Doom2 Chaingun SFX Replacement?
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- AmberOnline
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Doom2 Chaingun SFX Replacement?
Heya! So, I'm making a WAD and I wanted to replace the Chaingun sound specifically. I already replaced the pistol SFX but I would like to replace the chaingun SFX to a different one.
Yes, I am well aware I need a DECORATE script to do that, I have made multiple different weapons before. But, I have not replaced the SFX. I have already made a .ogg for the sound file, and specified it in SNDINFO, but I cannot find a way to replace the Chaingun SFX. This is what my SNDINFO looks like; "weapon/chaingunfire CGUNFIRE" and this is what my DECORATE file looks like for my previous weapon, I want to modify this in the chaingun files. "CTRL F 0 A_Playsound("weapon/firecontrol",CHAN_WEAPON, 0.6)" Is that possible?
Yes, I am well aware I need a DECORATE script to do that, I have made multiple different weapons before. But, I have not replaced the SFX. I have already made a .ogg for the sound file, and specified it in SNDINFO, but I cannot find a way to replace the Chaingun SFX. This is what my SNDINFO looks like; "weapon/chaingunfire CGUNFIRE" and this is what my DECORATE file looks like for my previous weapon, I want to modify this in the chaingun files. "CTRL F 0 A_Playsound("weapon/firecontrol",CHAN_WEAPON, 0.6)" Is that possible?
Re: Doom2 Chaingun SFX Replacement?
I'm not sure if I correctly understand your request, but here's my suggestions :
Look also for SNDINFO and A_PlaySound and/or A_StartSound
Code: Select all
// SNDINFO
weapons/pistol dspistol
weapons/chngun dspistol // replace "dspistol" with the name of your custom sound.
$limit weapons/chngun 0
- AmberOnline
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Re: Doom2 Chaingun SFX Replacement?
Hello again, I tried adding that to my SNDINFO but it didn't work. This is what i want to do but for the chaingun.
In Doom 2 there is no SNDINFO. (to my knowledge that is) How would I do that?
Along with this, I would like to modify the fire speed. I did it once in a DEHACKED patch around 2 years ago but I don't remember how. Thank you and have a nice day/night/evening/whatever time it is for you as of reading this.
Code: Select all
ControlFire:
CTRL F 0 A_Playsound("weapon/firecontrol",CHAN_WEAPON, 0.6) // this is what i would like to change
CTRL F 0 A_Recoil(15)
CTRL F 5 A_FireCustomMissile("IncendiaryRocket",0,2,0,-8)
CTRL E 5
CTRL E 0 A_Refire("ControlFire")
Goto Ready
Along with this, I would like to modify the fire speed. I did it once in a DEHACKED patch around 2 years ago but I don't remember how. Thank you and have a nice day/night/evening/whatever time it is for you as of reading this.
Re: Doom2 Chaingun SFX Replacement?
You have to replace "weapon/firecontrol" with "weapon/chaingunfire", as that's what you specified in the SNDINFO.
Doom 2 doesn't have a SNDINFO, because it's a GZDoom addition and it's located in gzdoom.pk3.
To modify fire speed, you have to replace the number "CTRL F 5" with a lower number to increase it and a higher number to decrease it.
In my calculations 1 is 2100RPM, 2 is 1050RPM, 3 is 700RPM and 5 is 525RPM, but they might be wrong.
I frankly don't quite understand the problem here, so it might be helpful to upload the mod file here so we can take a look at it.
Doom 2 doesn't have a SNDINFO, because it's a GZDoom addition and it's located in gzdoom.pk3.
To modify fire speed, you have to replace the number "CTRL F 5" with a lower number to increase it and a higher number to decrease it.
In my calculations 1 is 2100RPM, 2 is 1050RPM, 3 is 700RPM and 5 is 525RPM, but they might be wrong.
I frankly don't quite understand the problem here, so it might be helpful to upload the mod file here so we can take a look at it.
- AmberOnline
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Re: Doom2 Chaingun SFX Replacement?
Here, ill upload a quick Google Drive link to the mod file. The reason the size is so big is because I added custom music, but here's the link.
https://drive.google.com/file/d/109UXiy ... sp=sharing
A couple things to know:
1. I am pretty bad at coding (I'm barely even used to Ultimate Doom Builder due to me switching versions left and right) and Slade 3 definitely isn't my thing, but that's why ZDoom tutorials exist.
2. I don't want to modify my pre-existing DECORATE lumps. I would like to create a new batch of code to change the chaingun. All the sounds are in the game and specified in SNDINFO but the problem is I have no clue what code to write. Do I make the same code as I previously did in my custom weapon? Or do I copy-paste that code and replace the weapon name with the chaingun's?
https://drive.google.com/file/d/109UXiy ... sp=sharing
A couple things to know:
1. I am pretty bad at coding (I'm barely even used to Ultimate Doom Builder due to me switching versions left and right) and Slade 3 definitely isn't my thing, but that's why ZDoom tutorials exist.
2. I don't want to modify my pre-existing DECORATE lumps. I would like to create a new batch of code to change the chaingun. All the sounds are in the game and specified in SNDINFO but the problem is I have no clue what code to write. Do I make the same code as I previously did in my custom weapon? Or do I copy-paste that code and replace the weapon name with the chaingun's?
- ramon.dexter
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Re: Doom2 Chaingun SFX Replacement?
So, the easiest way is to find out how are the sounds you want to replace named, and just name your sound file the same as the stock. BAM! You're done.
More specific way is through SNDINFO. You really don't need any coding for it, you just have to understand how sound definition in sndinfo works.
And SNDINFO is quite easy to understand.
So, loook here, part of my sndinfo:
"sounds/eat" is just how engine will recognize the sound. So, everytime you want to use this sound anywhere, you put in "sounds/eat".
"CHEWSND" is the name of the sound file in the wad/pk3.
Anything else? Just forget that you are bad at coding. Everybody was bad when he was starting. Thats completely normal and usual.
More specific way is through SNDINFO. You really don't need any coding for it, you just have to understand how sound definition in sndinfo works.
And SNDINFO is quite easy to understand.
So, loook here, part of my sndinfo:
Code: Select all
sounds/eat CHEWSND
"CHEWSND" is the name of the sound file in the wad/pk3.
Anything else? Just forget that you are bad at coding. Everybody was bad when he was starting. Thats completely normal and usual.
- AmberOnline
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Re: Doom2 Chaingun SFX Replacement?
I have an issue with that first thing actually, I already replaced DSPISTOL for the pistol fire sound. Also "Everybody was bad when he was starting" I don't understand really who "he" is as I'm not a guy.
Anyway, I already did that. The thing I need to do is change the speed of the frames on the chaingun, which isn't that important to me, but my main goal is to replace the fire sound so this is what I need to do.
I need to find where the Chaingun sounds are specified and replace that sound with my own custom sound, that's all i need to do but I don't know where it is located.
Update: I figured out how to increase the fire speed by going into the DEHACKED patch in WhackEd 4 and modifying the chaingun fire state and light state to increase or decrease the speed.
Anyway, I already did that. The thing I need to do is change the speed of the frames on the chaingun, which isn't that important to me, but my main goal is to replace the fire sound so this is what I need to do.
I need to find where the Chaingun sounds are specified and replace that sound with my own custom sound, that's all i need to do but I don't know where it is located.
Update: I figured out how to increase the fire speed by going into the DEHACKED patch in WhackEd 4 and modifying the chaingun fire state and light state to increase or decrease the speed.
- AmberOnline
- Posts: 8
- Joined: Fri Apr 30, 2021 12:24 pm
- Graphics Processor: nVidia (Modern GZDoom)
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Re: Doom2 Chaingun SFX Replacement?
If anyone is having an issue with the same thing, I found a fix.
https://zdoom.org/wiki/Classes:Chaingun
Just modify the code in A_FireCGun so "A_PlaySound" is set to your custom sound.
https://zdoom.org/wiki/Classes:Chaingun
Just modify the code in A_FireCGun so "A_PlaySound" is set to your custom sound.
- wildweasel
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Re: Doom2 Chaingun SFX Replacement?
A_FireCGun already uses its own unique SNDINFO entry. It's just that this SNDINFO entry, by default, points at DSPISTOL:
You need only include a SNDINFO of your own that defines it with the sound lump of your choice. No need to redefine the function entirely.
Code: Select all
weapons/chngun dspistol
You need only include a SNDINFO of your own that defines it with the sound lump of your choice. No need to redefine the function entirely.