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DSBOSCUB spawn cube sound effects change


LoatharMDPhD

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OAR09WIP.zipwell now what's all this then??!?

 

DSBOSCUB .. this is the sound the spawn shooter makes... how does one go aboot changing this gem of a stock sound effect to something else? any tips? suggested file type, bit rate, syntax for changing with ACS or any hints on using DeHackeD on Linux??

 

p.s.

 

ooooooowww.....

Edited by LoatharMDPhD
this is what i came up with at present

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DSBOSCUB isn't the sound the spawn shooter makes, it's the sound the spawn cube makes as it flies through the air. The spawn shooter sound is DSBOSPIT.

 

For GZDoom you can use SNDINFO to choose between a set of sounds at random. Create a text lump called SNDINFO, and refer to the examples on the wiki page I linked; there are a couple examples of random sounds there. You'll need to know GZDoom's "logical name" for the sound you want to replace (i.e. the "mymonster/death" in the first example); you can find this by searching through GZDoom's predefined sounds.

 

For other source ports, you're limited to just one sound.

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Depends on what you're doing.

 

If it's vanilla-compatible, you will want a file with the exact same lump name in your PWAD, and make sure that the audio is 8-bit unsigned mono at 11025 Hz (some sounds are 22050 Hz though, but not this one). Save it as a WAV, import it via something like SLADE, then right click the file and convert it to Doom's sound format.

 

If it's a source port, what sound files you can use depends on the source port. WAV is pretty universally supported, but so is stuff like Ogg. It should still be the same lump name as the sound it's replacing though.

Edited by Dark Pulse

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Just now, LoatharMDPhD said:

what would i name it? just "DSBOSCUB" ?? and import it as a lump and renamer eh?

Precisely. The lump name of your new sound should be identical to the lump name it is replacing.

 

Basically, if Doom loads two WADs with the same lump names, the one loaded last takes precedence. The game will load the IWAD's lumps first (hence, DSBOSCUB will be active from that), and then it will see your PWAD replaces it and refer to your replacement instead.

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what would i name it? just "DSBOSCUB" ?? and import it as a lump and renamer eh?

 

also this fondue of a mapset is way beyond vanilla now. mbf21 for gzdoom is the aim as i'm only able to test her on my rig under Gz..

Edited by LoatharMDPhD

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thanks eh!

 

she works like a hot damn now... take'n the piss outta the daemons with this one!

Edited by LoatharMDPhD

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ok now... what if wanted to have 3 or 4 sounds to choose from? i bet i'd have to write something in a script to pick an int between 1 and 4 and assign each a handle... no idea how to do that as im a scrub and took VB6 in highschool... jesus 20 years ago... fuck i'm an old fart now...

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14 hours ago, Shepardus said:

For other source ports, you're limited to just one sound.

It's a pain in the ass to do, but you can get a random choice of sounds in MBF(21) with A_RandomJump and A_PlaySound. Works best with DSDHacked so you don't need to sacrifice other frames or sounds. I'm certainly not up to making an example right now so hopefully OP is content with just using GZDoom :p

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16 hours ago, LoatharMDPhD said:

ok now... what if wanted to have 3 or 4 sounds to choose from? i bet i'd have to write something in a script to pick an int between 1 and 4 and assign each a handle... no idea how to do that as im a scrub and took VB6 in highschool... jesus 20 years ago... fuck i'm an old fart now...

Vanilla, not possible. Non-vanilla stuff like DECORATE/ZScript/etc., sure.

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