Turning off the warping effects in sounds.

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Amuscaria
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Turning off the warping effects in sounds.

Post by Amuscaria »

This is some general doom questions concerning doom. How to I disable the special effects on the sounds when playing GZdoom. Sounds i put in my mod sounds nothing like it when it's used in game. Is there anyway to turn off all of that and return it to the way it was in GZdoom 1.0.29? (Underwater effect is cool, but everything else sounds wierd).
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Ghastly
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Re: Turning off the warping effects in sounds.

Post by Ghastly »

In sound options, there's an option to enable or disable randomized pitch, but that's on a by-program basis. I doubt there's a way to force the same pitch whether or not that option is enabled.
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HotWax
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Re: Turning off the warping effects in sounds.

Post by HotWax »

Ghastly_dragon wrote:In sound options, there's an option to enable or disable randomized pitch, but that's on a by-program basis. I doubt there's a way to force the same pitch whether or not that option is enabled.
Oh ye of little faith.
The wiki wrote:$pitchshift soundname <range>
Specifies how much the pitch of the specified sound may be randomly altered when it is played. <range> may be in the range of 0 to 7.
However, I don't think that's what Eriance was referring to anyway...
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Skippy
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Re: Turning off the warping effects in sounds.

Post by Skippy »

I doubt there's a way to force the same pitch whether or not that option is enabled.
[wiki]SNDINFO[/wiki], specifically the $pitchshift parameter.

EDIT: curse HotWax and his swiftness. :lol:

EDIT2: if we're not talking about the pitchshifting, I really have no idea what Eriance is referring to. I've noticed no change in sound quality between versions, though I do recall something about an FModEx bug in a recent revision. :?
Last edited by Skippy on Wed Jun 11, 2008 12:04 pm, edited 1 time in total.
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HotWax
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Re: Turning off the warping effects in sounds.

Post by HotWax »

Skippy wrote:EDIT: curse HotWax and his swiftness. :lol:
NEENER!
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