jobro Posted December 28, 2006 I've noticed that Doom has very little space in it's sound system. The original samples sounds like they where recorded in a booth in a studio somewhere. What about if I started to revamp the samples fitting them with a slight reverb and packing 'em into a new wad? Would you guys use it, or is this allready done by someone else? What's the policy from ID? Would they mind me modifying the original samples if I release the wad as freeware (had no other thoughts in my mind anyway). I made this with a few samples and it sounds so much better then the standard dry samples. But I want to ask you first before I go ahead and make a full mod. 0 Share this post Link to post
Ichor Posted December 28, 2006 I'm fairly sure the people making Freedoom is doing something like that, along with new textures, sprites, etc. to make everything legal. 0 Share this post Link to post
myk Posted December 28, 2006 jobro said: What about if I started to revamp the samples fitting them with a slight reverb and packing 'em into a new wad? Would you guys use it, or is this allready done by someone else? What's the policy from ID? Would they mind me modifying the original samples if I release the wad as freeware (had no other thoughts in my mind anyway). Their policy is that you can release modified parts of their game content (resources) if it is released exclusively for use with the specific game you've taken it from. As for the question; I personally don't really need such an addon, as I feel the sounds as they are fit in just fine with the way the games look. 0 Share this post Link to post
EarthQuake Posted December 28, 2006 If it's well done, I might consider using it. Care to post some samples? 0 Share this post Link to post
jobro Posted December 29, 2006 Look this minor test was done 11 years ago in a small scale and I don't have the wad anymore, but if anyone can direct me to where I can download wintex or xwe (preferable wintex, know it better) then I can have a quick overhaul of some samples. 0 Share this post Link to post
Maes Posted December 29, 2006 Dunno, doesn't sound like a very good idea. More specifically, the idea of adding a PERMANENT reverb effect to the standard sound effects doesn't sound good. It would only make sense if you were in a place where you are supposed to hear reverb e.g. empty rooms and halls, but not on a house's backyard. Those modern games that have reverb also have a primitive location-dependant system ( a full acoustic simulation model would be too much) to apply simple effects like echo, muffling etc. The effects themselves are rarely real-time (unless supported by the hardware) but more conveniently use multiple versions of a same sound. In DOOM, that would only make sense with an advanced source port supporting *at least* some kind of location-specific scripting in order to choose between "reverbed" and "non-reverbed" samples. Honestly, there was nothing more annoying that those 1994 wad replacing the pistol sound with a long, echoing spaghetti-western like gunshot with ricocheting sound....and just applying reverb to all samples would result in something equally annoying. 0 Share this post Link to post
Udderdude Posted December 29, 2006 Fucking around with sounds in CoolEdit does not make them sound cooler, despite what the name might imply. It will just make the game sound annoying. 0 Share this post Link to post
jobro Posted December 29, 2006 I'm not using CoolEdit because of the cool name, but because of it's cool features. I agree that the sounds may not be cooler, but at least they make a little bit more room feeling then the normal sounds. 0 Share this post Link to post
leileilol Posted December 29, 2006 why not just turn on reverb in a modern sound card's "environment" panel? 0 Share this post Link to post
Maes Posted December 29, 2006 leileilol said:why not just turn on reverb in a modern sound card's "environment" panel? Read the previous posts: it has no sense having reverb everywhere and everytime, e.g. by altering all sound samples permanently or using a permanent reverb effect. Modern games that have it, actually apply the effect selectively based on distance, room geometry, or simply scripting, NOT everytime. If somebody wants to make a sound-enhanced source port with a complex acoustic model be my guest, but NOT by permanently altering samples. Read the above comments about those WADs replacing the pistol sound with some ricocheting spaghetti western gunshot shot in the Grand Canyon....and totally raping your ears and making them bleed. No, thanks. 0 Share this post Link to post
Graf Zahl Posted December 29, 2006 Nobody needs nonsense like you suggest. 0 Share this post Link to post
Macro11_1 Posted December 29, 2006 Graf Zahl said:Nobody needs nonsense like you suggest. Maes is expressing his want for something like that, and giving his reasoning for it. Jorbo has asked the community if they want some sounds of reverb. Hes not asking any one else to do it. Besides, I dont need it, but If it turns in to something cool, Ill want it too. Edit-- Sorry, muddled what I was going to say, that and I didnt read all of maes' posts. Ill just say what I was thinking then, it would be cool to see reverb effect put in to doom, by switching to the different noizes depending on the distance from the monster or something. meh, sorry, ill read every post next time :( 0 Share this post Link to post
myk Posted December 29, 2006 Macro11_1 said: Maes is expressing his want for something like that, o rly? 0 Share this post Link to post
deathbringer Posted December 30, 2006 Just use the playstation sounds, they are booming and echoey... 0 Share this post Link to post
kristus Posted December 30, 2006 Maes said:Read the previous posts: it has no sense having reverb everywhere and everytime, e.g. by altering all sound samples permanently or using a permanent reverb effect. There's a lot of things that got no sense to it, but people like it/use it anyway. And that wans't the matter at hand. The point of Leileilols post were that it was easier to just set the reverb effect to your soundcard rather than manually change all sounds. And since this feature is existing, I am guessing that people like to use it. Atleast some people. 0 Share this post Link to post
Maes Posted December 30, 2006 Let's set this straight once and for all: A MOD with all-reverbing sounds: sounds like jokewad material (no pun intended). A serious enhanced acoustic engine for source ports with echo, reverb and whatnot: that would kick ass, and sound would get as much attention as graphics, at last. These are two very different things, and there's NFW I'd want an annoying permanent reverb on EVERY effect :-) I'd use a broken Opti "almost" SB compatible soundcard straight from 1995, if I wanted that ;-) And now you can hell this thread ;-) 0 Share this post Link to post
myk Posted December 30, 2006 Maes said: And now you can hell this thread ;-) Be careful there, playing with fire can get you burned. 0 Share this post Link to post
leileilol Posted December 30, 2006 if your sound card sucks you can get drugged instead 0 Share this post Link to post
jobro Posted December 30, 2006 Now ease up here. I understand that some are afraid that this project will generate a sound collection soaked wet by reverb. That would be utterly useless. But still if you play DooM and go outside for instance the shooting, pain screams, picking up ammo, using switches etc will generate soundwaves that bounces on walls and thereby creating a slight reverbing sense. Why? Because you still have an athmosphere that the soundwaves can travel in. I dunno why you want to hell this thread when you are acting up because I'm giving an idea that actually will make the gameplay sound more realistic. My plan: Add small amount of reverb and echo to make the sound better. I've done this since 1989 so I know what I'm talking about here. Ofcourse all looped sounds such as the chainsaw & crushers will not be fit with such a reverb. 0 Share this post Link to post
Maes Posted December 30, 2006 Hey, none said I hate this thread, and I suggested "helling it" from my understanding of the moderators' way of thinking ;-) I could start a thread "What's in a moderator's head?" explaining what prompts a moderator to hell a thread, but I guess you could examine post hell yourself and try understanding it yourself...however, jokes worn old and moot arguments are one possible candidate, and I was almost certain it would be helled after my last post :-) (Sorry fraggle/grazza/myk for oversimplifying and overgeneralizing things, just expressing an opinion) About "adding reverb in order to enhance": I think the sounds have already been processed and companded in order to sound "full and loud" and then downsampled to 11KHz and 8-bit. Applying further processing to such low-grade samples would generally not be a very good idea, unless you can somehow get hold of the high-quality originals. Who would like a reverbing 8-bit companded sample? Even if you raise it to 16 bit, 44 KHz and whatnot, they have already suffered a lot and lost much of their precious detail forever. 0 Share this post Link to post
jobro Posted December 30, 2006 No problem with me. I've started to process the zombie samples. Will post a small wad once I'm done. :edit: Oh I missed your post there, my intentions is not to make a fullblown studio quality wad with extra reverb, I'm just adding some extra reverb to make the game a bit more roomy so to say. No long reverb, just 0.8 seconds or so. 0 Share this post Link to post
RTC_Marine Posted December 30, 2006 I think I remember a wad on a doom cdrom I had called Deathday, it contained what appeared to be upped samples with a slight reverb. Unfortunately, I cannot remember the name :/ 0 Share this post Link to post
Koko Ricky Posted January 1, 2007 Whenever I play Doom, I almost always use the PSX sound wad, with the archies, Baphomet, SS nazis and commander keen being the only sounds that weren't replaced. I personally feel those sounds are superior, contrary to popular opinion. However, the PSX and I think the N64 versions had some pretty cool echo effects that would kick in whenever you'd enter hallways/tunnels/corridors. Having some kind of sector-based reverb effect could be interesting in the context of PC Doom. 0 Share this post Link to post
jobro Posted January 1, 2007 Well there are possibilities with ACS if I'm not wrong. Could that be a way to solve things? 0 Share this post Link to post
Antidote Posted January 1, 2007 RTC_Marine said:I think I remember a wad on a doom cdrom I had called Deathday, it contained what appeared to be upped samples with a slight reverb. Unfortunately, I cannot remember the name :/ If I'm not mistaken, you just said the name... "Deathday"... 0 Share this post Link to post
printz Posted January 1, 2007 I voted for "great idea", but only because I thought "reverb" means "echo" effects in caves. If only someone could design sectors inside which all sounds get reverbed, then good. 0 Share this post Link to post
jobro Posted January 1, 2007 I think I found out how to play sounds. So basically one need just to create a script that reads all played sounds and then replays the sound with some delay and a bit less volume. 0 Share this post Link to post