[Doom] Sound emitter overlap handling
In the original game, the Cyber Demon and Spider Demon sight sounds were except from the rule (i.e. they were never cut off and overruled their walk sounds until they had finished), presumably to prevent their walking sound from immediately cutting them out.
Labels: Sound Effects, Doom
#1 Updated by vermil over 10 years ago
The specific discrepancy I stated above is fixed (I used 438, but I assume that doesn't matter).
However a new discrepancy has been introduced; the Cyber Demon and Spider Demons active sounds now overrule their walking sounds in Dday. In the original game, their walk sounds overruled and cut out their active sounds.
#7 Updated by vermil almost 10 years ago
Another element of Vanilla Doom's sound behavior that Dday doesn't have an option to imitate is that sounds cut when the mob emitting the sound is removed from the game world.
The rocket explosion sound from Chex Quest was seemingly designed with this behavior in mind; the end of the sound sample includes a Flemoid screaming. In Vanilla, the sound cuts due to the rocket mob disappearing from the game world, right before the scream plays. As the sound doesn't cut in Dday, the scream is heard.