Help with DooM Sounds?

Ask about editing graphics, sounds, models, music, etc here!
Shaders (GLSL) and SNDINFO questions also go here!

Moderators: GZDoom Developers, Raze Developers

Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Okgo5555
Posts: 77
Joined: Thu Mar 23, 2017 11:18 am

Help with DooM Sounds?

Post by Okgo5555 »

My OCD is getting the best of me and, in the spirit of feeling retro and vanilla, I would like to down-convert the assets of my mod to be in line with the 1993/1994 standards. The issue is that, I have some sounds that are good, and fitting, but they should be down-sampled and converted to DoomSound format. Here's the deal: If I do something simple like take DSPISTOL and down-pitch it to my liking, I am usually getting a result in .ogg. Fair enough. When I then convert that into DooMSound in SLADE, it sounds like total crap and doesn't sound up to snuff of the original Doom assets. I'm just curious if there is a better tool-chain/process that other people are familiar with that could help me.
User avatar
difficultoldstuff
Posts: 35
Joined: Fri Jul 17, 2020 5:38 am
Operating System Version (Optional): Windows 7
Graphics Processor: nVidia with Vulkan support

Re: Help with DooM Sounds?

Post by difficultoldstuff »

OK, so my process of making "punchy" and "retro" sounds is by using Audacity, setting the project rate to 16k / 11k / 8k Hz (whichever you feel like sounds better for the sound you're working on), then maybe playing with some Distortion / Highpass / Lowpass filters, exporting as a .wav, importing and leaving it as .wav. Sometimes you can convert it to OG Doom sound format if the result sounds good in your ears, but mostly I leave them as .wav. Also watch out for sound clipping, too much volume can produce nasty clicks in Doom. Hope this sparks any ideas, good luck!

Return to “Assets (and other stuff)”