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Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 12:06 am
by Gul Dukat
Hi, so I had a an idea that I've been wanting to do for a while now and I thought this place was the best place to ask. I am attempting to make 3D or HQ doom sounds by pretty much beefing up the original Vanilla and adding layers, creating volume placement, panning, equalizing and reverberation. I haphazardly created what would be the BFG samples, if anyone is interested?
A few questions:
Is there any interest?
Stupid Question: Has anyone successfully created one of these projects?
finally, after testing the wad I posted, is BFG sounds a lot worst or a lot better than the original?
In short, I am just asking for feedback of a otherwise big project and if it has been done, can I get some examples for future studying... Thanks.
WAD in question:
https://dl.dropboxusercontent.com/u/508 ... gsound.wad
Added Note: While I do know my way through musical production; this however, would be my first time ever touching sound engineering. Bare that in mind, please.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 2:46 am
by Ænima
Cool!
Sound design is my big thing too, and Ive actually been wanting to do a sound pack too but it would probably sound nothing like the original Doom2 sounds. :p
The BFG sounds pretty cool, however I'm not really sure if stereo samples would do you any good ingame for anything other than weapons; and when I do mix weapon sounds, like for a weapon that's offset to the right instead of classic Doom centered-view, I usually put the main "bang" just barely off to the right, like 5-10% in Audacity, then I put the reverb layer about 10-20% to the left to make the sound thicker and make the echo more distinct.
I also quickly attenuate the "bang" layer anywhere from .1 to .2 seconds into the sound, or make a super short fade-in back to full volume. But that's just how I do it.
I'd be willing to help with a project like this if you let me know which sounds you'd like help with. :)
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 4:28 am
by Gul Dukat
As I said, I made this very cheaply and crudely. The sample is basically layered with a LOW MIDDLE HIGH channel. Equalized to fill it up while adding a small reverb to echo the sound. If I had the proper time, I would've made that the sample isn't screeching in the higher frequencies and make the low frequencies stand out more.
But yeah, I've been more than happy to allow help on this pack and create a dialog of this type of projects. I'm kinda shocked if no one has ever done this before.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 4:50 am
by Combinebobnt
Ok i loaded your wad and shot the bfg, what I heard is almost nothing because it was extremely quiet. Sounded like a bfg being fired in a underground bathtub though.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 4:53 am
by Doomkid
I'm certain there's an HQ Doom sounds pack out there that you could look to for inspiration, but I don't have the link, anyone know where that is?
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 4:59 am
by DRL 3.33
Doomkid wrote:
I'm certain there's an HQ Doom sounds pack out there that you could look to for inspiration, but I don't have the link, anyone know where that is?
You mean this?
http://www.perkristian.net/game_doom-sfx.shtml
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 5:16 am
by Gul Dukat
Combinebobnt wrote:
Ok i loaded your wad and shot the bfg, what I heard is almost nothing because it was extremely quiet. Sounded like a bfg being fired in a underground bathtub though.
Well, I do know that I need to fix it so that it can be noticed when you also have a barrage of sound around you. However, you are right, maybe there was too much reverb. Then again, this wasn't a "release;" more idealism than execution.
Doomkid wrote:
I'm certain there's an HQ Doom sounds pack out there that you could look to for inspiration, but I don't have the link, anyone know where that is?
I will keep a look out for that, I knew someone had to make something like this; thank you.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 10:52 am
by Doomenator
I am sure that all sound effects need to be implemented on the game engine.
I don't want to hear echo, reverb etc in there, where it should not be.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Fri Mar 04, 2016 9:47 pm
by Gul Dukat
Doomenator wrote:
I am sure that all sound effects need to be implemented on the game engine.
I don't want to hear echo, reverb etc in there, where it should not be.
That isn't the intention of what I am doing. I'm just trying to, a lack of a better explanation, beef up or create a 3D/HQ DOOM sounds. Because you're gonna need stuff like reverbs and "echos" to create the intended sound effect.
I will admit the sample I've given was poor and didn't execute the idea I had in mind. There was too much reverb. Never the less, this thread is the interest and/or previous projects that's already been done.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Sat Mar 05, 2016 12:29 am
by Doomenator
You should sort out with the definition 3D sound.
Relatively HQ sounds, possibly reduce noise, adjust the equaliser, use a compressor, maybe even change the speed and pitch.
But almost impossible to get quality sound from 8-bit 11kHz mono.
Easier to use existing sounds from other games and sound libraries.
For example, I created a custom sound pack for vanilla doom a long time ago.
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RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Sat Mar 05, 2016 1:36 am
by Ænima
I admire your goal. However, unfortunately, using stereo samples for anything other than weapon sounds will yield no effect at all, and if it does it won't create "3D" audio. You'll just have monster sounds or door sounds that may confuse players spacially, especially headphone users.
There's really not much you can do to improve the audio spacial experience without altering the engine. There's no Doppler effect that I know of, and no actual EQ changes unless you make a map with custom reverb sectors (I've been doing this a lot lately and I recommend checking it out). As a modder, the only thing you can really do is adjust volume rolloff distance in SNDINFO and that helps with immersion a bit.
Even if you turn the HRTF on in sound options, all it really does is kinda dampen sounds that are coming from behind you. ZDoom's is pretty basic I think, at least I don't notice much delay between left and right channels playing the same sound based on where it is. IIRC JDoom had better sound and even Doppler which made rocket dueling with Cyberdemons intense.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Sat Mar 05, 2016 10:18 am
by Klofkac
Actually, I think there IS Doppler effect in Zandronum.... At least with Mario's taunt in Jumpmaze, the pitch difference was really noticeable.
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Sat Mar 05, 2016 1:33 pm
by Ænima
Klofkac wrote:
Actually, I think there IS Doppler effect in Zandronum.... At least with Mario's taunt in Jumpmaze, the pitch difference was really noticeable.
Odd ... Which sound engine do you use?
RE: Re-engineering vanilla doom sounds to "3D/HQ" doom sounds
Posted: Sat Mar 05, 2016 4:36 pm
by Klofkac
Ænima wrote:
Odd ... Which sound engine do you use?
I think it was DirectSound, but it was a long time ago in the earlier versions of the game, so it may have changed since.