printz Posted October 26, 2010 In the latter Eternity releases, the Doom ceiling sound sequences, i.e. the ones which make a STNMOV sound without a stopping PSTOP, are cut-off as soon as movement stops. It's like they lack the "nostopcutoff true" setting. Here's an example test wad. It has the STNMOV replaced with a spider demon squeal, so it's more easily noticeable. Compare how it sounds in Chocolate-Doom to Eternity. http://www.speedyshare.com/files/24876210/test.wad Why I'm moaning about this? There are some vanilla wads which replace STNMOV with something longer, so you can hear something when a floor stops, and something else when a ceiling stops. 0 Share this post Link to post
Quasar Posted October 26, 2010 printz said:In the latter Eternity releases, the Doom ceiling sound sequences, i.e. the ones which make a STNMOV sound without a stopping PSTOP, are cut-off as soon as movement stops. It's like they lack the "nostopcutoff true" setting. Here's an example test wad. It has the STNMOV replaced with a spider demon squeal, so it's more easily noticeable. Compare how it sounds in Chocolate-Doom to Eternity. http://www.speedyshare.com/files/24876210/test.wad Why I'm moaning about this? There are some vanilla wads which replace STNMOV with something longer, so you can hear something when a floor stops, and something else when a ceiling stops. Maybe a result of trusting ZDoom too much, as I based EE's default sound sequences on the ones they use. I'll check it out. 0 Share this post Link to post