I had some time to kill today, and put together a pack of Doom64 sounds. Though PSX Doom apparently used many of the same sounds, the existing PSX Doom sound pack I felt was a little deficient compared to what is possible, IMO. (not to slight the author, as I'm sure he put quite a bit of work into creating it). It also replaces the Imp's sight sound, and the Hell Knight/Baron death sound (the latter of which I found rather cheesy in the PSX version) which did differ in Doom64. The sounds are taken directly from the doom64.wad produced by Kaiser's wadgen utility, and kept high-quality (16-bit 22khz), unlike the PSX Doom sound pack (8-bit 11khz).
This mainly only amounted to a couple hours work (though I used tools I developed years ago for wad hacking, and did a bit of looking in the Doom64EX engine code to understand how the sounds were formatted and ordered). I had a bit of issue with getting the sounds in the right order, as they're listed by index in the wad, but I think I got it right. There could still be issues, but it seemed fine in the bit of testing I did.
The sounds are FLAC compressed in a .pk3 to help save space.
http://kcat.strangesoft.net/d64sounds.pk3 (2.7MB)
Doom64 Sound Pack
Re: Doom64 Sound Pack
Nice!
I noticed, however, that the Revenant makes an arm-swish sound when he launches a missile. Intentional?
I noticed, however, that the Revenant makes an arm-swish sound when he launches a missile. Intentional?
- Chris
- Posts: 2971
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Doom64 Sound Pack
Nope. I wasn't sure which sounds those were supposed to be, given how they sounded and what the listed names were. I think I have it sorted out now, though (updated the pk3).Enjay wrote:I noticed, however, that the Revenant makes an arm-swish sound when he launches a missile. Intentional?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Re: Doom64 Sound Pack
I'm not entirely sure what the benefit of keeping the sounds at 22 KHz is - they certainly don't sound any different from the 11 KHz versions to me. I'm wondering if perhaps Wadgen just saves them that way, or if that's really what format the sounds are in within the Doom 64 wad file?
- Unknown_Assassin
- Posts: 2468
- Joined: Wed Apr 12, 2006 5:17 pm
- Location: Where dead carcasses lie
- Contact:
Re: Doom64 Sound Pack
Enjay wrote:Nice!
- Chris
- Posts: 2971
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Doom64 Sound Pack
Not sure. Looking at wadgen's source, it actually looks like they're pre-extracted and stored with the program then inserted into the produced wad, not taken directly from the ROM. But I wouldn't say they sound the same, regardless. Beyond the sounds that are different, some of the sounds do seem a bit clearer to me, and they don't linger around for a couple seconds after the sound itself ends.wildweasel wrote:I'm not entirely sure what the benefit of keeping the sounds at 22 KHz is - they certainly don't sound any different from the 11 KHz versions to me. I'm wondering if perhaps Wadgen just saves them that way, or if that's really what format the sounds are in within the Doom 64 wad file?