Captain J wrote:
Not the wall oof one. The Landing grunt sound the player's making. They're making both sounds when landing from greater height. Vanilla one is really there but it's understandably quiet than the custom one. Try find a stair and then jump, drop down on different height. You'll hear something off from it.
I just found out that the player produces
both *land and *grunt sounds when landing, and in vanilla they're just bound to the same "oof" sound. It's really weird. I'm guessing the idea is that the *land sound is supposed to be the sound of feet hitting the ground, while *grunt is the player exhaling, but again, makes no sense for vanilla. I'm just going to make the *land one null, I guess, although this is weird.
Captain J wrote:And it's just an audio glitch but Spinning Gauntlet's Primary Fire, Shotgun/Freezer's Primary Fire and Electro/Driver's Secondary Fire cut off the player's pain sound. Plus if you hold Secondary Fire button with Rocket Launcher/Chaingun and get hit, the pain sound won't play until you stop firing.
First of all... spinning... gauntlet? Do you mean the Pain/Killer?

It's not a gauntlet

Anyway, I could partially reproduce it but not for the cases you've described. Electro and Pain don't actually block pain sounds for me. But, say, firing the Minigun does. But that's not something I have control over, and I highly doubt this is unique to this mod. Firing weapons puts the player pawn into its Missile sequence, and it can only play the pain sound in its Pain sequence, so if the weapon fires fast enough, the player pawn will never enter its Pain sequence and will never play its pain sound, apparently.
Imp Hunter wrote:
No, I was using Doom 2
Well, BAL1 is a sprite that exists in Doom, so I can't reproduce this error and can't imagine how you're getting it. I'll need your GZDoom version, any other mods you're running it with, the iwad, the map and exact steps to reproduce it.