New Super Shotgun Sounds (2 versions)

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arkore
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New Super Shotgun Sounds (2 versions)

#1

Post by arkore » Thu Sep 26, 2013 12:26 am

So, I got sick of the SSG sfx after hearing it so much during CTF games.

I decided to make a wad that replaces these sounds.

Download:
Version 1:
kr-ssg-sfx.wad

or Version 2(Updated "Firing" to mix both original and Brutal Doom):
kr-ssg-sfx-2.wad


Details:
4 Sounds:
  • Firing: Changed to use the one from Brutal Doom. Modified to be shorter/same length as original.
  • Opening: Original. Modified to have slight more richness sound(but you probably won't notice it.)
  • Reloading: Original. Modified to sound a bit more "doubled"(for loading two shotgun shells).
  • Closing: Original. Modified to have slight more richness sound(but you probably won't notice it.)
Video:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Install:
Edit your Zandronum-{user}.ini config and find the line:

Code: Select all

[Doom.Autoload]
Then add this line after it:

Code: Select all

Path=C:\Games\Doom\Wads\kr-ssg-sfx.wad
Change the path to the correct path you placed/saved the wad file.
Last edited by arkore on Fri Sep 27, 2013 5:49 pm, edited 1 time in total.

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Ænima
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RE: New Super Shotgun Sounds (2 versions)

#2

Post by Ænima » Thu Sep 26, 2013 1:19 am

It's alright, but it needs more "punch".

I understand that it's difficult to mix a good SSG firing sound (without some DECORATE work) because you only have a limited time length to work with before A_OpenShotgun2 is called and cuts it off, which means that you only have time for decay and release (with the attack time being instant and sustain being non-existant). It seems that even iD didn't account for this, as the SSG firing sound has some echo which ends up getting cutoff in vanilla Doom2.

Basically, I'd recommend a short, bassy BAM that decays out very quickly.
arkore wrote: Install:
Edit your Zandronum-{user}.ini config and find the line:

Code: Select all

[Doom.Autoload]
Then add this line after it:

Code: Select all

Path=C:\Games\Doom\Wads\kr-ssg-sfx.wad
Change the path to the correct path you placed/saved the wad file.
This works, but it's easier for players if you just tell them "Stick it in your Skins folder". :v:
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Bloax
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RE: New Super Shotgun Sounds (2 versions)

#3

Post by Bloax » Thu Sep 26, 2013 6:02 am

I should perhaps just release the SSG sound you hear a lot around 12:12 here as a single sound.
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RE: New Super Shotgun Sounds (2 versions)

#4

Post by StrikerMan780 » Thu Sep 26, 2013 1:02 pm

Even if you make it one sound, it will still cut off if you don't alter the weapon's decorate, as the game will still call the reload sounds.

The reload sounds occupy the same channel as the firing sound, thus, cutting it off. Silencing the sounds in an editor won't do anything either.
Last edited by StrikerMan780 on Thu Sep 26, 2013 1:03 pm, edited 1 time in total.

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Ænima
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RE: New Super Shotgun Sounds (2 versions)

#5

Post by Ænima » Thu Sep 26, 2013 3:45 pm

A possible hacky solution (which requires some math) would be to merge all the sounds into one long file (the time between sounds MUST MATCH THE INGAME DELAYS EXACTLY), and then slice that file into 3 separate sounds and use them. That way, you can have the illusion of overlap and still have a Skins-compatible wad.

The only problem would be if you lag ingame while you or other players are firing the SSG. It would sound .... choppy. But hey, it's lag. Lag makes gameplay choppy anyways.
Last edited by Ænima on Thu Sep 26, 2013 3:47 pm, edited 1 time in total.
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)
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Ivan
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RE: New Super Shotgun Sounds (2 versions)

#6

Post by Ivan » Thu Sep 26, 2013 4:03 pm

Ænima wrote: A possible hacky solution (which requires some math) would be to merge all the sounds into one long file (the time between sounds MUST MATCH THE INGAME DELAYS EXACTLY), and then slice that file into 3 separate sounds and use them. That way, you can have the illusion of overlap and still have a Skins-compatible wad.

The only problem would be if you lag ingame while you or other players are firing the SSG. It would sound .... choppy. But hey, it's lag. Lag makes gameplay choppy anyways.
Not really worth the effort for what it really is. If desired, the SSG could just be modified enough to allow different sound channels.
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