Tracker: Issueshttps://tracker.dengine.net/https://tracker.dengine.net/favicon.ico?13985035312015-08-03T12:02:09ZTracker
Redmine Doomsday Engine - Bug #2107 (New): [Heretic] [Hexen] Line attacks produce no sound on impacthttps://tracker.dengine.net/issues/21072015-08-03T12:02:09Zvermil
<p>Line attack weapons in Heretic and HeXen produce no impact sounds when they hit a wall/floor, only when they hit a mobj.</p> Doomsday Engine - Feature #1979 (Feedback): Additional sound formatshttps://tracker.dengine.net/issues/19792015-02-13T23:46:20Zvermil
<p>Pretty much what the subject states; Dday allows the use of many music formats beyond what the original games allowed.</p>
<p>But sound effects must still be wav (and only mono, to link to an existing RFE for stereo sound support).</p> Doomsday Engine - Bug #1883 (New): [MP] no teleporter sound when spawning/respawninghttps://tracker.dengine.net/issues/18832014-10-19T19:50:44Zvermil
<p>At least in Doom2, there is no spawn sound when one enters or respawns in a multiplayer game.</p> Doomsday Engine - Bug #1744 (New): [Heretic] Waterfall sounds switch from left to right (centered...https://tracker.dengine.net/issues/17442014-04-08T22:00:17Zvermil
<p>In Dday, at the start of E3M8, the waterfall sounds switch from left to right, albeit consistently, rather than sounding centred like they do in Vanilla Heretic.</p>
<p>This suggests a scheduling bug.</p> Doomsday Engine - Bug #1701 (New): [Doom] Map08/ExM8 sound emulationhttps://tracker.dengine.net/issues/17012014-01-03T17:03:35Zvermil
<p>In Vanilla Doom, on ExM8 and Map08, all sounds are not cut off.</p>
<p>However, Dday only replicates this behaviour for the sight, walking and death sounds (though not their attacking sounds) of the Cyber Demon and Spider Demon, not all sounds.</p>
<p>If this was a deliberate change, my apologies.</p> Doomsday Engine - Feature #1648 (Progressed): Complete vanilla DOOM emulationhttps://tracker.dengine.net/issues/16482013-11-02T14:26:05Zskyjake
<p>This is an umbrella issue for tasks related to features/bugs that allow Doomsday to look and behave exactly like vanilla Doom (except with higher resolution, etc. — we aren't going to implement, say, a column-based software renderer).</p> Doomsday Engine - Feature #1618 (New): Decorations/effects for game events (power up, damage, etc.)https://tracker.dengine.net/issues/16182013-10-21T08:28:34Zskyjake
<p>Creation of an external definition to govern the visual effects of power-ups, damage, killed etc.</p>
<p>Maybe a standard definition (effects only) that is added to main definition (so that scaling etc is still correct).</p>
<p><em>(copied from an accidentally deleted old RFE called "Power Up Effects")</em></p> Doomsday Engine - Bug #1091 (New): No sound effect played when pressing F7 or F8https://tracker.dengine.net/issues/10912012-09-26T18:05:05Zsonicdoommariosonicdoommario@users.sourceforge.net
<p>When pressing F7 to end the game or F8 to toggle on/off messages, no switch sound is played. A switch sound played in these two spots in Vanilla Doom.</p>
<p><strong>Labels:</strong> Bindings, Menu, Shortcuts</p> Doomsday Engine - Bug #964 (New): [XG] Sounds ignore defined grouphttps://tracker.dengine.net/issues/9642011-06-17T07:48:43Zvermil
<p>Sounds played via XG ignore the sound group if the sounds definition has one.</p>
<p><strong>Labels:</strong> XG</p> Doomsday Engine - Feature #1529 (New): Sound affected by the worldhttps://tracker.dengine.net/issues/15292011-03-25T11:56:48Zvermil
<p>In Doom, wheter a sound is heard by the player is based solely off distance from the source.</p>
<p>How's about an optional sound def option to make wheter a player can hear a sound, based off the world?</p>
<p>I.e. the sound doesn't travel through walls, closed doors and the like as if they aren't there. (if there is no open passage from the sound source to the player, the player won't hear the sound).</p> Doomsday Engine - Bug #566 (Progressed): [Resampler] Low quality sound samples play distortedhttps://tracker.dengine.net/issues/5662008-11-06T21:14:42Zvermil
<p>I know this is technically not a bug because sounds of such quality are not officially supported by Dday...</p>
<p>Dday can also not convert Wolf-quality sound effects (approx 6-7 kHz) to either 22 kHz or 44 kHz. If you set your sound quality to either of these, you just get distortion when Dday tries to play them.</p>
<p><strong>Labels:</strong> Data</p> Doomsday Engine - Feature #1373 (New): Improved ambient soundshttps://tracker.dengine.net/issues/13732005-03-24T22:27:47Zjimigreyjimigrey@users.sourceforge.net
<p>Just like particles can have presimulation, ambient<br />sounds should have that too. Or they should start<br />playing immediately after level startup. Now they just<br />wait for the min/max intervals to launch them.</p>
<p>Pitch/Volume variations. It's just waste of space to<br />make them with a wav editor program. I know this can be<br />done with the Link definitions in the sound<br />definitions. I think it would be better, if it could be<br />done in the sector type definition.</p>
<p>Sound radius. It's just stupid that the small computer<br />makes so loud sounds, you can hear them miles away...<br />Then the sound can be loud, but you can be only hear<br />it, when your close enough to the sound source. Within<br />the radius the sound is at the max volume and outside<br />the radius it smoothly gets silent.</p>
<p>To make one sound even more different than the original<br />sound without changing it with a wav editor,<br />LFO/Modulation! The modulation could be done like the<br />other sector functions, or just some predefined<br />waveforms, like sine, tri, square... Whatever way it's<br />done, users should be able to define the modulation<br />rate(and to make it even more freakier, the rate could<br />be modulated too!).</p>
<p>If the pitch is modulated/changed, it might be hard to<br />know how long the sound is.. and that would bring some<br />trouble into looping sounds. Instead of using the<br />min/max intervals to specify the loop lenght or the<br />sf_repeat sound flag, there could be some flag in the<br />sector type that makes the sound looping.</p>
<p><strong>Labels:</strong> Sound</p> Doomsday Engine - Feature #1266 (New): Sound decorationshttps://tracker.dengine.net/issues/12662003-08-16T10:02:18Zskyjake
<p>A sound that comes from a texture or flat. Sound should <br />have a range/radius, otherwise it would turn out to be <br />disastrous cacophony if there are many sound <br />textures/flats.</p>
<p><strong>Labels:</strong> Sound</p> Doomsday Engine - Feature #1181 (New): Ambient sounds (in XG sectors)https://tracker.dengine.net/issues/11812003-06-07T15:59:35Zskyjake
<p>Would be great, if the ambient sound volume could be <br />adjusted in them, no need for multiple samples of one <br />sound. Then it would be really great if there could be <br />some fx added, like LFO controlled pitch, frequency and <br />amplitude changes, flanger, (reverb), echo delay.</p>
<p><strong>Labels:</strong> Sound</p>