PhantomTMac Posted October 21, 2012 Am I the only person that thinks the randomized pitches for the sound effects in the BFG versions of Doom and Doom 2 were a little odd sounding? I mean, the chainsaw sounds like it has a weird kink in it and the demons sound like they're going through puberty. Was this really necessary? 0 Share this post Link to post
Gez Posted October 21, 2012 The random sound pitches were there from the start; they only ceased working in the version we knew because updates to the sound library accidentally broke them. 0 Share this post Link to post
PhantomTMac Posted October 21, 2012 Gez said:The random sound pitches were there from the start; they only ceased working in the version we knew because updates to the sound library accidentally broke them. Well, I guess I'm so used to the broken version that the original sounds really awkward... 0 Share this post Link to post
Megamur Posted October 22, 2012 The random pitch definitely makes the chainsaw sound very awkward. I kind of wish a source port would make a tweaked version of the random pitch code that doesn't affect the saw, and has a bit less range in the pitches. Those Imps screeching out high notes can be just too funny sometimes. 0 Share this post Link to post
PhantomTMac Posted October 22, 2012 Megamur said:The random pitch definitely makes the chainsaw sound very awkward. I kind of wish a source port would make a tweaked version of the random pitch code that doesn't affect the saw, and has a bit less range in the pitches. Those Imps screeching out high notes can be just too funny sometimes. Agreed. P U B E R T Y 0 Share this post Link to post
Quasar Posted October 22, 2012 The original pitched sound code does in fact use a narrower range of variation for the saw sound effects, and Eternity attempts to emulate this. 0 Share this post Link to post