
Pickup sounds no longer reverberate.
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Pickup sounds no longer reverberate.
I was playing my mod in the latest GZDoom, and I noticed that items, when collected underwater, no longer reverberate. I'm looking in the SNDINFO lump for the newest version and can't find anything, though. Is this a bug? Intentional feature? Can I use it? 

- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49252
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Pickup sounds no longer reverberate.
The only change was that pickup sounds were set to non-pausable due to problems with the time freezer.
Apparently the sound code does not handle reverb effects for non-pausable in-game sounds
Apparently the sound code does not handle reverb effects for non-pausable in-game sounds
Re: Pickup sounds no longer reverberate.
I can't check this until I get home, but I have to say - if it is as reported - I regard this as an improvement. Picking stuff up in real life doesn't come with a bleep anyway, so the sound is a game convenience. Some of the sounds, particularly large powerup pickups and some sounds used by add-on mods made an awful, drawn out distorted noise when picked up underwater.
- Chris
- Posts: 2979
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Pickup sounds no longer reverberate.
They can be changed to give more realistic sounds, though. And AFAIK, they emanate in the world from the player/weapon, even in multiplayer. It would be odd if you hear another player sound all muffled and reverberant underwater, but the same player picking up a weapon underwater is crystal clear.Enjay wrote:I can't check this until I get home, but I have to say - if it is as reported - I regard this as an improvement. Picking stuff up in real life doesn't come with a bleep anyway, so the sound is a game convenience. Some of the sounds, particularly large powerup pickups and some sounds used by add-on mods made an awful, drawn out distorted noise when picked up underwater.
Re: Pickup sounds no longer reverberate.
Fair point. I don't actually remember how this works in multiplayer. If a player (or indeed a monster) is under water but you are not, do the actors under the water sound muffled (I'm guessing that they do)?Chris wrote:It would be odd if you hear another player sound all muffled and reverberant underwater, but the same player picking up a weapon underwater is crystal clear.
- Chris
- Posts: 2979
- Joined: Thu Jul 17, 2003 12:07 am
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
Re: Pickup sounds no longer reverberate.
AFAIK, they don't. Since there can be only one reverb active at a time, the one that's selected is from the area the listener/camera/player is in, because that will always affect every world sound the player hears, to some degree. Of course, this won't necessarily be the most prominent (eg. sound underwater vs listener in a normal room), but trying to "improve" it will just make it needlessly complex for otherwise little gain, since most environment differences will rarely be that drastic and will be forgivable.Enjay wrote:If a player (or indeed a monster) is under water but you are not, do the actors under the water sound muffled (I'm guessing that they do)?