PSX Slightly Higher Quality Sound Pack "Ported from Total Meltdown"
#1 Posted 15 October 2012 - 10:39 AM
However, just to be thorough, I ported not only Duke's voice clips, but a total of 150 PSX sounds that I was able to conclusively identify as having a matching analogue in the PC version. Unfortunately, this doesn't mean all 150 sounds are of greater quality as several do match the PC's sample rates. Nonetheless, I can guarantee the quality is at least of equal or greater value. There's still quite plenty of subtle improvements to be heard, particularly noticeable in things like the Pig Cop's recog sound and the squish effect. So for now, here's the download:
http://www.mediafire...SXSoundPack.rar (1.85 MB)
This sound pack is currently packaged to run as an independent EDuke32 mod, but you'll probably want to implement it with something like HRP or DukePlus as it complements them well and is compatible. Simply follow the appropriate installation instructions found in the included text file. Also, if you're interested in some of the technical findings, I left a few comments in sounds_psx.def for the curious to allow the enabling/disabling of certain sounds to achieve a more/less accurate emulation of the PSX experience.
This post has been edited by RinyRed: 16 October 2012 - 04:15 AM
#2 Posted 15 October 2012 - 11:02 AM
#3 Posted 15 October 2012 - 02:49 PM
The two exceptions to this were GLASHEVY and SQUISH as they play much slower and at a lower pitch in this port. Apparently the developers didn't properly resample these sounds, but their error works in our favor as we can now play them back at the proper, higher quality sample rate which is closer to 22,500 kHz.
#5 Posted 15 October 2012 - 03:54 PM
Anyway, I wanted to release this pack using the original uncompressed wave files, but I just couldn't get them to function in EDuke32. The wave files work, the file paths are correct, and the definitions are set. However, they simply didn't play in-game when I run the content in EDuke32. It seemed like the program was totally ignoring my files. No errors show up in the log either. It was only when I converted the wave files to ogg and replaced all instances of ".wav" with ".ogg" in the def file did the sounds begin to work. Does EDuke32 not support uncompressed wave files? Oddly enough, if I copy the ogg versions to the same directory as the wave file versions (i.e. both ogg and wave files are in the same folder), the sounds suddenly work even though the def file is explicitly pointing to the wave files. Is this a bug? If anyone could help solve this issue, I'd be grateful. This is the non-functioning wave file version:
http://www.mediafire...undPack_wav.rar (3.77 MB)
This post has been edited by RinyRed: 15 October 2012 - 03:55 PM
#6 Posted 15 October 2012 - 04:24 PM
I can't tell for sure if Audacity's (2.0.2) built-in OGG encoder is really that old but the tag they put into the OGG implies it.
About the WAVs: Maybe they still have some inconvenient headers.
This post has been edited by LeoD: 16 October 2012 - 07:26 AM
#7 Posted 15 October 2012 - 04:27 PM
RinyRed, on 15 October 2012 - 03:54 PM, said:
Anyway, I wanted to release this pack using the original uncompressed wave files, but I just couldn't get them to function in EDuke32. The wave files work, the file paths are correct, and the definitions are set. However, they simply didn't play in-game when I run the content in EDuke32. It seemed like the program was totally ignoring my files. No errors show up in the log either. It was only when I converted the wave files to ogg and replaced all instances of ".wav" with ".ogg" in the def file did the sounds begin to work. Does EDuke32 not support uncompressed wave files? Oddly enough, if I copy the ogg versions to the same directory as the wave file versions (i.e. both ogg and wave files are in the same folder), the sounds suddenly work even though the def file is explicitly pointing to the wave files. Is this a bug? If anyone could help solve this issue, I'd be grateful. This is the non-functioning wave file version:
http://www.mediafire...undPack_wav.rar (3.77 MB)
There are a few different types of .WAV files... make sure you're not using anything ADPCM.
#8 Posted 15 October 2012 - 06:19 PM
#9 Posted 16 October 2012 - 04:38 AM
TerminX, on 15 October 2012 - 04:27 PM, said:
#10 Posted 16 October 2012 - 06:44 AM
RinyRed, on 16 October 2012 - 04:38 AM, said:
RinyRed, on 15 October 2012 - 03:54 PM, said:
EDIT1: For your convenience I have attached tagged quality 10 OGGs to use for the time being, plus a log that shows the sometimes weird sampling rates of the VOCs contained in DUKE3D.GRP.
EDIT2: TX, please add me to the list of guys who wish for FLAC support in EDuke32.
Attached File(s)
-
PSXSounds_OGG10.zip (1.83MB)
Number of downloads: 588 -
SoX.log (48.01K)
Number of downloads: 507
This post has been edited by LeoD: 16 October 2012 - 07:24 AM
#11 Posted 19 October 2012 - 03:31 PM
RinyRed, on 15 October 2012 - 10:39 AM, said:
After some playing I decided to disable a couple of PSX sounds as can be seen in the attached DEF.
The 8/11KHz cutoff, especially on Duke's voice, adds to the original atmosphere of the game. Therefore, higher quality does not necessarily sound better ingame.
Attached File(s)
-
sounds_psx.def.log (9.08K)
Number of downloads: 601
This post has been edited by LeoD: 21 October 2012 - 10:59 AM
#12 Posted 21 October 2012 - 10:58 AM
EDIT: Download link moved to "my" thread, Other Stuff section.
This post has been edited by LeoD: 27 June 2014 - 10:33 AM
#13 Posted 21 October 2012 - 05:06 PM
LeoD, as long as you sourced the vocs from PSXSoundPack_wav.rar, then you should be good to go.
#14 Posted 22 October 2012 - 08:52 AM
Hendricks266, on 21 October 2012 - 05:06 PM, said:
LeoD, as long as you sourced the vocs from PSXSoundPack_wav.rar, then you should be good to go.
#15 Posted 23 July 2020 - 02:01 AM
UPD: I think I'm hearing the difference with Pig Cop alert sounds, but otherwise the sound effects seem pretty much the same overall.
This post has been edited by MrFlibble: 23 July 2020 - 03:46 AM
#16 Posted 23 July 2020 - 04:21 AM
#17 Posted 25 July 2020 - 04:45 AM
#18 Posted 25 July 2020 - 10:19 AM
#19 Posted 25 July 2020 - 12:21 PM
#20 Posted 25 July 2020 - 12:33 PM
#21 Posted 26 July 2020 - 05:04 AM
/Defiatron\, on 25 July 2020 - 12:21 PM, said:
At least to me, I noticed that at least the chaingun firing sound was less chunky with this pack. However, I do not claim to be an expert so probably take my word with a few generous helpings of salt.
I am in full support of the second point though. Considering the sheer number of files that would need to be renamed to fit the apparent new naming scheme, it's probably necessary. If the audio quality could be verified I might even be willing to do it myself if Marphy isn't.
#22 Posted 26 July 2020 - 04:23 PM
PC line is on the left, and PSX line is on the right. You can tell by the empty black space on the left that the PSX line contains higher frequencies that were lost in the PC's downsampling. Aside from these Duke voice clips, most of the other PSX sounds are either not higher quality or are entirely different compared to their PC counterparts. For these other sound effects, this pack has been superseded by Perkristian's Hi-res Duke Nukem 3D sound effects pack. (Download Hendricks' repacked version down in the replies.)
That said, since the higher quality Duke lines are of most interest here, I've compiled a new version of this PSX Higher Quality Sound Pack that only includes the HQ Duke lines. Download here:
PSXHQSounds_DukeVoiceOnly.zip (1.61 MB)
Installation instructions are also much simpler and less intrusive this time: Just extract these sound files to your root EDuke32 folder. They'll automatically take effect and override the default PC sounds.
This post has been edited by Marphy Black: 26 July 2020 - 04:54 PM
#23 Posted 26 July 2020 - 04:44 PM
EDIT: Also, whats up with the FLYBY and BOMBEXPL sound effects in the Perkristian pack. Are those actually the right sounds? I know the SQUISH sound effect is a little jarring to me because it's so less crunchy, but BOMBEXPL specifically sounds like an entirely different sound to me. Did they really crunch it up that much with the downsampling?
This post has been edited by /Defiatron\: 26 July 2020 - 05:37 PM
#24 Posted 26 July 2020 - 06:05 PM
#25 Posted 26 July 2020 - 07:03 PM
Marphy Black, on 26 July 2020 - 06:05 PM, said:
Any chance you could put that up? (Or name the files for convenience)
#26 Posted 26 July 2020 - 07:53 PM
Ninety-Six, on 26 July 2020 - 07:03 PM, said:
How do I get the voice only pack to work under Raze?
#28 Posted 26 July 2020 - 08:28 PM
Ninety-Six, on 26 July 2020 - 07:03 PM, said:
I've personally omitted these sounds from Perkristian's pack:
- bombexpl - Doesn't sound like the original.
- bos1rm - Even though this is technically higher quality, the increase is infinitesimally minuscule at best since it's clear the original source sample was pretty low fidelity to begin with. In practice, this higher quality sound actually makes the Battlelord's roar sound muffled compared to the game's original effect. It genuinely sounds like the unpatched World Tour audio (if not a little worse). It's the sharp resampling of the ASS that really makes the Battlelord's audible presence as harsh and imposing as it is.
- clipin - Accurate, but too high quality for its own good. These crystal clear pistol reload sounds stick out quite drastically against the rest of the soundscape, in my opinion. Others may disagree, but unless we could manage a thorough audio overhaul, I think there's also something to be said for a desire for some consistency with what we have. I'd say it's distracting having these minor and incidental sound effects be so clean and crisp over everything else, including important monster, weapon, and speech cues.
- clipout - Ditto.
- flyby - Doesn't sound like the original.
- squish - Accurate, but again, so clean and crisp that it doesn't mesh well with the other effects. For example, you hear this squish when you gib an enemy with an explosive, but with this high quality sample, the squish completely overpowers the explosion itself.
Aside from bombexpl, bos1rm, and flyby, there's obviously some subjectivity here, but if you're skeptical of my reasonings, I suggest trying out these specific sounds in-game yourself. I'm not of the mindset that higher quality replacements instantly means a better quality game. When it comes to these sounds, there's a particular audio balance that was achieved at the time which was built solely around the original low quality samples. When doing a blanket restoration of all of the higher frequencies that were previously lost, you introduce clashing and overpowering effects that weren't accounted for prior. If they were actually working with pristine CD quality sample rates back then, I would imagine Bobby or Lee doing appropriate EQ work on the effects just as any good audio engineer would do nowadays to achieve a good overall sound mix.
markanini, on 26 July 2020 - 07:53 PM, said:
If it doesn't work like EDuke32 does, then I couldn't tell you.
This post has been edited by Marphy Black: 26 July 2020 - 08:40 PM
#30 Posted 28 July 2020 - 06:58 AM
On thing, I'm testing with the latest SVN build and for some reason, the glass break sound gives me brief framerate drops for no apparent reason. I renamed all FLAC files from Hendricks266's pack by appending _voc at the end so they are used instead of the original VOC files, and then zipped up with max compression, maybe that's what causes the problem? But I did not have the time for a thorough test yet.
On a side note, I think at least some of the new sounds would be at home in Alien Armageddon and/or AMC TC (if they aren't there yet that is).