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lazygecko

Doom Audio Overhaul Project

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Heya Doomers. Recently I've taken an interest in sound design, and I figured I'd learn a thing or two from replacing sounds in games. What better way than to start off with something relatively simple, something like Doom?

Latest version:
http://www.speedyshare.com/642373172.html

Old version:
http://www.speedyshare.com/311850599.html


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The aim is to make each and every sound in the game sound crisp and new, yet it should still sound like Doom, as most of the sounds are pretty iconic and sacred to the game (IMO). If you can guess what each sound is related to without actually hearing them in context, I'd say I've done my job. So far I've concentrated mostly on weapon and environment sound, and a few monster sounds I'm not quite satisfied with yet.

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I tried them out, and I don't think most of them fit in with what they are supposed to represent.

Also, most of them are too heavy on the bass, and it's obvious that the monster sounds are low pitched with an echo thrown on to them. The shotgun sounded more like a jack hammer, a bolt gun or something of that effect.
The platform move sound isn't fitting at all, as it's a sound supposed to loop rather smoothly. (And most of the moving platforms aren't made out of stone specifically. So I personally go for a more generic sound here)

Is the BFG sound from Quake 2?

Anyway, I hope I didn't bring you down with this. Everyone gotta start somewhere, and I suck pretty bad at sound engineering my self. Just keep it up.

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Sound Ideas Sound Generals Series 1000

The Doom sounds all come from that ;)

kristus - this bfg isn't from q2

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About the sound quality, vanilla Doom can NOT handle stereo sounds. I'm not sure about 44khz though, I know all the original sounds were around 11 and the SSG sounds in Doom II around 22.

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Vanilla Doom engine will only output 11025hz (and resamples them down respectfully), however Doom95 has issues with anything higher than 11025hz for sounds and plays them at a fixed rate of 11025hz.

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I haven't used any sounds from Quake 2. Almost all of my sounds are made up of different ones from several sources. I used three different sounds for the BFG I think, two for the charging part and one for the firing. I will probably redo it entirely as I do know the source for the original BFG sound, so I can get something closer to the original.

The shotgun has been remade, most of the bass-heavy sounds have been re-EQed (Sounded fine in my headphones but I guess subwoofers might cause a problem). I think the problem with the platform moving sound is that I added fade-ins and outs to it, making a noticable gap in the loop.

And yeah, I'm that Gecko Yamori.

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Righto, I've uploaded the next update. You'll find the link in the original post.

Here are some changes from last time:
-All positioned sounds are mono, while non-positioned ones will be stereo (ie item pickups, taking damage, etc). Everything is also downsampled to 22khz 16bit, which does a lot for the filesize with a negligible loss of quality.

-Revamped shotgun

-Revamped Pinky (still no new attack sound)

-Zombieman & Imp death sounds

-New item sounds for health/ammo, supercharge, etc

-Two MP3 remixes of E1M1 and D_Inter (for Doom 1). They aren't finished, but good enough to be presented in the game. They play automaticly in ZDoom and Skulltag but no garuantees for any other sourceport. Hope you like them!

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I quite like this actually, keep up the good work.

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The sounds are still very nice. The remixes were awesome too; parts of the e1m1 remix reminded me a little of Descent. :)

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The new zombie sounds are kind of silly. Why are they screaming similar to a baron?

The chaingun sounds a little weak but that might just be me. Otherwise I like most of the sounds.

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Gecko, I'm curious to hear what you have put together but SpeedyShare deleted your sound. Would you be able re-upload it, or could you email it? My address is zack 18 at comcast dot net

Thanks!

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