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High quality sound effects

User is offline   Dzierzan 

#1

Hi,

I released High Quality Sound Effects pack for Duke Nukem. It's based on actual sources and if they were not found, sounds were upscaled. Including Nukem's voice. This mod also supports Vacation and NWinter addons.

https://www.moddb.co...y-sound-effects

Posted Image

If someone is interested in my spreadsheet, here it is:
https://docs.google....Gvtg/edit#gid=0
11

User is offline   jkas789 

#2

This was an absolute banger dude, excellent work on this along with the HQSE pack for Shadow Warrior. Now to figure out how to run it with Alien World Order lol.
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User is offline   240-185 

#3

For some reason, the ZIP file will prevent the HRP to load.
So I made a Frankenstein file with this mod and the HRP in order to have both mods.

But trying to save a game now crashes eDuke32. Yeah, pretty risky experiment.

This post has been edited by 240-185: 18 April 2022 - 06:16 AM

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User is offline   Radar 

  • King of SOVL

#4

I think a pack that focuses on restoring sounds from original sources could be a great resource, especially for mods and such. But IMO upsampling sounds is a different effort. Is there any way to separate out the two?

I have also wondered if the beta archives contain any original sounds from before they were downsampled for the game.

This post has been edited by Radar: 18 April 2022 - 07:06 AM

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User is offline   Phredreeke 

#5

View PostRadar, on 18 April 2022 - 06:52 AM, said:

I think a pack that focuses on restoring sounds from original sources could be a great resource, especially for mods and such. But IMO upsampling sounds is a different effort. Is there any way to separate out the two?


Yes, the Duke voices are defined in a separate def file
1

User is offline   Jimmy 

  • Let's go Brandon!

#6

That Mancubus/Octabrain sound being sourced from Elmer Fudd is an insane find. How the Hell did anyone think to look there?
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User is online   0815Jack 

#7

Hi Dzierzan,

sorry to bother you again, but I have also an issue while using your HDSounds addon in combination with other addons like the voxel pack

When bothzip files (duke3d_voxelpack-master.zip and DukeNukemHDSounds.zip) are in the autoload folder, then they are no voxels ingame (and also nothing from the other addons)

When I remove the DukeNukemHDSounds.zip then everything works as expected.

Any idea?
1

User is offline   Phredreeke 

#8

Known issue with EDuke32 not supporting cumulative loading of mods. The ERP will address this in the next version but until then you’ll have to manually merge def files if you want to use multiple mods together.
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User is offline   Radar 

  • King of SOVL

#9

View PostJimmy, on 23 April 2022 - 01:40 PM, said:

That Mancubus/Octabrain sound being sourced from Elmer Fudd is an insane find. How the Hell did anyone think to look there?


Surely they watched every episode of Loony Toons. How else? :dukegoof:


Also, sad to see there isn't a known source for WARAMB29 yet. That sound that was ambiguous between a screaming woman or howling wind really hypnotized me as a kid. Would love to know what that really was.

This post has been edited by Radar: 23 April 2022 - 07:10 PM

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User is online   0815Jack 

#10

View PostPhredreeke, on 23 April 2022 - 04:54 PM, said:

Known issue with EDuke32 not supporting cumulative loading of mods. The ERP will address this in the next version but until then you’ll have to manually merge def files if you want to use multiple mods together.


But its strange that I have already 3 addons in the autoload folder, that all work flawlessly and now the fourth is causing an issue?


Shouldn't this issue be fixed in eduke32 itself instead of another addon?
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User is offline   Aleks 

#11

View PostRadar, on 23 April 2022 - 06:45 PM, said:

Surely they watched every episode of Loony Toons. How else? :dukegoof:


Also, sad to see there isn't a known source for WARAMB29 yet. That sound that was ambiguous between a screaming woman or howling wind really hypnotized me as a kid. Would love to know what that really was.

Same here, always when I heard this sound as a kid, I had a feeling something's behind me or I'm about to get attacked. Probably because I linked it with the spider sense thing from Spiderman The Animated Series:


2

User is offline   Dzierzan 

#12

I've been trying to find WARAMB29, but I failed. To me, it sounds like subway but I might be totally wrong about it.

@0815Jack

Yeah, Eduke32 autoloading... well... sucks. It's not cumulative unlike BuildGDX or Raze (Raze needs def scripts with "-raze" prefix to work).

@Jimmy

Nukey pointed me that in Discord server. I'd have found it eventually too. As I learnt it's a good practise to speed up or down sounds to figure out sources. Nevertheless it's good to know it. However, recreation method kinda failed, it sounded like the source, but not quite right either. So I decided to just upscale and clean a bit vanilla sound.

This post has been edited by Dzierzan: 24 April 2022 - 09:35 AM

2

#13

The work here is impressive - how did you manage to find original sources or to increase sound quality ("creating information" from lower resolution data) ?

I also always wondered how VOCs are somewhat "upscaled" within the game, but outside they are listenable only in their 8 kHz "magnificience" ...
1

User is offline   Phredreeke 

#14

View PostRichardStorm, on 25 April 2022 - 03:00 AM, said:

The work here is impressive - how did you manage to find original sources or to increase sound quality ("creating information" from lower resolution data) ?

Digging through the same sound libraries as 3DR originally used for the game. As for the upscaling Dzierzan describes the process here

View PostRichardStorm, on 25 April 2022 - 03:00 AM, said:

I also always wondered how VOCs are somewhat "upscaled" within the game, but outside they are listenable only in their 8 kHz "magnificience" ...

You know how when you resize an image with bilinear filtering it becomes blurry but when you resize it without filtering it is sharp but blocky? Same thing. Normally playback is filtered, but the sound mixer originally used more naive resampling. As a result frequencies in the original sound (below 4khz) is aliased across the whole frequency range of the playback device (typically 24khz)
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User is offline   Arthandas 

#15

Is there any way to use it without the autoload folder? I'm playing WT and Stopgap seems to break the autoload folder functionality.
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User is offline   Dzierzan 

#16

They can be used with WT without the need of autoload folder. WT has a folder with all sounds exported as 48kHz. They just need to be replaced with HQ sounds. I suppose I could make a seperate download link with sounds exported as oggs.
0

User is offline   Arthandas 

#17

View PostDzierzan, on 19 May 2022 - 11:43 PM, said:

They can be used with WT without the need of autoload folder. WT has a folder with all sounds exported as 48kHz. They just need to be replaced with HQ sounds. I suppose I could make a seperate download link with sounds exported as oggs.

No need, I figured it out, I unpacked DukeNukemHDSounds.zip to the main directory of WT and added "include duke3d.def" in "e32wt.def".
0

User is offline   Dzierzan 

#18

The sound pack was updated. Most of the upscaled sounds were redone as I learnt how to do it better.

GBELEV01, GBELEV02, LAND02, B3PAIN04, B3REC03G, B3ROAM01 and B3DIE03G are now based on the sources.

2BWILD, MUZAK028 and BONUS tracks were recreated by user meowsandstuff.

SHOTGUN7, SHRINKER, CATFIRE, BOMBEXPL, BANG1 and SQUISH were updated by DeevDaRabbit

Also updated World Tour download link.

This post has been edited by Dzierzan: 29 January 2024 - 01:12 PM

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User is offline   NightFright 

  • The Truth is in here

#19

Some fair advice, not only for this project, but in general:
Avoid putting real game code into duke3d.def. It's a very common file in mods and if you want to use several of those at once, it helps a lot if the main def just calls other defs and nothing else. Writing an override (e.g. for autoload) gets easier that way.
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