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Sound Designer trying to learn Slade and gzdoom builder


illution

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Hi guys, I'm a sound designer who's helping a dev with his project. I am trying to learn how to use Slade and doombuilder to implement custom sounds into his game. 

So far he has taken the lead with programming sounds into the SNDINFO and SNDSEQ. He has tried to explain to me how to use these tools but I'm having a hard time understanding what options I have in terms of sequence names/scripts. I would also love someone to show me how to implement the sounds in the map myself.

It's been difficult for me to research this as I'm not a dev myself, but an audio engineer, so I don't have context for how the rest of this software works. Any help would be amazing.

Thanks

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That about covers how to import custom sounds. Keep in mind that Doom format sounds have a lower quality than you're probably used to, but I guess your dev gave you the specs.

 

You can combine sounds into sequences with SNDSEQ, such as combining the sound for opening door, door raised, door closing and door stopping into one sequence that a level designer can attach to a door's movement.

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1 hour ago, Mordeth said:

 

That about covers how to import custom sounds. Keep in mind that Doom format sounds have a lower quality than you're probably used to, but I guess your dev gave you the specs.

 

You can combine sounds into sequences with SNDSEQ, such as combining the sound for opening door, door raised, door closing and door stopping into one sequence that a level designer can attach to a door's movement.

Thanks for the reply. I actually did watch the 3 videos that this youtube channel had posted, but my questions might be a bit more complex than what he shows in the video. 
 

At this point I'm looking for someone that I can pay for their time to host a zoom call with me with screenshare. Would you be able to do a private tutorial like that?

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With SNDINFO and SNDSEQ, that means the project is based on GZDoom, so sound quality is not a problem -- the engine can use WAV, OGG, FLAC, etc.

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22 hours ago, illution said:

my questions might be a bit more complex than what he shows in the video. 

 

It would help telling us where exactly you are stuck in this process?

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Audio files for Doom maps revolve around two categories, background music and sound snippets for actors, as in monsters, weapons, pickups, powerups, etc.

 

So I would concentrate on those and worry about bringing them into the game, GZDoom, one at a time, which really is not that difficult. Music is brought into the game with MAPINFO and sounds with  SNDINFO and SNDSEQ. And in case that it should be difficult then I'm sure there are a few versed in mapping here, who can help.

 

https://zdoom.org/wiki/Sound_format

Edited by Kappes Buur

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