How do I make Zdoom/GZDoom sound like vanilla?
How do I make Zdoom/GZDoom sound like vanilla?
Hi there!
If any of you own the Doom 3 BFG edition game or an engine that runs doom 2 similarly to how the BFG edition does, how can I make the music/game in Zdoom/GZdoom sound like those? Can it be done with the sound options?
Cheers guys.
Edit: I've turned random pitch on, but it still doesn't sound quite right.
If any of you own the Doom 3 BFG edition game or an engine that runs doom 2 similarly to how the BFG edition does, how can I make the music/game in Zdoom/GZdoom sound like those? Can it be done with the sound options?
Cheers guys.
Edit: I've turned random pitch on, but it still doesn't sound quite right.
Re: How do I make Zdoom/GZDoom sound like vanilla?
There is no "vanilla music", seeing as it's all midi and is entirely dependent on what chip set and sound font you used.
Sound is exactly the same. BFG gets it slightly wrong, in fact, as it assumes all sounds are 11Khz, while the SSG and item respawn sounds are 22Khz. Vanilla played them back correctly.
Random pitch variations were also not present in Doom 1.4 - 1.9 (the code existed but the DMX library otherwise ignored them), so that's not entirely vanilla either.
Sound is exactly the same. BFG gets it slightly wrong, in fact, as it assumes all sounds are 11Khz, while the SSG and item respawn sounds are 22Khz. Vanilla played them back correctly.
Random pitch variations were also not present in Doom 1.4 - 1.9 (the code existed but the DMX library otherwise ignored them), so that's not entirely vanilla either.

Re: How do I make Zdoom/GZDoom sound like vanilla?
Could I get some settings to try out?edward850 wrote:There is no "vanilla music", seeing as it's all midi and is entirely dependent on what chip set and sound font you used.
Sound is exactly the same. BFG gets it slightly wrong, in fact, as it assumes all sounds are 11Khz, while the SSG and item respawn sounds are 22Khz. Vanilla played them back correctly.
Random pitch variations were also not present in Doom 1.4 - 1.9 (the code existed but the DMX library otherwise ignored them), so that's not entirely vanilla either.
Re: How do I make Zdoom/GZDoom sound like vanilla?
Which settings? I have already established the defaults are as expected. Maybe if you actually explained what you are looking for...
Re: How do I make Zdoom/GZDoom sound like vanilla?
If I wanted to achieve something similar to the first post, which midi device would I want to go with in the sound options? Would output system matter as well or can I leave it? Output format? etcedward850 wrote:Which settings? I have already established the defaults are as expected. Maybe if you actually explained what you are looking for...
Re: How do I make Zdoom/GZDoom sound like vanilla?
There is no such thing as a vanilla midi device. That's not what midi is. Its just a simple case of finding a midi device you want, or whatever fits the tracks you're playing.
Re: How do I make Zdoom/GZDoom sound like vanilla?
Where the hell are you getting "vanilla midi device" from? I never once made the assertion that there exists "vanilla music" or "vanilla midi devices". In fact, my question seems pretty simple, tbh. Let me try again:edward850 wrote:There is no such thing as a vanilla midi device. That's not what midi is. Its just a simple case of finding a midi device you want, or whatever fits the tracks you're playing.
I like how the BFG edtion's version of Doom sounds, how can I make other source ports like ZDoom or GZDoom sound like that? If it's possible, what are some midi devices within the sound options of the source port I can set to help achieve desired effect?
Re: How do I make Zdoom/GZDoom sound like vanilla?
The only aspects of BFG that are functionally different are the following:
- BFG uses TiMidity for midi. The sound font it uses is Gravis Ultrasound sound patches(?). ZDoom's [wiki]GUS[/wiki] can be configured to use it (you can find an offical patchset here).
- Sound playback erroneously assumes that all sounds are 11Khz, which is wrong, and not actually a vanilla bug (thus there's no way to "enable" it in any source port.
Re: How do I make Zdoom/GZDoom sound like vanilla?
Speaking of vanilla sounds... does anyone know if it's possible to reintroduce that weird thing from vanilla where the player's rocket explosion has an abrupt cut-off? I thought it was pretty cool. :P
Re: How do I make Zdoom/GZDoom sound like vanilla?
Thank you for that. The only thing that's missing is the random pitches with the guns, but other than that the GUS works fine. It says I can execute a python script to change the config over for more nostalgia, can I just replace the timidy.cfg? Or must I use the python script?
Re: How do I make Zdoom/GZDoom sound like vanilla?
Random weapon pitches is shared with the "Randomize pitches" setting.
ZDoom doesn't even read python, so good luck doing anything with such a script.
ZDoom doesn't even read python, so good luck doing anything with such a script.
Re: How do I make Zdoom/GZDoom sound like vanilla?
Only the monsters seems to have random pitching, the pickup and weapon sounds don't seem to be randomised. Doors are though, how would I fix that?
edit: The weapons have extremely little pitch variation, it's hard to notice. Any way to make it a bit more obvious?
edit: The weapons have extremely little pitch variation, it's hard to notice. Any way to make it a bit more obvious?
Re: How do I make Zdoom/GZDoom sound like vanilla?
It's the exact same pitch variation function, and all sounds by default have the same range of variation. So no, it's not "extremely little". It's exactly the same as the monsters. 

Re: How do I make Zdoom/GZDoom sound like vanilla?
It's extremely little on my end.
The monsters are obvious, but I have trouble noticing anything with the weapons. Could there be a setting that I turned on/off by accident?
The monsters are obvious, but I have trouble noticing anything with the weapons. Could there be a setting that I turned on/off by accident?

Re: How do I make Zdoom/GZDoom sound like vanilla?
No. It is literally the exact same function. There actually cannot be a difference. Weapons with the same sound played rapidly will be more noticeable, such as the chaingun.