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Am i the only human being on the planet who enjoys and always enables random sound pitching?


Muusi

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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🤣

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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 by Gokuma

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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.

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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

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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.

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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

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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).

 

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).

 

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 by Demon of the Well

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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))

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The sound pitch randomization was horrible in BFG Edition and I can't imagine it's been improved in the ports that support it.

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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 by Muusi

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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.

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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.

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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 by NoXion

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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.

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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.

Edited by Maes

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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.

 

It adds a bit more horror to the game as some enemy death sounds are less comical with it, such as the hitscanners.

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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 

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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.

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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!🤤

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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.

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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

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1 hour ago, Artman2004 said:

I find no problem with minor sound pitching, but when it starts sounding like this:

 

That's when I have a problem.

What's this from? It's pretty bad yeah.

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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.

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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🤔

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