstickied due to irrelevance given new sound binding scheme in LUA.