These are a pair of patches that fix a couple of issues with vanilla Doom's sound effects. They should be safe to stick in autoload; neither replace any actors and shouldn't conflict with any mods. One does work via ZScript though, so will need modern GZDoom.
They are:
cgun_soundfix - Changes vanilla Chaingun Commados and Wolfenstein SS to use the Pistol/Chaingun firing SFX instead of the Shotgun one. This is done via a SNDINFO edit.
vilefire_soundfix - Uses ZScript to fix the issue mentioned here regarding A_StartFire. Basically, Archvile flame is supposed to have two sound effects; an initial whoomph (vile/firestrt), then the crackling I'm sure we have all learnt to fear (vile/firecrkl). With this fix, the initial missing sound effect will finally work. Note this will also cause any actor inheriting from ArchvileFire to make the sound upon spawning.
>>>Download cgun_soundfix<<<
>>>Download vilefire_soundfix<<<
Some minor SFX fixes
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Some minor SFX fixes
Nice! Something you might want to add, I've read on the Cutting Room Floor a sound named DSSWTCHX was supposed to play when deactivating a switch, but doesn't due to a coding issue. Can you fix that?
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Re: Some minor SFX fixes
DSSWTCHX can be heard when pressing a level exit switch, or leaving a menu.
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