Universal Ambience 1.7 - Dynamic map sounds (not music)

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McTed
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Universal Ambience 1.7 - Dynamic map sounds (not music)

Post by McTed »



Description + Download
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Credits
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Editing permissions
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Last edited by McTed on Sun May 22, 2022 7:36 am, edited 7 times in total.
Skrell
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Re: Universal Ambience - Dynamic audio ambience (not music)

Post by Skrell »

LOVE IT!!! Keep it up!
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McTed
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Re: Universal Ambience - Dynamic audio ambience (not music)

Post by McTed »

Skrell wrote:LOVE IT!!! Keep it up!
Good to hear!

And here's an update and some changelogs
1.3 Update: Sound volumes tweaked, can customise flat volumes etc via menu

1.6 Update: Sound volumes tweaked, Decorations have been fixed and rewritten. Flats and decorations have been optimised - with huge help from Agent Ash!
- The first decoration compatibility has been made! (is for D64ifier) - https://www.moddb.com/mods/the-d64ifier

1.7 Small update: Decoration volume settings, radiation sounds improved (with choices available via editing "sndinfo" with an archive manager), new in progress compatability patch for Consolation prize D64 - viewtopic.php?t=55298
Last edited by McTed on Sun May 22, 2022 7:38 am, edited 2 times in total.
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BrettBotTheCryonaut
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Re: Universal Ambience - Dynamic audio ambience (not music)

Post by BrettBotTheCryonaut »

McTed wrote:The first decoration compatibility has been made! (is for D64ifier)
What the what the?!?! I literally just came here to send you a message asking if I could adapt this mod for inclusion IN The D64ifier! :laff:
Which would you prefer? Inclusion? Or just being listed in the readme as a recommended mod to run alongside it?
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McTed
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Re: Universal Ambience - Dynamic audio ambience (not music)

Post by McTed »

BrettBotTheCryonaut wrote:
McTed wrote:The first decoration compatibility has been made! (is for D64ifier)
What the what the?!?! I literally just came here to send you a message asking if I could adapt this mod for inclusion IN The D64ifier! :laff:
Which would you prefer? Inclusion? Or just being listed in the readme as a recommended mod to run alongside it?
Hahaha :)

I think it would be best as a recommended addon to be easier to update.
I don't know how game/mod relations work in moddb, if possible I could include a tag for it to show on the D64ifier mod page, if that's cool with you.
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Bob Beaky
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Graphics Processor: nVidia with Vulkan support

Re: Universal Ambience 1.6 - Dynamic map sounds (not music)

Post by Bob Beaky »

This is fantastic. Sometimes it's nice to play without music but Doom aural ambience is pretty lacking. This is a great solution. Thanks for sharing. :)
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BrettBotTheCryonaut
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Re: Universal Ambience 1.6 - Dynamic map sounds (not music)

Post by BrettBotTheCryonaut »

McTed wrote:I think it would be best as a recommended addon to be easier to update.
That makes sense. Perhaps if/when you get to a point where the updates have tapered off and you feel like the mod is pretty complete, then we can revisit the idea of me incorporating it?

I also am not very familiar with those things. I've used ModDB casually for years but only started using it as an uploader recently.
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McTed
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Re: Universal Ambience 1.6 - Dynamic map sounds (not music)

Post by McTed »

BrettBotTheCryonaut wrote:That makes sense. Perhaps if/when you get to a point where the updates have tapered off and you feel like the mod is pretty complete, then we can revisit the idea of me incorporating it?

I also am not very familiar with those things. I've used ModDB casually for years but only started using it as an uploader recently.
We'll see.

And yeah same.
Pm'd you on moddb btw
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McTed
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Re: Universal Ambience 1.6 - Dynamic map sounds (not music)

Post by McTed »

Bob Beaky wrote:This is fantastic. Sometimes it's nice to play without music but Doom aural ambience is pretty lacking. This is a great solution. Thanks for sharing. :)
Ye I'm thankful to Hey Doomer for idle ambience :) (and this is built on it)
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RevanGarcia
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Re: Universal Ambience 1.7 - Dynamic map sounds (not music)

Post by RevanGarcia »

Holy cow, this is really good!
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joshisattva
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Re: Universal Ambience 1.7 - Dynamic map sounds (not music)

Post by joshisattva »

hey guys, there's a bug!
ever since the new gzdoom update this mod has broken certain aspects of maps. namely parts of the architecture that raise or lower upon triggering by moving over their respective triggers
e.g. in e1m4, in the room just before the exit with the yellow keycard side door, when you enter the room and move to the side past the center platform. said platform is supposed to lower, revealing multiple enemies and some rocket ammo boxes. but it doesn't. it just perpetually emits the sound as if it was lowering. this happens across the board on almost every map. it is inconsistent, sometimes it doesn't happen, but most of the time it does
I have tried and tested this to ensure it is 100000% this mod, and it is. I've ran multiple instances across multiple wads with just this mod enabled. this issue only occurs when this mod is being used
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SupremeOasis
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Re: Universal Ambience 1.7 - Dynamic map sounds (not music)

Post by SupremeOasis »

Latest GZDoom here with Doom Runner launcher, I use Universal Ambiance on some presets (with a different ini file for each preset) and I've never had this problem in e1m4 (I've just checked now) or other levels. Only one conflict with The Refinery Realm667 map, massive fps drop.
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devlman127
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Re: Universal Ambience 1.7 - Dynamic map sounds (not music)

Post by devlman127 »

Are you considering making a version for Patch64 (viewtopic.php?t=76856) or does one of the other doom 64 patches work?
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