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perkristian

The hi-res Doom sound pack is updated

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It would be a difficult sound pack to achieve yes, (wow I just sounded a lot like Yoda there for a second). But it would definitely be worth it. I mean could you imagine a hi-res PSX Doom sound pack, playing that with the PSX DOOM TC and some hi-res textures that have been modified for PSX DOOM TC? That plus smooth monsters and smooth weapon ports would be heaven or paradise for pretty much all PSX DOOM fans.

I'm a huge PSX DOOM fan, I realize that it is a tall order... but maybe you could do it.

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riderr3 said:

SSG shot sounds pretty diffferent.


I remember someone saying that the ssg uses the shotgun sound, but a little bit distorted and slowed down.

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I know this is an old thread and I shouldn't be bumping it, but the original sounds for the IoS sight were released. I don't know the original source but they are on the @doom_txt twitter account.
 

 

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On 2/13/2012 at 2:44 PM, Phml said:


Yes, sir. But...

I'm thinking there's something wrong between my computer and this mod because it sounds like there's some noise in the background, like white noise in almost every sound. It was like that with the first sound pack and it is that way again with these new sounds.

 

It's because the perkristian sampled the sounds at 8-bit, 32khz.

 

I am working on remaking the pack in it's full 16-bit, 44.1khz glory. It will take a while, as i don't know most of where the source sounds come from.

 

Here's a preview :)

 

shotgun-reload.zip

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21 hours ago, Mynameislol said:

High-res as that might sound, there's a metallic ring that's a bit grating. Probably worth trying to filter it out. It isn't audible in the original versions of Doom, and just sounds weird to have the reload now be 'CHIK-tiiiing-CHIK '

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3 hours ago, Gradius said:

High-res as that might sound, there's a metallic ring that's a bit grating. Probably worth trying to filter it out. It isn't audible in the original versions of Doom, and just sounds weird to have the reload now be 'CHIK-tiiiing-CHIK '

Well, that IS how the shotgun sounds when you reload it, and it is audible in the original version, it's just that you aren't used to the high quality sound

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It's really not audible. It's either compressed out of the original, drowned out by the firing, or outright filtered from it. Dropping down the frequencies around 1000hz seems to almost completely erase it. The spring in the gun resonating might be part of the real sound, but still sounds distracting to me.

shotgun-reload-filtered.zip

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Nice @Mynameislol! I have been manually upscaling Doom 64 sounds, which have some sounds similar to the original Doom, so I am interested in seeing/hearing how your project progresses.

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9 hours ago, Immorpher said:

Nice @Mynameislol! I have been manually upscaling Doom 64 sounds, which have some sounds similar to the original Doom, so I am interested in seeing/hearing how your project progresses.

 

52 minutes ago, ColorSphere said:

Speaking of D64 sound effects, i have found original 44,1 khz sources of some sounds. Some sound need constructing. I´m not yet sure how to do it properly: https://www.doomworld.com/forum/topic/107309-psx-doomdoom-64-original-hq-sound-effects/?tab=comments#comment-2004970

 

If i find any PSX Doom/Doom 64 sounds i will definitely make a version of that as well, where did you find those sounds, @ColorSphere? Most seem to be sourced from mp3 files

 

EDIT : found the PSX Doom open sound! Reconstructed it..

 

DSDOROPN.zip

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I found those sounds from Sound Ideas library. Same place where Per Kristian found PC Doom sounds. I´m not sure where that mp3 source tag comes from. I bought and downloaded those sounds in 44.1 khz stereo wav format. Btw, how did you construct that door sound?

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2 minutes ago, ColorSphere said:

I found those sounds from Sound Ideas library. Same place where Per Kristian found PC Doom sounds. I´m not sure where that mp3 source tag comes from. I bought and downloaded those sounds in 44.1 khz stereo wav format. Btw, how did you construct that door sound?

 

Ah, same source as me then. No, not the mp3 source tag, i was looking at the spectrogram of the sounds and they have mp3 artifacting on them.

 

I constructed the door sound using the source sound, and the end part i simply reversed it

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9 hours ago, Immorpher said:

Wow this is more D64 stuff than I was expecting. Thank you tons @ColorSphere and @Mynameislol ! I will post some of my upscaling from 11 kHz, 8 bit sounds eventually.

Upscaling usually don't work very well on audio, but it will be interesting to hear how they sound

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On 9/16/2019 at 6:11 AM, Mynameislol said:

Upscaling usually don't work very well on audio, but it will be interesting to hear how they sound


The upscaling definitely isn't as good as getting the source audio. But it does increase the brightness of sounds. I attached a sample of one of the sounds I have upscaled.

The techniques I use are frequency multiplying (iZotope radius) and a script I wrote which uses linear prediction in frequency space. Indeed they often sound worse after those methods. But it gives me higher frequencies to work with and edit to something hopefully reasonable...

D64 Pistol.zip

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On 9/18/2019 at 5:27 AM, Immorpher said:


The upscaling definitely isn't as good as getting the source audio. But it does increase the brightness of sounds. I attached a sample of one of the sounds I have upscaled.

The techniques I use are frequency multiplying (iZotope radius) and a script I wrote which uses linear prediction in frequency space. Indeed they often sound worse after those methods. But it gives me higher frequencies to work with and edit to something hopefully reasonable...

D64 Pistol.zip

 

It does sound very artifact-y, but there is some promising work there, maybe it could work on specific sounds?

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I feel bad for bumping this thread, but I believe it's worth it. I was watching Decino, and he released a new video about the origins of the DOOM sounds. He mentioned the OP, and this topic! With a bit of help from @perkristian, he found many DOOM sound effects! it is a pretty interesting video, and I recommend checking it out. It's only 23 minutes. 

Again, sorry for bumping this thread. The videos still a good watch, so check it out!

 

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I have made some findings regarding sound sources that should justify bumping this thread.

 

1.     DSFIRXPL source is short section with 2x tempo of this stock thunder sound: THUNDER - THUNDER CLAP AND RUMBLE, WEATHER 04 https://www.stockmusic.com/#!details?id=22792483 It comes from good old Sound Ideas Series 6000 library.
Here´s my try at recreating it: https://www.mediafire.com/file/atksxa6t69p2nz4/DSFIRXPL.wav/file


2.    Slightly clearer 22khz version of archvile idle sound can be found in RomTech Galaxy of Home Office Help: WAV Sound Effects https://archive.org/details/GalaxyOfHomeOfficeHelpWAVSoundEffects Name of the sound is HOWL001 and it is located on CARTOON -> MONSTERS folder.
Here´s the sound itself: https://www.mediafire.com/file/l5xucr4vtqzqrvt/HOWL001.WAV/file


3.    Arachnotron idle sound source or part of it is propably this sound: OFFICE, MACHINE - OLD DATA SPEED MACHINE.  https://soundeffects.fandom.com/wiki/Sound_Ideas,_OFFICE,_MACHINE_-_OLD_DATA_SPEED_MACHINE It comes from 20th Century Fox Sound Library

Edited by ColorSphere

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On 8/16/2021 at 7:31 PM, ColorSphere said:

I have made some findings regarding sound sources that should justify bumping this thread.

 

1.     DSFIRXPL source is short section with 2x tempo of this stock thunder sound: THUNDER - THUNDER CLAP AND RUMBLE, WEATHER 04 https://www.stockmusic.com/#!details?id=22792483. It comes from good old Sound Ideas Series 6000 library.
Here´s my try at recreating it: https://www.mediafire.com/file/atksxa6t69p2nz4/DSFIRXPL.wav/file


2.    Slightly clearer 22khz version of archvile idle sound can be found in RomTech Galaxy of Home Office Help: WAV Sound Effects https://archive.org/details/GalaxyOfHomeOfficeHelpWAVSoundEffects. Name of the sound is HOWL001 and it is located on CARTOON -> MONSTERS folder.
Here´s the sound itself: https://www.mediafire.com/file/l5xucr4vtqzqrvt/HOWL001.WAV/file


3.    Arachnotron idle sound source or part of it is propably this sound: OFFICE, MACHINE - OLD DATA SPEED MACHINE.  https://soundeffects.fandom.com/wiki/Sound_Ideas,_OFFICE,_MACHINE_-_OLD_DATA_SPEED_MACHINE It comes from 20th Century Fox Sound Library

Nice finds! I know a guy who has found some more potential sounds, do you have discord so we can communicate better?

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On lundi 16 août 2021 at 6:31 PM, ColorSphere said:

3.    Arachnotron idle sound source or part of it is propably this sound: OFFICE, MACHINE - OLD DATA SPEED MACHINE.  https://soundeffects.fandom.com/wiki/Sound_Ideas,_OFFICE,_MACHINE_-_OLD_DATA_SPEED_MACHINE It comes from 20th Century Fox Sound Library

It might be the same sound; but it cannot be where it came from as far as Doom's development is concerned, since Sound Ideas published the 20th Century Fox Sound Library in 1995...

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very interesting to see that people are still supporting this work since this page started in 2012. hopefully we'll find it all sometime soon!

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On 7/16/2019 at 6:25 PM, Crackers0106 said:

I know this is an old thread and I shouldn't be bumping it, but the original sounds for the IoS sight were released. I don't know the original source but they are on the @doom_txt twitter account.
 

 

Sorry for bumping aswell, but a post in another thread mentioned the original sound came from Bobby Prince's old website.

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Hello, I try to run this WAD with GzDoom but there is no new sound FX to the weapon.. 

How can I apply it so I can hear this FX?

PK3 files works excellent but not this WAD file. Why is it a WAD and not PK3-file? 
 

Cheers 

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6 minutes ago, RushupDen said:

Hello, I try to run this WAD with GzDoom but there is no new sound FX to the weapon.. 

How can I apply it so I can hear this FX?

PK3 files works excellent but not this WAD file. Why is it a WAD and not PK3-file? 
 

Cheers 

Because they chose to do it as a WAD, likely for compatibility with source ports that can handle the audio but not PK3 files. GZDoom is not the only source port out there.

 

Just load it like any other WAD (generally, by dragging-and-dropping onto the executable, or via a command line), or use some sort of launcher/frontend to add it. It should simply work.

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On 9/23/2022 at 9:29 AM, Panzermann11 said:

Hello darkness, my old thread. The linked thread's been deleted for whatever reason, but the page, and the recordings, can still be found via the Wayback Machine, thus: Little Known Facts (look under "Fact #4").

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