Wow, after all these years I only just discovered the "Resampler" option in sound options while messing around with stuff. I love how it sounds with no interpolation on. This is how I remember it when I was little, with any other option on it sounds all muddy.
Just thought I'd share in case other people are like me and completely ignored all the audio options because too confusing (lol wtf is hrtf)
Holy shite
RE: Holy shite
http://en.wikipedia.org/wiki/Head-relat ... r_functionInkubus wrote: Just thought I'd share in case other people are like me and completely ignored all the audio options because too confusing (lol wtf is hrtf)
The [video] tag is deprecated, please use the [media] tag
Basically, Zandronum's HRTF messes with the panning and attenuation of sounds that are around you. However, Zandronum's is very very simple and barely even noticeable, IMO. Might be FMOD itself. There's probably a very simple equation used. Like, sounds that are coming from behind the player are simply quieter (I would lowpass them slightly IMO.)
If anyone has more information about what kind of algorithm ZDoom's HRTF uses, I'd actually really like to know.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
