Original message
| Malice Rancor Malicerancor@Hotmail.com | "New Sounds" , posted Sun 17 Dec 19:54  
When you make a new sound using Wintex, how do you use it? Let's say you make a sound that you wan't a specific monster to use for a nearby sound, how would you assign that sound to that specific monster.
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| NiGHTMARE nick@frad.org | "Re(1):New Sounds" , posted Mon 18 Dec 12:45  
You can either just name it the same as the sound the monster already uses (e.g. DSBGACT is the Imp chattering sound) or use DeHackEd and change the sound something uses (although there is a limit on the number of different sound effects).
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| | Malice Rancor Malicerancor@Hotmail.com | "Re(2):New Sounds" , posted Mon 18 Dec 13:31  
What if you made a sound that isn't used by DooM at all. Like if it was called DSNEW. I put in a totally new sound using Wintex, but just can't figure out how to use it. But Legacy has a Doom3.wad that uses completely new sounds, like splash.
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| | NiGHTMARE nick@frad.org | "Re(3):New Sounds" , posted Mon 18 Dec 18:11  
You can make new sound names, but you have to get rid of an old sound name to use it.
For example, say you wanted Imps to use DSIMPACT, you'd have to rename DSBGACT (or whatever) to DSIMPACT in DeHackEd's text edit mode.
However, like Fanatic said, certain source ports are more flexible. As well as the Edge stuff, you can add up to 255 ambient sound effects to ZDoom (which includes ZDoomGL, Skull Tag and CS Doom) without getting rid of any existing sounds.
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| | Enjay Enjay001@hotmail.com | "Re(4):New Sounds" , posted Sat 30 Dec 14:47  
In zdoom as well as adding all those funky ambient sounds there is a way of adding monster sounds that allows a few more possibilities over and above what is normally possible in doom or with dehacked.
You can just edit the soundinfo lump in zdoom.wad by extracting it then using a text editor. Find the name of the sound lump you are replacing and edit that line in the file to read your lump name instead. Then include your new sndinfo in your own wad. This does little more than the dehacked or straight file replacement method suggested.
Zdoom does allow a little more flexibility, however. For example, all the former humans (randomly?) use any one of the same three alert sounds. You could, if you wanted record newsounds for each of the former human types and then for each human allocate your newly recorded sounds. The format is pretty straight forward.
eg
shotguy/sight1 dsposit1 shotguy/sight2 dsposit2 shotguy/sight3 dsposit3
would become
shotguy/sight1 dsnew1 shotguy/sight2 dsnew2 shotguy/sight3 dsnew3
This would change the shotgun guy sounds to your new sounds but leave the trooper and chaingunner using their default sounds from doom2.wad
Meek
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| | Fanatic marcpullen@mindspring.com | "Re(3):New Sounds" , posted Mon 18 Dec 17:15  
The new Legacy sounds are hard coded into the engine.
You can either program the source code and hard code the sound, or use something like EDGE/DDF or DeHackEd/Vanilla DOOM to make new sounds for monsters and whatnot.
-Marc http://www.doomworld.com/fanatic
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