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printz

[r1332] Vanilla Doom ceiling sound sequences have stop-cutoff

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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.

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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.

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