Muusi Posted March 23, 2021 Don't shoot me please. Random sound pitch is awesome. At least with PS1 sounds, never really use the PC sound effects at all.  Now proceed to tell me what an idiot i am for having such an opinion🤣 5 Quote Share this post Link to post
Gokuma Posted March 24, 2021 (edited) No, you're not.  After first renting the SNES Doom, I got PC Ultimate Doom and Doom 2.  Then at some point when I tried the v1.2 shareware, I thought this is awesome! Why'd they take it out?  Of course it's cool some ports give it as an option now. Edited March 24, 2021 by Gokuma 0 Quote Share this post Link to post
Bauul Posted March 24, 2021 It's one of those features that some people really like, and some people find extremely distracting. Personally, I like it. I feel it gives the soundscape of Doom a more natural, varied feel. But others might say it can sound silly, and can even detract from being able to keep track of the game by the sounds it produces.  But as with any Doom source-port feature: play it how you enjoy it. There is never a "right" way to play Doom - as long as you recognize that not everyone plays the same way as you, but also know that that's ok, then you're golden. 2 Quote Share this post Link to post
1Destro3456 Posted March 24, 2021 Never tried it myself but I guess my opinion would be kinda like texture filtering, some people won't like it and find it to be awful or at least distracting and others will like it or even love it 1 Quote Share this post Link to post
Nevander Posted March 24, 2021 Can't stand it myself. Sure it's a neat effect but I'm so specifically tuned to hearing the Doom sounds only one way and at one pitch. 0 Quote Share this post Link to post
xX_Lol6_Xx Posted March 24, 2021 Well, the shareware and I believe until v1.4 there was a sound pitch randomizer, I use it sometimes in prboom-plus, as it doesn't sound as ridiculous as for example the BFG Edition 0 Quote Share this post Link to post
Demon of the Well Posted March 24, 2021 (edited) Sound pitching is one of those little minor aesthetic features that folks tend to either love or hate, yeah. I like it as well, though the form/format my play often takes -- i.e. playing things with prescribed settings/complevels in the most basically viable port, for "scientific" and "art-bothering" purposes -- means that I rarely actually use it unless I'm replaying something I've already been through before strictly for leisure (which is rarer than I'd like). Â Incidentally, I also feel the same way about' torque simulation', which is the simulated gravity given to corpses and more solid objects which causes them to slide/drop/twitch until they come to rest on a flat patch of ground, as opposed to hanging off of ledges or on thin bits of trim by a few pixels. That one seems to weird lots of folks out something fierce, too (which is understandable given that in some situations the corpses never really want to come to rest, which is particularly amusing when you have a big-ass mancubus corpse or something gliding serenely about like a roomba in the background or w/e). Â By contrast, I've seen a lot of players recently, particularly mod users, fight with simulated weapon recoil active. This feature has been around since Boom, and is more detailed/sophisticated now in more greeble-y ports, but I never could get used to it (in Doom), myself, and when I'm playing content where it's baked-in it tends to take me an embarrassingly long time at the start to adjust/compensate. Edited March 24, 2021 by Demon of the Well 1 Quote Share this post Link to post
Zulk RS Posted March 24, 2021 Yes, yes you are. And you should be exterminated for it. I'm getting my shotgun  ((Just kidding. I don't like it but you do you)) 0 Quote Share this post Link to post
MFG38 Posted March 24, 2021 The sound pitch randomization was horrible in BFG Edition and I can't imagine it's been improved in the ports that support it. 0 Quote Share this post Link to post
Muusi Posted March 24, 2021 (edited) 2 minutes ago, MFG38 said: The sound pitch randomization was horrible in BFG Edition and I can't imagine it's been improved in the ports that support it. Pretty much the same as in BFG edition. I'm the weirdo who enjoyed it in BFG edition too :) Edited March 24, 2021 by Muusi 0 Quote Share this post Link to post
Final Verdict Posted March 24, 2021 I think I remember that in the PSX version, hard to say for certain though.  It can add some variance to the audio but I generally don't turn pitching on. That's because I always forget it exists. 0 Quote Share this post Link to post
Phobus Posted March 24, 2021 I was introduced to Doom way back in the early 90s with pitch shifting active, so when I can activate it in my source ports, I will. It's just better, IMO... Unless you've got voice clips matched to subtitles and the pitch shifting messes with the timing, like in Action Doom 2: Urban Brawl. 1 Quote Share this post Link to post
DOEL Posted March 24, 2021 i love it, but i also like texture filtering and all that 0 Quote Share this post Link to post
Csucskos Posted March 24, 2021 I hate it but it does not mean you should too... 1 Quote Share this post Link to post
NoXion Posted March 24, 2021 (edited) I enable randomised pitch shifting. It helps to make the demons seem less robotic. Texture/sprite filtering can get to fuck though. I think it looks hideous. Edited March 24, 2021 by NoXion 0 Quote Share this post Link to post
Loud Silence Posted March 24, 2021 I never used random sound pitching in Chocolate Doom, because it seems to be buggy as hell (as well as in vanilla obviously). But i always have it on in Eternity Engine, everything sounds right to me. 0 Quote Share this post Link to post
Maes Posted March 24, 2021 (edited) Random pitching gives sort of a distinct personality to the demons, and also the player. It's not the same hearing a Baron of Hell dying with a high-pitch shriek, and hearing one dying with a low-pitched, oddly satisfying, testosterone-laden grunt. Â Also Doomguy: it's one thing getting hit and emitting a hurried, anxious, fast pain sound, and another thing emitting a low-pitched, manly grunt. Edited March 24, 2021 by Maes 3 Quote Share this post Link to post
seed Posted March 24, 2021 I kinda like random pitching too, but in ports where it's more subtle, such as PrBoom, in Chocolate and vanilla, as well as the X360 ports, it was pretty loud. Â It adds a bit more horror to the game as some enemy death sounds are less comical with it, such as the hitscanners. 4 Quote Share this post Link to post
Muusi Posted March 24, 2021 1 hour ago, Maes said: Random pitching gives sort of a distinct personality to the demons, and also the player. It's not the same hearing a Baron of Hell dying with a high-pitch shriek, and hearing one dying with a low-pitched, oddly satisfying, testosterone-laden grunt.  Also Doomguy: it's one thing getting hit and emitting a hurried, anxious, fast pain sound, and another thing emitting a low-pitched, manly grunt. I couldn't explain it but this is exactly why i like random pitches 0 Quote Share this post Link to post
roadworx Posted March 24, 2021 i've personally always found it a bit jarring, but you do you 0 Quote Share this post Link to post
Gez Posted March 24, 2021 I like the idea of it, but not the implementation. Â I think the way I'd like it would be to give each individual mobj its own randomly-set-at-spawning pitch adjust variable and have all the sounds they emit use that pitch adjust value. Maybe I'd tie it up with a subtle scale change, too -- like highest pitch change would correspond to maybe 90% scale, and the lowest to 110%, or something like that. Something that's subtle enough to be just barely noticeable. No gameplay changes, though, just cosmetics. 3 Quote Share this post Link to post
Muusi Posted March 24, 2021 10 minutes ago, Gez said: I like the idea of it, but not the implementation.  I think the way I'd like it would be to give each individual mobj its own randomly-set-at-spawning pitch adjust variable and have all the sounds they emit use that pitch adjust value. Maybe I'd tie it up with a subtle scale change, too -- like highest pitch change would correspond to maybe 90% scale, and the lowest to 110%, or something like that. Something that's subtle enough to be just barely noticeable. No gameplay changes, though, just cosmetics. Oooo this sounds cool too, maybe even have a monster size randomizer that makes some a little bigger and some slightly smaller!🤤 0 Quote Share this post Link to post
Maes Posted March 24, 2021 FWIW, the effective sound pitch changes in the game only go to about +/- 25%, even though the pitch tables allow up to +/- 400%. But even that 25% change is enough to perceive them as completely different sounds. 1 Quote Share this post Link to post
BMWAG65321 Posted March 24, 2021 I'm pretty sure it was enabled when I first played, so I've turned it on ever since. To me, it keeps the sounds from getting too monotonous and it's amusing to hear the high and low RNG rolls. 35 minutes ago, Muusi said: Oooo this sounds cool too, maybe even have a monster size randomizer that makes some a little bigger and some slightly smaller!🤤 Universal Entropy 0 Quote Share this post Link to post
Muusi Posted March 24, 2021 40 minutes ago, BMWAG65321 said: Universal Entropy Holy crap! Hoping this works with replacement sound effects too🤤🤤🤤 0 Quote Share this post Link to post
Artman2004 Posted March 24, 2021 I find no problem with minor sound pitching, but when it starts sounding like this: Â That's when I have a problem. 7 Quote Share this post Link to post
Muusi Posted March 24, 2021 1 hour ago, Artman2004 said: I find no problem with minor sound pitching, but when it starts sounding like this: Â That's when I have a problem. What's this from? It's pretty bad yeah. 0 Quote Share this post Link to post
SilverMiner Posted March 24, 2021 Oooo that sounds more realistic and hellish than without pitching^ 0 Quote Share this post Link to post
NoXion Posted March 24, 2021 The pitching effect in that video is far more aggressive than in my version of GZDoom (4.4.2). I think the video is an example where it's done badly. 0 Quote Share this post Link to post
Muusi Posted March 24, 2021 25 minutes ago, NoXion said: The pitching effect in that video is far more aggressive than in my version of GZDoom (4.4.2). I think the video is an example where it's done badly. That's definitely not from GZDoom though🤔 0 Quote Share this post Link to post
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