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Brock

Help with replacing normal Ss sound

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Typically a sound replacement is done by including a sound with your wad that has the same lump names as those found in doom2.wad. The SSG is a bit different than other weapons, however, as there are 4 distinct sounds that take place: firing, opening, loading, and closing. These correspond to lumps DSDSHTGN, DSDBOPN, DSDBLOAD, and DSDBCLS.

 

All of these sounds occur on different frames, so how to go about modifying the SSG sounds depends on exactly what you're trying to achieve and what engine compatibility you are targeting.

 

Edit: Forgot to mention, sounds in vanilla Doom must be 8-bit mono PCM wave files. These must be converted to Doom's sound format within Slade, in order for them to work with most engines. Some ports, notably ZDoom-based ones, are less picky about sound formats though.

Edited by EarthQuake

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It's for Gzdoom. You mean i will have all those 4 sounds ? Be more specific , Please if you have more helpful information tell ! Please i need help.

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What does your replacement sound... sound like? The reloading sounds for the SSG are comprised of various "clicks and clops" that happen after the "boom". If you only want to replace the "boom", all you need to replace is that first sound, DSDSHTGN. If your "boom" sound contains reloading sounds, you are probably going to want to remove the other sounds that are hardcoded into later frames.

 

Here is the DECORATE definition for the SSG:

ACTOR SuperShotgun : DoomWeapon
{
  Weapon.SelectionOrder 400
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN2"
  Obituary "$OB_MPSSHOTGUN"
  Tag "$TAG_SUPERSHOTGUN"
  States
  {
  Ready:
    SHT2 A 1 A_WeaponReady
    Loop
  Deselect:
    SHT2 A 1 A_Lower
    Loop
  Select:
    SHT2 A 1 A_Raise
    Loop
  Fire:
    SHT2 A 3
    SHT2 A 7 A_FireShotgun2
    SHT2 B 7
    SHT2 C 7 A_CheckReload
    SHT2 D 7 A_OpenShotgun2
    SHT2 E 7
    SHT2 F 7 A_LoadShotgun2
    SHT2 G 6
    SHT2 H 6 A_CloseShotgun2
    SHT2 A 5 A_ReFire
    Goto Ready
    // unused states
    SHT2 B 7
    SHT2 A 3
    Goto Deselect
  Flash:
    SHT2 I 4 Bright A_Light1
    SHT2 J 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1
    Stop
  }
}

Take a look at the "States" section. A_FireShotgun2 is the attack codepointer where DSDSHTGN is played. The other sounds are played when A_OpenShotgun2, A_LoadShotgun2, and A_CloseShotgun2 are called.

 

Since you're using GZDoom, you can modify the frames directly (and by extension what sound lumps are played) by using DECORATE to creating a replacement Shotgun that inherits from this. If necessary, you can remove the 3 loading sounds by doing something like this:

actor NewSuperShotgun : SuperShotgun replaces SuperShotgun
{
    States
    {
    Fire:
        SHT2 A 3
        SHT2 A 7 A_FireShotgun2
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 DEFG 7
        SHT2 H 6 A_Refire
        SHT2 A 5 A_ReFire
        Goto Ready
    }
}

(Note: A_CloseShotgun2 also internally calls A_Refire, so I've replaced it with that keep the animation the same).

 

But again, what steps you need to take to replace the SSG's sounds depends on what you're replacing them with.

 

If you want to replace only the firing sound, then the solution is simple: just create a wad with something like Slade, import the file, name it DSDSHTGN. You can replace the other sounds in the same manner, just realize that the "timing" of the sounds might not make sense unless the sounds are very similar.

 

Edit: you could also use SNDINFO to change around sounds or make them empty:

//Example SNDINFO lump
weapons/sshotf			dsdshtgn  // Firing sound
weapons/sshoto			dsdbopn   // Opening chamber sound
weapons/sshotc			dsdbcls   // Closing chamber sound
weapons/sshotl			dsdbload  // Loading shells sound

 

Edited by EarthQuake

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The Super Shotgun uses the sound dsdshtgn for firing.

Since you are using GZDOOM the replacement is rather easy, you can use just about any sound format.

Load the new sound, maybe as mp3, into your pwad and rename it to dsdshtgn.

 

OpcchVb.png

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41 minutes ago, EarthQuake said:

What does your replacement sound... sound like? The reloading sounds for the SSG are comprised of various "clicks and clops" that happen after the "boom". If you only want to replace the "boom", all you need to replace is that first sound, DSDSHTGN. If your "boom" sound contains reloading sounds, you are probably going to want to remove the other sounds that are hardcoded into later frames.

 

Here is the DECORATE definition for the SSG:


ACTOR SuperShotgun : DoomWeapon
{
  Weapon.SelectionOrder 400
  Weapon.AmmoUse 2
  Weapon.AmmoGive 8
  Weapon.AmmoType "Shell"
  Inventory.PickupMessage "$GOTSHOTGUN2"
  Obituary "$OB_MPSSHOTGUN"
  Tag "$TAG_SUPERSHOTGUN"
  States
  {
  Ready:
    SHT2 A 1 A_WeaponReady
    Loop
  Deselect:
    SHT2 A 1 A_Lower
    Loop
  Select:
    SHT2 A 1 A_Raise
    Loop
  Fire:
    SHT2 A 3
    SHT2 A 7 A_FireShotgun2
    SHT2 B 7
    SHT2 C 7 A_CheckReload
    SHT2 D 7 A_OpenShotgun2
    SHT2 E 7
    SHT2 F 7 A_LoadShotgun2
    SHT2 G 6
    SHT2 H 6 A_CloseShotgun2
    SHT2 A 5 A_ReFire
    Goto Ready
    // unused states
    SHT2 B 7
    SHT2 A 3
    Goto Deselect
  Flash:
    SHT2 I 4 Bright A_Light1
    SHT2 J 3 Bright A_Light2
    Goto LightDone
  Spawn:
    SGN2 A -1
    Stop
  }
}

Take a look at the "States" section. A_FireShotgun2 is the attack codepointer where DSDSHTGN is played. The other sounds are played when A_OpenShotgun2, A_LoadShotgun2, and A_CloseShotgun2 are called.

 

Since you're using GZDoom, you can modify the frames directly (and by extension what sound lumps are played) by using DECORATE to creating a replacement Shotgun that inherits from this. If necessary, you can remove the 3 loading sounds by doing something like this:


actor NewSuperShotgun : SuperShotgun replaces SuperShotgun
{
    States
    {
    Fire:
        SHT2 A 3
        SHT2 A 7 A_FireShotgun2
        SHT2 B 7
        SHT2 C 7 A_CheckReload
        SHT2 DEFG 7
        SHT2 H 6 A_Refire
        SHT2 A 5 A_ReFire
        Goto Ready
    }
}

(Note: A_CloseShotgun2 also internally calls A_Refire, so I've replaced it with that keep the animation the same).

 

But again, what steps you need to take to replace the SSG's sounds depends on what you're replacing them with.

 

If you want to replace only the firing sound, then the solution is simple: just create a wad with something like Slade, import the file, name it DSDSHTGN. You can replace the other sounds in the same manner, just realize that the "timing" of the sounds might not make sense unless the sounds are very similar.

 

Edit: you could also use SNDINFO to change around sounds or make them empty:


//Example SNDINFO lump
weapons/sshotf			dsdshtgn  // Firing sound
weapons/sshoto			dsdbopn   // Opening chamber sound
weapons/sshotc			dsdbcls   // Closing chamber sound
weapons/sshotl			dsdbload  // Loading shells sound

 

Thank you very much ! My replacement sound is the double barrel shotgun from serious sam.

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26 minutes ago, Kappes Buur said:

The Super Shotgun uses the sound dsdshtgn for firing.

Since you are using GZDOOM the replacement is rather easy, you can use just about any sound format.

Load the new sound, maybe as mp3, into your pwad and rename it to dsdshtgn.

 

OpcchVb.png

Thank you! It's good to have nice people like you !

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On 2/7/2019 at 10:16 PM, Kappes Buur said:

The Super Shotgun uses the sound dsdshtgn for firing.

Since you are using GZDOOM the replacement is rather easy, you can use just about any sound format.

Load the new sound, maybe as mp3, into your pwad and rename it to dsdshtgn.

 

OpcchVb.png

Hey i need your help again ! How do i change the reload sound ?

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dsdbload is the sound for loading shells. However, reloading is different.

There are various mods making use of reloading different weapons.

Essentially it entails to rewrite the weapon DECORATE script.

 

Wildweasel has a nice tutorial explaining the process.

Or, dissect his pwad Zendyn_x.wad

 

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