Catoptromancy Posted June 17, 2009 List of all missing sounds. DSPUNCH DSCYBSIT DSSPISIT DSCACDTH DSCYBDTH DSSPIDTH DSHOOF DSPEPAIN DSBSPSIT DSKNTSIT DSPESIT DSSKEPCH DSSKESWG DSBSPDTH DSKNTDTH DSPEDTH DSSKEDTH DSBSPACT DSBSPWLK DSFLAME DSFLAMST DSBOSPIT DSBOSPN DSMANATK DSSKEACT DSSKESIT Here is a list of the music needed. Everything that is a placeholder needs a new track. http://git.savannah.gnu.org/cgit/freedoom.git/tree/status/doom1musics_list 0 Share this post Link to post
NoWits Posted June 18, 2009 I created some sounds for you. Here (Also uploaded to free.doomers.org/incoming) 0 Share this post Link to post
leileilol Posted June 18, 2009 Nixot said:I created some sounds for you. You didn't 100% make them yourself though "The "free" ones are sounds taken off the web, from sites that guarantee these are free to use & original sounds." Freedoom strictly needs assets made 100% yourself. You can't just scavenge from Sauerbraten and submit them as your own. 0 Share this post Link to post
Catoptromancy Posted June 18, 2009 You did all the music too? Please reupload only stuff you have personally created from scratch. I think most of the wavs were made from scratch and I can remaster to sound more like monsters. But I need a new zip of original material first. Very nice still! 0 Share this post Link to post
NoWits Posted June 19, 2009 The pistol sound is the ONLY sound I didn't make - I just included it because I thought it sounded cool and the current pistol sound is too muddy. I'll delete and re-upload if you want. Also I did say in the readme that I did not create it. I don't say it's my own at all. Update: I'm trying to replace my old zip file in free.doomers.org/incoming - but it says "Permission denied", so I will simply upload to a site for now, and whoever is the super-user for that FTP account please delete my old zip so I can re-upload it. Thanks. (Or just use the current file and delete the pistol sound in it.) Anyway, linky here: http://willhostforfood.com/dl.php?fileid=70989 0 Share this post Link to post
Jon Posted June 20, 2009 leileilol said:Freedoom strictly needs assets made 100% yourself. This is not true. Resources in freedoom must comply with the freedoom license. If someone finds a resource on the 'net that is compatible with this license, then it can go in, even though the submitter didn't make it. You can't just scavenge from Sauerbraten and submit them as your own. Good job identifying these. Now, the sauerbraten resources are under a whole big bunch of different licenses, many of which are definitely not compatible. See http://packages.debian.org/changelogs/pool/non-free/s/sauerbraten-data/sauerbraten-data_0.0.20080620-1/sauerbraten-data.copyright for a summary. nixotand whoever is the super-user for that FTP account please delete my old zip so I can re-upload it. Thanks. I've done this but in future just upload under a different name :) 0 Share this post Link to post
NoWits Posted June 20, 2009 I re-uploaded it under nixot-sounds-music2.zip 0 Share this post Link to post
RottKing Posted June 30, 2009 I didn't really do DSPDIEHI but I wanted to do the other player sounds before I got around to that one, since I feel as though they're kinda bogus. Tell me what ya think: http://rottking.unidoom.org/fdplayer.zip 0 Share this post Link to post
andrewj Posted June 30, 2009 RottKing said:I didn't really do DSPDIEHI but I wanted to do the other player sounds before I got around to that one, since I feel as though they're kinda bogus. Tell me what ya think Nice stuff, fddeath2 would make a great 'drowned' sound. Would be good to include the extra pain sounds so source ports could use them. 0 Share this post Link to post
Catoptromancy Posted July 4, 2009 Nixot check that link again. It appears to not be sounds/music at all. http://users.coffeenet.org/cato/freedoom/sounds/sounds-7-05-2009.zip Bunch of sounds, properly named mostly, and edited to fit. 0 Share this post Link to post
Catoptromancy Posted July 8, 2009 http://git.savannah.gnu.org/cgit/freedoom.git/commit/?id=1116484a51b3ece7c4c0310e2af4a7dfb71105a5 Awesome work Rottking, Bank and Nixot. As usual you can download a daily build in less than 24 hours. 0 Share this post Link to post
chungy Posted July 8, 2009 Approximately 4 hours after this post, assuming nothing goes wrong (they don't usually, but things happen, heh). 0 Share this post Link to post
Catoptromancy Posted July 8, 2009 Sounds are fixed! Available in the daily builds. 0 Share this post Link to post
Catoptromancy Posted April 9, 2011 Bump for relevance to recent submission. Will sort things out soon. 0 Share this post Link to post
Blastfrog Posted April 9, 2011 It says DSOUNCH is missing, I thought my DSPUNCH got in? Also, what about my other sounds, are they being considered? (if so, the chainsaw sounds should be taken from the chainsaw graphic wad, not the sound wad I uploaded, as they were updated since then) I'll see what I can do for the other sounds. :) 0 Share this post Link to post
Catoptromancy Posted April 9, 2011 List is old and might be wrong. Ill try to keep it updated. 0 Share this post Link to post
hex11 Posted September 8, 2011 One thing I noticed about Freedoom music: the volume changes drastically between levels. For example, MAP01 and MAP02 are fairly quiet, whereas MAP03 and MAP10 are much louder. I don't know if it's possible to normalize the music a bit or if that's even desirable? I normally set SoundFX to 100% and Music to 50%, but then this isn't ideal across all maps. 0 Share this post Link to post
Blastfrog Posted September 8, 2011 hex11 said:One thing I noticed about Freedoom music: the volume changes drastically between levels. For example, MAP01 and MAP02 are fairly quiet, whereas MAP03 and MAP10 are much louder. I don't know if it's possible to normalize the music a bit or if that's even desirable? I normally set SoundFX to 100% and Music to 50%, but then this isn't ideal across all maps. I think that's related to the port, not the IWAD. Anyway, what's the status on my DSPUNCH and DSCLAW sounds? Did they make it in? I don't trust the list if it's really that outdated. 0 Share this post Link to post
jute Posted September 8, 2011 hex11 said:One thing I noticed about Freedoom music: the volume changes drastically between levels. For example, MAP01 and MAP02 are fairly quiet, whereas MAP03 and MAP10 are much louder. I don't know if it's possible to normalize the music a bit or if that's even desirable? I normally set SoundFX to 100% and Music to 50%, but then this isn't ideal across all maps. I suspect that the MIDIs have different default instrument volumes. I've noticed that my tracks are quieter than some others, and I know the instruments in mine are not playing at maximum velocity (volume). This could be fixed (assuming it is the problem), though it would entail 20 minutes or so of tedium. 0 Share this post Link to post
fraggle Posted September 8, 2011 It wouldn't be implausible to create a "MIDI leveller" to adjust the volume in the different tracks to be equal. 0 Share this post Link to post
jute Posted September 8, 2011 It's possible that some tracks feature instrumental volume changes for effect, which you wouldn't want to negate. All of my tracks (and there are quite a few spread amongst the free* iwads) are at a single consistent volume level, however, so such an application would work well for them. 0 Share this post Link to post
Blastfrog Posted September 8, 2011 Really, all you'd have to do is multiply all the channel volume values by a variable. It would work well even for midis that only use the channel volumes for their intensity, and not note intensity. 0 Share this post Link to post