entryway Posted November 14, 2009 Test wad http://prboom-plus.sourceforge.net/zdoom_sfx.zip Try it with prboom-plus and zdoom/gzdoom Why death sound (Scream frame) is only few tics with gzdoom? It should be 8 sec, because duration of Scream codepointer is 270 tics. How to fix? 0 Quote Share this post Link to post
andrewj Posted November 14, 2009 number of samples is stored in 16-bit field, hence max 65535 samples your DSBGDTH lump is over 85530 samples, it is too long for DOOM format. 0 Quote Share this post Link to post
Gez Posted November 14, 2009 entryway said:Test wad http://prboom-plus.sourceforge.net/zdoom_sfx.zip Try it with prboom-plus and zdoom/gzdoom Why death sound (Scream frame) is only few tics with gzdoom? It should be 8 sec, because duration of Scream codepointer is 270 tics. How to fix? Eternity has the same issue. andrewj said:number of samples is stored in 16-bit field, hence max 65535 samples your DSBGDTH lump is over 85530 samples, it is too long for DOOM format. That explains it. 0 Quote Share this post Link to post
entryway Posted November 14, 2009 andrewj said:number of samples is stored in 16-bit field, hence max 65535 samples your DSBGDTH lump is over 85530 samples, it is too long for DOOM format. Thanks. 0 Quote Share this post Link to post
Gez Posted November 14, 2009 To make them work in ZDoom, just save them again. 0 Quote Share this post Link to post
entryway Posted November 14, 2009 Gez said:To make them work in ZDoom, just save them again. They should work in prboom too. Currently they are replaced with shorter versions. 0 Quote Share this post Link to post
Graf Zahl Posted November 14, 2009 That won't really help as long as some ports don't even implement WAV loading. PrBoom checks nothing with the sound. It assumes that it's a Doom SFX and skips the header, assuming it's correct. That's the reason why these effects work with PrBoom but nothing else. All the other ports which actually do some checking are correct. BTW, the bug was also in the Linux source which in this case I don't consider representative. The original code which is still present in the Heretic and Hexen sources does not skip the sound header so I assume that the sample count is not ignored there. 0 Quote Share this post Link to post
entryway Posted November 14, 2009 Can somebody send me NULL (silent) sound in doom format (8 bit, mono, 11025)? With all my attempts something is wrong always. I hear shhh-shhh 0 Quote Share this post Link to post
Quasar Posted November 16, 2009 EE adapted its present sound effect loading code from Choco Doom, because it was tuned to vanilla compatibility and correctness rather than absolute flexibility. There are quite a few WADs floating around with pathological examples of sound effects which can crash the game or sound completely wrong compared to vanilla if interpreted in a naive fashion. 0 Quote Share this post Link to post
Graf Zahl Posted November 16, 2009 If PrBoom needs longer sounds it should support a file format that allows it (like WAV.) Just treating everything as a Doom sound without even checking is surely not a good idea, considering what other ports support. Imagine the garbage audio this would produced if an MP3 or OGG was loaded into PrBoom accidentally and treated as 8 bit PCM data... 0 Quote Share this post Link to post
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.