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[WIP] RevoSND (sound mod)

PostPosted: Fri Jan 04, 2013 11:31 am
by revo794
What is RevoSND? RevoSND is the sound mod for ZDoom-compatible engines, which replaces all the sounds from original Doom and Doom II, and also adds some new features. There are too many of features to list, but here are some:
Spoiler:


Screenshots: Screenshots for a sound mod? Good luck, bonehead!

Changelog:
Spoiler:


Download links:
RevoSND 1.2c

Post your suggestions!

YouTube video here soon

Re: [WIP] RevoSND (sound mod)

PostPosted: Fri Jan 04, 2013 12:57 pm
by Matt
404

Re: [WIP] RevoSND (sound mod)

PostPosted: Fri Jan 04, 2013 1:56 pm
by Enjay
Yup

Яндекс 404 Нет такой страницы

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Re: [WIP] RevoSND (sound mod)

PostPosted: Sat Jan 05, 2013 4:10 am
by revo794
Excuse meh, look for a new link above

Re: [WIP] RevoSND (sound mod)

PostPosted: Sat Jan 05, 2013 2:45 pm
by Matt
There we go...

I like the shell sound from the shotgun, though it seems a little bit too soon after the pump, like it hasn't had the time to fly over to the side wall or floor yet.

Everything sounds kind of tinny and I do not like the monster sounds at all (esp. the revenant) - they just sound like someone grunting and growling into a mic with a few distortion effects.

Rockets and plasma sound far too weak for the kind of energy you need to throw a projectile that big that far.

A lot of the sounds (revenant, mancubus, BFG) sound very tinny and staticky like they were resampled and some noise was left in or something.

The secret sound which I assume is a riff from one of the Q2 songs (disclaimer: I hate everything about the Q2 soundtrack so I am a little biased) just ends up, in light of the rest of the goings on and not in beat with any other music that might be playing, sounding like some distorted buzzing like the audio file was corrupt or something.

After the teleport, plasma, rocket and chainsaw sounds it almost feels like one of the design goals was to make the old harsh sounds soft and the other sounds harsh.

Too much of this whenever you select a weapon.

The replacement player sounds are completely inappropriate in my mind - very high-pitched and far too shouty - even the DSNOWAY grunt replacement would be what in another recent game would be an overly-shouty pain sound.

I like the BFG laugh though.

Now that I've got a bit of background music things sound a lot better, but that's like ketchup.


(Disclosure: I generally very much dislike cosmetic wads and think 99.9% of wads that add "better" sounds to Doom (unless it's to add dialogue, change things around completely or add a funny reference, e.g., Guitar Doom, "new" zombie sounds from Brutal Doom, weapon pickup in The Sky May Be) make things much worse, but I am trying to give this a fair shake)

Re: [WIP] RevoSND (sound mod)

PostPosted: Thu Jan 10, 2013 10:02 am
by revo794
Vaecrius, thanks for your reply, it's useful.

I've done some work on ambients - you can only hear torches burning, but that's not all.
Also, I'm working on impact sounds (when bullet hits a thing, it emits a sound)