SNDINFO - Pitchshift

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Cutmanmike
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SNDINFO - Pitchshift

Post by Cutmanmike »

Ok how do you use $pitchshift soundname <range>?

I can't find any examples and it's baffling me :?
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HotWax
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Post by HotWax »

If I'm reading this right, there are actually two commands. The first, $pitchshiftrange X, defines the maximum shift of the sounds that follow it up until the next $pitchshiftrange or the end of the file. The second, $pitchshift <sound> X enables (x=1) or disables (x=0) pitch shifting for that particular sound, although x=1 might not even be needed at all.

For example:

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$pitchshiftrange 3

mymonster/grunt mygrnt
mymonster/die mydie
mymonster/see mysee

$pitchshift mymonster/die 0

$pitchshiftrange 7

mymonster/act myact
mymonster/grunt and mymonster/see will have a range of 3. mymonster/act will have a range of 7. mymonster/die will never be shifted.

That's my theory anyway. :D

On a slightly unrelated subject, isn't this line in SNDINFO a little outdated?

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// Strife. Good luck playing it. Heh.
:lol:
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Graf Zahl
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Post by Graf Zahl »

Yes, that's why Randy removed it for .96!
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HotWax
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Post by HotWax »

Then why's it still in my zdoom.wad? :?
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Graf Zahl
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Post by Graf Zahl »

Maybe you still use an old version? In mine this line is no longer there.
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TheDarkArchon
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Post by TheDarkArchon »

It's not in my 2.0.96 ZDoom.wad
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Cutmanmike
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Post by Cutmanmike »

That line is also in mine.

And while i'm here, *weaponlaugh doesn't seem to work (on skins anyway) but the other player sounds do. Is this for heretic only?
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David Ferstat
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Post by David Ferstat »

cutmanmike wrote:... *weaponlaugh ...
:surprise:
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Graf Zahl
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Post by Graf Zahl »

*weaponlaugh is Heretic's pickup sound for weapons. The only place where it is being used is in

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$alias misc/w_pkup		*weaponlaugh
so that Heretic skins can have different laugh sounds when picking up weapons.
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Post by Cutmanmike »

Aw, so it's not for doom then?
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Graf Zahl
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Post by Graf Zahl »

You can use it if you define a SNDINFO entry. But it's not used by default.
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Post by Cutmanmike »

So that means I can't use it in S_skin :cry:
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Graf Zahl
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Post by Graf Zahl »

Only if you define some use for it in SNDINFO. The default SNDINFO lump doesn't use it in Doom.
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Post by Cutmanmike »

Yeah but putting SNDINFO in a skin would mess up other SNDINFO's would it not?
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Post by Enjay »

My guess - putting SNDINFO into a skin WAD would make something (probably the skin) not work. Zdoom explicity refuses to load WADs that have skin and other information in them.
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