High quality sound effects
#1 Posted 16 April 2022 - 01:23 PM
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
If someone is interested in my spreadsheet, here it is:
https://docs.google....Gvtg/edit#gid=0
#2 Posted 17 April 2022 - 09:05 PM
#3 Posted 18 April 2022 - 06:15 AM
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
#4 Posted 18 April 2022 - 06:52 AM
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
#5 Posted 18 April 2022 - 07:19 AM
Radar, on 18 April 2022 - 06:52 AM, said:
Yes, the Duke voices are defined in a separate def file
#6 Posted 23 April 2022 - 01:40 PM
#7 Posted 23 April 2022 - 04:22 PM
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?
#8 Posted 23 April 2022 - 04:54 PM
#9 Posted 23 April 2022 - 06:45 PM
Jimmy, on 23 April 2022 - 01:40 PM, said:
Surely they watched every episode of Loony Toons. How else?
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
#10 Posted 24 April 2022 - 02:10 AM
Phredreeke, on 23 April 2022 - 04:54 PM, said:
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?
#11 Posted 24 April 2022 - 03:42 AM
Radar, on 23 April 2022 - 06:45 PM, said:
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:
#12 Posted 24 April 2022 - 09:35 AM
@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
#13 Posted 25 April 2022 - 03:00 AM
I also always wondered how VOCs are somewhat "upscaled" within the game, but outside they are listenable only in their 8 kHz "magnificience" ...
#14 Posted 25 April 2022 - 07:20 AM
RichardStorm, on 25 April 2022 - 03:00 AM, said:
Digging through the same sound libraries as 3DR originally used for the game. As for the upscaling Dzierzan describes the process here
RichardStorm, on 25 April 2022 - 03:00 AM, said:
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)
#15 Posted 18 May 2022 - 11:16 AM
#16 Posted 19 May 2022 - 11:43 PM
#17 Posted 20 May 2022 - 01:01 AM
Dzierzan, on 19 May 2022 - 11:43 PM, said:
No need, I figured it out, I unpacked DukeNukemHDSounds.zip to the main directory of WT and added "include duke3d.def" in "e32wt.def".
#18 Posted 29 January 2024 - 01:03 PM
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
#19 Posted 03 February 2024 - 10:42 AM
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.