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I like how Zandronum sounds

Posted: Sun Sep 02, 2012 12:07 pm
by printz
Specifically, I like that sounds are not limited, unlike with ZDoom. If a large group of monsters are howling in unison (which definitely happens a lot in survival slaughter maps), well the sound will be very loud and scary. ZDoom limited them because of its sound engine, so if for example a salvo of missiles is shot your way, you'll only hear the first 3 exploding, and the others will be silent (most noticeable with Mancubi). I did try by editing SNDINFO and removing the limit on one sound, and if too many played at the same time, it would distort into total garbage, not just sound loud like in Doom. But it doesn't feel like Doom to have limited sounds.

If Zandronum catches up with ZDoom, will it have to change the sound engine too? Is the current one buggy that requires a change?

RE: I like how Zandronum sounds

Posted: Sun Sep 02, 2012 2:38 pm
by Ivan
I would prefer if it did NOT have the sound engine of Zdoom in this case.

RE: I like how Zandronum sounds

Posted: Sun Sep 02, 2012 5:09 pm
by Ijon Tichy
you could just add some "$limit <soundname> 0" to your SNDINFO
by default it's 3 or 4, creating that effect

edit: oh you already did that - yeah I've noticed that if a cyberdemon makes, say, a million pain sounds on the same tic, it'll get really REALLY high-pitched and it's pretty funny

RE: I like how Zandronum sounds

Posted: Sun Sep 02, 2012 6:38 pm
by Ænima
@printz:

Code: Select all

snd_channels 999999
Then you should be good to go. ;]