Hey,
I just released another sound pack, this time for Blood.
https://www.moddb.co...y-sound-effects
It has two download links, one for Raze only which supports 44 kHz 16 bit depth for sounds and the other which contains SOUNDS.RFF with 44 kHz 8 bit depth sounds which can be read by any other port, including DOS.
Spreadsheet:
https://docs.google....x3Y4/edit#gid=0
Page 1 of 1
Blood: High Quality Sound Effects pack
#1 Posted 05 January 2024 - 11:51 AM
#2 Posted 08 January 2024 - 09:22 AM
This is top-notch stuff. After a quick listening test, it's an absolute no-brainer to replace the old Blood sounds with these enhanced ones. They are 100% faithful, crisp and without any annoying artifacts.
#3 Posted 12 January 2024 - 09:37 AM
When I heard that shotgun reload sound I thought "wow... this sounds so weirdly crisp".
#4 Posted 13 January 2024 - 07:34 PM
Very, very nice work Dzierzan! I had the opportunity of playing the first episode of Blood with the mod and it was a joy.
#5 Posted 14 January 2024 - 12:51 PM
Thanks.
I've been also thinking about providing SOUNDS.RFF with 22 kHz quality sounds. Sadly, there's a weird bitcrushing which causes some unintended high pitch pops when sounds are converted to 8 bit unsigned. Only really noticable when using a headset. This issue is absent if WAVs are used which right now only Raze port supports... and probably will for a long time.
I've been also thinking about providing SOUNDS.RFF with 22 kHz quality sounds. Sadly, there's a weird bitcrushing which causes some unintended high pitch pops when sounds are converted to 8 bit unsigned. Only really noticable when using a headset. This issue is absent if WAVs are used which right now only Raze port supports... and probably will for a long time.
#6 Posted 14 January 2024 - 01:22 PM
Dzierzan, on 14 January 2024 - 12:51 PM, said:
I've been also thinking about providing SOUNDS.RFF with 22 kHz quality sounds. Sadly, there's a weird bitcrushing which causes some unintended high pitch pops when sounds are converted to 8 bit unsigned. Only really noticable when using a headset. This issue is absent if WAVs are used which right now only Raze port supports... and probably will for a long time.
How are you downsampling them? Try using SoX with the --guard option:
sox "INFILE" --bits 8 --rate 22050 --guard "OUTFILE"
#7 Posted 14 January 2024 - 01:54 PM
Well, I used GoldWave to convert signed 16 bit sounds to unsigned 8 bit which vanilla Blood supports. GoldWave has nice batch processing hence I used it.
I might try SoX as well, thanks for a tip
I might try SoX as well, thanks for a tip
#8 Posted 18 January 2024 - 01:51 PM
Alright, I did that. I think I no longer hear that obvious high pitch pops. I uploaded new SOUNDS.RFF and also updated 16 bits package as I found one wind sound which didn't loop propely.
EDIT: Well... no. After more testing, I concluded it actually did nothing. Yes, I used "--guard".
EDIT: Well... no. After more testing, I concluded it actually did nothing. Yes, I used "--guard".
This post has been edited by Dzierzan: 18 January 2024 - 02:36 PM
#9 Posted 24 January 2024 - 10:46 AM
Ever considered working on a Doom pack? I know, there's already at least two releases out there, by Per Kristian and Sean. Per's isn't bad, but incomplete, while Sean's (IMHO) mostly consists of rather poorly upsampled sounds which are often worse than Per's and, sadly, sometimes even the originals. It'd be about time it's taken care of by someone who knows what they're doing.
#10 Posted 24 January 2024 - 12:26 PM
Try this one for size https://www.moddb.co...doom-sound-bulb
It's complete and follows the same path which I took, that means recreating sounds based on sources and upscaling if the sources were not found. IMO it recreates sounds even better than Per's pack.
It's complete and follows the same path which I took, that means recreating sounds based on sources and upscaling if the sources were not found. IMO it recreates sounds even better than Per's pack.
This post has been edited by Dzierzan: 24 January 2024 - 12:47 PM
#11 Posted 24 January 2024 - 01:15 PM
Well, actually that's Sean's pack. XD But well, I guess I can live with the PerK sounds blending in with the port-interpolated originals. Kinda got used to it by now. That's what happens after a while. Everything else sounds wrong.
#12 Posted 24 January 2024 - 02:40 PM
Hasn't Dzierzan got enough on his plate with HQ sound packs and voxel packs and smooth weapon packs for Blood, Duke Nukem 3D, Powerslave, Redneck Rampage, Shadow Warrior, Dark Forces, Outlaws, TekWar...
#13 Posted 24 January 2024 - 10:28 PM
Maybe. Anyway, I don't want to lead this topic too far off. It's about Blood, and the pack is well done.
#14 Posted 25 January 2024 - 08:43 AM
NightFright, on 24 January 2024 - 01:15 PM, said:
Well, actually that's Sean's pack. XD But well, I guess I can live with the PerK sounds blending in with the port-interpolated originals. Kinda got used to it by now. That's what happens after a while. Everything else sounds wrong.
Actually, I linked wrong version. This is the one I am using https://www.moddb.co...lity-sound-pack
Yes, it's from the same guy, but he is the person who taught me how to upscale sounds with one of his methods which I really abused for my sound packs. However, I wasn't doing it always correctly and Duke one has some high pitch pops which I am going to fix soon. I used it for Blood as well, but this time I was more careful.
Quote
Hasn't Dzierzan got enough on his plate with HQ sound packs and voxel packs and smooth weapon packs for Blood, Duke Nukem 3D, Powerslave, Redneck Rampage, Shadow Warrior, Dark Forces, Outlaws, TekWar...
lol, TekWar, I am not this crazy! Although I consider making HQ sound pack for RR as well as I found quite a lot sounds for it (all documented). But sometimes I think I've opened way too many projects like that... Ohh well.
EDIT: On the side note, I made the sound pack which includes only 22 kHz sounds https://www.moddb.co...ze-fresh-supply for those who want better sounds but not that super HQ either
This post has been edited by Dzierzan: 25 January 2024 - 09:37 AM
#15 Posted 25 January 2024 - 10:33 PM
OK, that second d/l you provided leads to a file which sounds a lot better than what I got via a Doomworld link before. That's actually quite useable. Thanks!
#16 Posted 11 May 2024 - 07:46 PM
I'm not well knowledged in Blood modding but is there a way to use these High Quality sounds but also have the midis patched so I can used Nuked-SC55? I'm not exactly sure what files the patch touches and I also don't really know how to open .rff files well.
#17 Posted 12 May 2024 - 02:54 AM
Hey, you might wanna try using SLADE tool. It can open RFF containers and add, replace or remove files from them. It might work with midis, although I haven't tried it myself, so I can't be so sure about it either.
This post has been edited by Dzierzan: 12 May 2024 - 02:54 AM
#18 Posted 12 May 2024 - 08:29 PM
I had no idea SLADE could open .rff files, that's good to know! It will open the patched .rff or original .rff fine for me but when I try to open the 22hz or 44hz pack .rff it says Unsupported or invalid archive format, is there some setting I should pick?
#19 Posted 12 May 2024 - 10:01 PM
Can't get it working with a pre-patched RFF (after adding highres sounds), either. Only unmodified files can be opened. However, there is an alternate method. Get ReBUILD from here and place sounds.rff in the same dir as rff.exe.
This command will extract all files to the current folder:
After applying that IPS patch to the vanilla version of the game by myself, I have found it is actually blood.exe (DOS executable) that gets modified, not sounds.rff. Therefore I'm assuming the MIDI files are not altered directly, but somehow GS resets are sent in a different way.
This command will extract all files to the current folder:
rff x -a sounds.rff
After applying that IPS patch to the vanilla version of the game by myself, I have found it is actually blood.exe (DOS executable) that gets modified, not sounds.rff. Therefore I'm assuming the MIDI files are not altered directly, but somehow GS resets are sent in a different way.
#20 Posted 13 May 2024 - 01:51 AM
That can't be 100% true, I didn't use the included patcher exe and instead used LunarIPS to patch the sounds.rff directly which did allow NotBlood to play the midis through Nuked-SC55 directly.
#21 Posted 13 May 2024 - 02:21 AM
OK, it seems I tried this with a pre-patched sounds.rff which already had the highres sounds included. The patch apparently fails with it, even though sounds.rff has a new CRC afterwards. When using an original, unaltered rff, the MIDIs are patched. So I guess it *does* work with LunarIPS, but only if sounds.rff hasn't been altered before (which makes sense).
However, even like that, CRCs of the following three tracks remain unaltered (possibly since they don't require adjustments):
CBLOOD4
CBLOOD6
PESTIS
However, even like that, CRCs of the following three tracks remain unaltered (possibly since they don't require adjustments):
CBLOOD4
CBLOOD6
PESTIS
Share this topic:
Page 1 of 1