Brock Posted February 7, 2019 How can i change the normal Super shotgun sound to a custom sound? 0 Share this post Link to post
EarthQuake Posted February 7, 2019 (edited) 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 February 7, 2019 by EarthQuake 1 Share this post Link to post
Brock Posted February 7, 2019 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. 0 Share this post Link to post
EarthQuake Posted February 7, 2019 (edited) 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 February 7, 2019 by EarthQuake 2 Share this post Link to post
Kappes Buur Posted February 7, 2019 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. 1 Share this post Link to post
Brock Posted February 7, 2019 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. 1 Share this post Link to post
Brock Posted February 7, 2019 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. Thank you! It's good to have nice people like you ! 1 Share this post Link to post
Brock Posted February 13, 2019 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. Hey i need your help again ! How do i change the reload sound ? 0 Share this post Link to post
Kappes Buur Posted February 13, 2019 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 0 Share this post Link to post