Text File
================================================================
Title : The REAL Hell on Earth sounds
Filename : HOE.WAD
DOOM version : DOOM, DOOM II - Hell on Earth
File version : 3.5
Author : Harry
Email Address : mcb@obelix.htl-tex.ac.at
Description : This sound collection will hopefully
set your teeth on edge. The aim is that
anyone who cannot see you playing DOOM,
shall believe that there is war!
Additional Credits to : ID software, but:
If you want to show off,
then do it by presenting and designing
fantastic levels. Activate your pomp
gun, not the pump gun!
;-)
================================================================
* Play Information *
Level number(s) : none
Single Player : Yes
Cooperative 2-4 Player : Yes
Deathmatch 2-4 Player : Yes
Difficulty Settings : none (This is no level)
New Sounds : Yes
New Graphics : No
New Music : No
Demos Replaced : None
* Construction *
Base : Other WADs and a tangled mass of sample files
Build time : This is a permanent project...
Editors used : Sound WAD engine (a tiny DOS utility of mine),
MS Windows 3.1 Sound Recorder
Creative Technology's WREC (for DOS)
Creative Technology's SB16SET (for DOS)
Wave for Windows (Turtle Beach Systems)
VOC386 (It really sucks if you process waves!)
Known Bugs : none
* Copyright / Permissions *
Authors MAY use this WAD as a base to build additional WADs.
You may do whatever you want with this file.
* General notes *
If you find some of the sounds suitable and they would fit in
your own collection perfectly, there is nothing that I would do
to prevent you from extracting them. In general I would like to
know what others think about my sounds. So if you have comments,
suggestions or even complaints just write a nice letter and post
it to the Internet address that can be found in the header of
this file.
================================================================
WAD description
================================================================
Section 1: Player documentation
-------------------------------
When I started to create these sound effects, my intension was to produce
something that should frighten every player who listens to it. Indeed, all
people who are confrontated with my sounds the first time, really rush back
after each time they hear a monster's welcome scream. So if you are terrified
Section 2: Technical documentation
----------------------------------
* List of sounds being replaced *
Object Sound description
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
DSPISTOL Pistol fire
DSSHOTGN Shotgun fire
DSSGCOCK Shotgun cock after intermission screen
DSSAWUP Chainsaw start
DSSAWIDL Chainsaw idle
DSSAWFUL Chainsaw fully triggered
DSSAWHIT Chainsaw hitting enemy
DSRLAUNC Rocket launcher shot
DSRXPLOD BFG 9000 round explosion
DSFIRSHT Enemy fireball being set free
DSFIRXPL Enemy fireball explosion/Lost Soul dying
DSDOROPN Door opening
DSDORCLS Door closing
DSSTNMOV Moving floor/Moving ceiling
DSSWTCHX Triggered switch snapping back
DSSWTCHN Switch being triggered
DSPLPAIN Player pain scream
DSDMPAIN Enemy pain scream (demon creatures)
DSPOPAIN Enemy pain scream (possesed creatures)
DSSLOP Bones cracking
DSITEMUP Item pickup
DSWPNUP Weapon pickup
DSPOSIT1 Soldier spotting player (1)
DSPOSIT2 Soldier spotting player (2)
DSPOSIT3 Soldier spotting player (3)
DSBGSIT1 Imp spotting player (1)
DSBGSIT2 Imp spotting player (2)
DSSGTSIT Demon/Spectre spotting player
DSBRSSIT Baron of Hell spotting player
DSSGTATK Demon/Spectre attacking (biting a victim)
DSCLAW Imp/Baron attacking (clawing at victim)
DSPLDETH Player dying (normal)
DSPDIEHI Player dying (occasionally used instead of normal sound)
DSPODTH1 Soldier dying (1)
DSPODTH2 Soldier dying (2)
DSPODTH3 Soldier dying (3)
DSBGDTH1 Imp dying (1)
DSBGDTH2 Imp dying (2)
DSSGTDTH Demon/Spectre dying
DSBRSDTH Baron of Hell dying
DSPOSACT Soldier/Mancubus active (nearby)
DSBGACT Imp active (nearby)
DSDMACT Demon creature active (nearby)
DSBAREXP Barrel exploding/Rocket detonation/End-level explosion
DSPUNCH Player punching with fists
DSGETPOW Getting power (Soul Sphere, Megasphere, Berserk Sphere...)
DSPLASMA Plasma rifle shot
DSBFG BFG 9000 firing
DSCACSIT Cacodemon spotting player
DSCYBSIT Cyberdemon spotting player
DSSPISIT Spider mastermind spotting player
DSSKLATK Lost Soul attacking
DSCACDTH Cacodemon dying
DSCYBDTH Cyberdemon dying
DSSPIDTH Spider mastermind dying
DSVIPAIN Arch-Vile pain scream
DSMNPAIN Mancubus pain scream
DSPEPAIN Pain Elemental pain scream
DSBSPSIT Arachnotron spotting player
DSKNTSIT Hell Knight spotting player
DSVILSIT Arch-Vile spotting player
DSMANSIT Mancubus spotting player
DSVILDTH Arch-Vile dying
DSKNTDTH Hell Knight dying
DSVILACT Arch-Vile active (nearby)
DSBOSPIT Final Enemy spitting a cube
DSBOSCUB Final Enemy cube warning
DSBOSSIT Final Enemy spotting player
DSBOSDTH Final Enemy dying
DSMANATK Mancubus attacking
DSSSSIT Wolfenstein soldier spotting player
DSSSDTH Wolfenstein soldier dying
DSKEENPN Hanging Keen pain scream
DSKEENDT Hanging Keen dying
DSSKEACT Revenant active (nearby)
DSSKESIT Revenant spotting player
ÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄ
* Construction notes *
Almost all of the sounds you can hear I have done myself just by
using my voice and some very simple equipment. A few sounds are
directly copied from some of my CDs. The last type of sounds was
created by just copying and sometimes modifying SFX data that I
found in other WAD files (including DOOM2.WAD).
The following list describes how some of my sounds were generated
and how they sound:
Wolfenstein soldier dying
=========================
This sound is contained in the song 'Schrei nach Liebe' by the german
band 'Die Žrzte'. In English this sound means 'arse-hole' (sorry, I
just translated!).
Wolfenstein solder spotting player
==================================
This was reversed and means 'Mein F�hrer'. Sorry for that but how
else should a realistic Wolfenstein soldier sound? At least I reversed
it so that you do not have to remember those horrible words every time
you meet a Wolfenstein soldier!
Plasma rifle shot
=================
Now this sounds so dangerous that all the baddies should have respect of
your plasma gun attacks. Even I have to say: It pretty shows off! I created
this one by generating an explosion and mixed it with itself just a little
after the beginning. So it sounds quite robotized and technical.
Player punching with fists
==========================
Whether you believe it or not: This was a 'popsnare2' sample within a
MOD file. I added a little bit of echo and slightly decreased the pitch.
BFG9000 firing
==============
I found this one in the StarWars sound WAD. Probably it is too showy!
BFG9000 round explosion
=======================
Swanky, effective and quite noisy. This is the BFG9000 megablast
detonation.
All human death sounds
======================
Don't ask! I just died into the microphone.
All explosion sounds
====================
I simply blew into the microphone. It really works!
Cacodemon dying
===============
I drank the remaining Lipton ice tea using a nylon straw.
Cyberdemon dying
================
This sound has two parts: A scream and an explosion. I have tried to
time it exactly, so that it matches the cyberdemon resolving.
Cacodemon spotting player
=========================
An ancient player death scream had its pitch modified and was equipped
with some echo.
Hell knight dying, Baron of Hell dying
======================================
These two sounds were created from the final wacky laughter of the
Metallica song 'Master of Puppets'.
Cyberdemon spotting player
==========================
This is just a human growl that was overdriven heavily.
Arch-Vile dying
===============
Lovely scream! To create it I mixed together some of my own screams and
tuned the result.
Imp active (nearby)
===================
This was an angry growl of mine. I speeded it up a little and then I
reversed the sound.
Pain scream (demon creatures)
=============================
It is just me pumping up some slime. I took the sound and slowed it
down by 100 percent.
Soldier spotting player (1)
===========================
"Hey, gonna say you die!". This is what I said to create this sound.
Final enemy spotting player
===========================
Well, this is a mixture of at least ten different sounds!
Final enemy dying
=================
This is a scream from the film 'Predator'.
Final enemy spitting a cube
===========================
This one was also made by blowing into my microphone.
Barrel explosion
================
As mentioned above, I blew into my Intel(tm) microphone. Perhaps it
is a little bit too loud and showy but I like it! It is so mighty!
Getting power
=============
This was a sample wave file with a Chinese gong sound.
Lost soul attacking
===================
It is one hell of a perverse laughter. A friend of mine
created that sound.
Mancubus attacking
==================
Sorry, there is no chance for me to find out what I said to make
this one sound so nice! All I know is that I applied some time
compression and slowed it down after adding a little bit of echo.
Soldier/Mancubus active (nearby)
================================
Oh, shame! I copied it from the game "Heretic" where it was the
Sabreclaw's attack sound. But I have equipped it with much more echo!
Enemy fireball being set free
=============================
Again, blowing into my microphone was the right thing to do...
Enemy fireball explosion/Plasma rifle hit/Lost soul dying
=========================================================
I just blew into the microphone.
Pain Elemental spotting player
==============================
Some perverse laughter of mine tuned and a ton of echo have
resulted in this nice SFX.
Arachnotron spotting player
===========================
This is a quite realistic sound. It consists of a robotized
car motor start-up and a floor move sound from another PWAD.
To understand this sound properly you must imagine the electronic
computer-driven Arachnotron initializing its mechanical engines.
Arachnotron nearby
------------------
This tone is annoying and repeated from time to time (perhaps some
sort of parity check)
Arachnotron dying
-----------------
Motor slow-down and a mechanical crash-down you can hear when an
Arachnotron has to die.
Spider mastermind dying
=======================
What you hear is my morbid coughing which was slowed down and
complemented by some echo.