I'm still stuck with grossly subpar recording gear right now, but this is urgent (or rather *long* overdue) as per discussion in #1486.
DSPUNCH is just me punching myself in the arm run through a *bunch* of stuff in Saucedacity until it started to sound like a punch ingame instead of a weird tinny click.
DSSKEPCH is that same sound remixed with a bit of DSSWTCHN for a vague impression of a metallic echo.
The current DSDMPAIN is sourced from perkristian's high resolution Doom sound effects pack. Specifically, it's that pack's DSPDIEHI at half speed. This commit replaces it with an edit of me screaming.
Closes#1122.
Reuse 0.9 and before's rocket launcher sound to make the revenant attack sound more distinct and impactful, allowing it to be heard easier than the quite weak "swoosh" it is currently.
Quiets down the original sounds, delays them a bit, and adds a bunch of explosions, giving the impression of a delay in the sounds reaching the player.
A slightly longer delay on the pain sound would have been enough to address the awfulness of the old method of the Map16 ending, but at this point it doesn't really matter.
I don't know how to get the explosions louder without clipping.
The original sound reduced by only 6dB compared to the much more aggressively softened previously committed version, which was inaudible in some setups.
Delete files that have no impact on the three IWADs built by searching
for references to them. Deleting these files has no impact on the
three IWADs built so long as "VERSION" in "Makefile" is changed to a
static string.
[Undead003's old sound from way back in 2015](c48644582c) never got used because of a typo.
This is that sound, cut off and faded to match the pain elemental's death animation duration and mixed with the hatchling attack and a slowed-down DSBAREXP.
New monster sprites by Korp and HorrorMovieRei. New summoner which we dubbed "Matribite" due to it being based on the Trilobite, and a new Dead Flare replacement named "hatchling" since it is some sort of larvae.
Included is also a tinkered version of the death sound made by mc776 so it synchs better with the new death animation for the Matribite.
These are original recordings by me (using a plastic bag and a file cabinet), recorded on Hi-Q using my phone and then edited with a combination of Kwave and the 2021-07-16 build of Tenacity.
dsnoway plays when the use button does nothing on a wall. As noted by
Blastfrog, the sound effect sounded like a tin-can and could
effectively be replaced by dsoof instead (the sound when falling from
a height).
This reverts commit 2019-07-23T05:30:11Z!NZatkovich@gmail.com
Apologies to the author of the sound, but this one sounds way too
similar to a monster being gibbed, creating a lot of confusion during
play, as noted in #587
It's a bit louder, to help get abetter sound quality from the 8-bit PCM sample.
Synthesized with Zyn-Fusion in Ardour 5, also uses some processed voice recorgins I made.
* The item pickup sound has changed to not be a truncated powerup sound.
* The second and third sets of Zombie and Serpent sounds are also now off-pitch.
This is an old relic of the project: long ago when the project had
a shortage of sound effects, any missing sound effects would be
substituted with this recording I made of the PC speaker 'beep' from
my Linux desktop. The idea was that the beeping would alert people
that the sound effect was missing and encourage it to be replaced.
This idea ultimately proved counterproductive as the beeping just
proved annoying for anyone wanting to try to play the game. I later
replaced it with a dummy.wav that is just silent.