Help with DooM Sounds?
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.
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.
-
- Posts: 77
- Joined: Thu Mar 23, 2017 11:18 am
Help with DooM Sounds?
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.
-
- 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?
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!