You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
{{ message }}
This repository has been archived by the owner on Jun 23, 2023. It is now read-only.
Basically like "fix silent bfg", but should also fix the following issue:
Pickup sound breaks weapon firing sound
Firing a chaingun in damaging sector results in player pain sound not played at all
Sounds which can be played simultaneously:
All player sounds of different kind (pickup, weapon firing, pain/use/death)
All weapon sounds (beside chainsaw)
All monster sounds of different kind (walk, fire, pain/death); sounds of different walk states should not break each other
All level sounds
All menu sounds
etc.
EXCEPTIONS:
Pain/death sounds should play as they do now (one sound at once, newer pain state sound breaks current one, death sound breaks pain state sound)
DSPSTOP should break DSPSTART (elevators) and DSSTNMOV (floor raise/lower and stop)
otherwise it will sound like PSXDOOM (in a bad way)
The text was updated successfully, but these errors were encountered:
Please try if switching "Retain quirks in Doom's sound code" on the third page of the Compatibility menu works better for you.
Thanks, but this doesn't seem to affect the observed sound behaviour in the reported situations: Pickup sound breaks weapon firing sound
Firing a chaingun in damaging sector results in player pain sound not played at all
Sign up for freeto subscribe to this conversation on GitHub.
Already have an account?
Sign in.
Basically like "fix silent bfg", but should also fix the following issue:
Pickup sound breaks weapon firing sound
Firing a chaingun in damaging sector results in player pain sound not played at all
Sounds which can be played simultaneously:
All player sounds of different kind (pickup, weapon firing, pain/use/death)
All weapon sounds (beside chainsaw)
All monster sounds of different kind (walk, fire, pain/death); sounds of different walk states should not break each other
All level sounds
All menu sounds
etc.
EXCEPTIONS:
Pain/death sounds should play as they do now (one sound at once, newer pain state sound breaks current one, death sound breaks pain state sound)
DSPSTOP should break DSPSTART (elevators) and DSSTNMOV (floor raise/lower and stop)
otherwise it will sound like PSXDOOM (in a bad way)
The text was updated successfully, but these errors were encountered: