iamthejake2000 Posted February 24, 2005 i'm using windoom and the ssg reloading sounds' pitches are cut in half. i made a wad that replaces the ssg reloading sounds with ones with the pitch doubled, and the sounds play normally in the game, except they're lower quality. i used to use windoom a long time ago and i don't remember this. i know very little c++, but i did look at the source code and i couldn't find anything. does anyone know what the problem is? thanks. 0 Share this post Link to post
Infinite Ammunition Posted February 25, 2005 zdoom.org doomworld.com/eternity prboom.sourceforge.net skulltag.com doomsdayhq.com try playing doom with one of those 0 Share this post Link to post
leileilol Posted February 25, 2005 The problem is, the ssg sounds are 22khz 8bit mono, and Windoom (WTF THAT IS OUT OF DATE SON) plays everything back at 11khz. 0 Share this post Link to post
fraggle Posted February 25, 2005 The early DOS ports had the same problem. The sample rate of the ssg sounds is different to all of the other sounds. 0 Share this post Link to post
iamthejake2000 Posted February 25, 2005 alright, thanks. anyway, i like windoom because i like to play doom as close to the dos version as possible. i'd play the original executables if i didn't use windows xp. 0 Share this post Link to post
Bloodshedder Posted February 25, 2005 If you want something close to the original Doom, try Eternity or prBoom. 0 Share this post Link to post
myk Posted February 26, 2005 Windoom is "purer" in some respects, Prboom (and equivalents) in others. Also, there are two different Windooms; the pre source release version that led to Doom95, and the Dosdoom-based one. 0 Share this post Link to post
Shaikoten Posted February 27, 2005 Actually, to be quite honest, Skulltag probably has the closest function to DOS Doom in its Oldschool mode, but I've never heard of it used for Single Player. 0 Share this post Link to post