valkiriforce Posted June 17, 2016 I'm working on a mod that replaces doomguy and instead of getting gibbed the player explodes in a puff of smoke. Is there some way to replace the DSSLOP sound for the player and not replace it for the monsters that get gibbed? I've also never done any sort of scripting for Doom (which I would assume is necessary) so any help on this matter would be greatly appreciated. 0 Share this post Link to post
Gez Posted June 17, 2016 In ZDoom, you can do that in SNDINFO with the line:$playersound player male *gibbed INSERT_YOUR_SOUND_LUMP_HEREhttp://zdoom.org/wiki/SNDINFO http://zdoom.org/wiki/Player_Sounds For Eternity, you'll want an ESNDINFO lump with something like this; if I understand the doc right: sound PlayerSlop { lump INSERT_YOUR_SOUND_LUMP_HERE skinindex sk_slop }http://eternity.youfailit.net/wiki/EDF_sound_reference For other ports I'm less familiar with, check their documentation. For vanilla/Boom/PrBoom+: Nope. You can't. {SPR_PLAY,14,5,{NULL},S_PLAY_XDIE2,0,0}, // S_PLAY_XDIE1 {SPR_PLAY,15,5,{A_XScream},S_PLAY_XDIE3,0,0}, // S_PLAY_XDIE2 {SPR_PLAY,16,5,{A_Fall},S_PLAY_XDIE4,0,0}, // S_PLAY_XDIE3 {SPR_PLAY,17,5,{NULL},S_PLAY_XDIE5,0,0}, // S_PLAY_XDIE4 {SPR_PLAY,18,5,{NULL},S_PLAY_XDIE6,0,0}, // S_PLAY_XDIE5 {SPR_PLAY,19,5,{NULL},S_PLAY_XDIE7,0,0}, // S_PLAY_XDIE6 {SPR_PLAY,20,5,{NULL},S_PLAY_XDIE8,0,0}, // S_PLAY_XDIE7 {SPR_PLAY,21,5,{NULL},S_PLAY_XDIE9,0,0}, // S_PLAY_XDIE8 {SPR_PLAY,22,-1,{NULL},S_NULL,0,0}, // S_PLAY_XDIE9 void A_XScream (mobj_t* actor) { S_StartSound (actor, sfx_slop); }You could use DeHackEd to change the player codepointer in PLAY_XDIE2 to A_PlayerScream, and name your sound DSPLDETH, but then you won't have a normal player death sound, so it's a tradeoff. 0 Share this post Link to post
scifista42 Posted June 17, 2016 Or you could use DEHACKED to change the codepointer in state 166 to "StartFire", and name your sound "DSFLAMST". (It's an unused Archvile sound. I'm not sure if some ports change Archvile's behavior to use the sound. If you want to be extra sure that Archvile won't play this sound in any port, change the codepointer in state 281 to "Fire".) 0 Share this post Link to post
valkiriforce Posted June 17, 2016 Yeah, ZDoom is what I was aiming for; tried it and it works perfectly. Thanks! 0 Share this post Link to post
Joshua Schäferhund Posted June 17, 2016 Yeah I've done that too in ZDoom/GZDoom. I've set it up so it it's the Doomguy's XDeath scream cut off by a explosive gibbing sound that I edited in Audacity. Goes well with the gibbed statbar face animation from Jaguar/PSX Doom. 0 Share this post Link to post