This mod replaces original sounds with high quality ones based on actual sources. INSTALLATION GUIDE IS IN THE DESCRIPTION!
Eduke32:
- Extract the content of the zip in Eduke32 folder.
- Make sure 'Enable "autoload" folder' checkbox is enabled in Eduke32's launcher.
- Launch the game.
RedNukem (build r13106 or above):
- Extract the content of the zip in RedNukem folder.
- Make sure 'Enable "autoload" folder' checkbox is enabled in RedNukem's launcher.
- Launch the game.
Raze:
- Extract the content of the zip in Raze folder.
- Set either an absolute or relative path in raze_portable.ini to DukeNukemHQSounds.zip located e.g. in "autoload" folder, like this:
===Absolute path===
[Duke.Autoload]
Path=C:\Games\Raze\autoload\DukeNukemHQSounds.zip
==Relative path==
[Duke.Autoload]
Path=autoload\DukeNukemHQSounds.zip
- Go to Sound Options -> Advanced Options -> Turn on "Ignore file type for sound lookup". Restart Raze after changing that.
You may also drag and drop file DukeNukemHQSounds.zip located in "autoload" folder onto Raze.exe and select Duke Nukem 3D as game, but "Ignore file type for sound lookup" option must be turned on as well.
The eduke32 instructions don't work on latest eduke32. (eduke32_win64_20220416-10006-8ed89a1e8) Still has the old sound.
Log shows these errors:
0.3523s ERR| nwinter.grpinfo:6: Expected a symbol, got 'GAMEFLAG_DUKE|GAMEFLAG_ADDON'
0.3546s ERR| vacation.grpinfo:6: Expected a symbol, got 'GAMEFLAG_DUKE|GAMEFLAG_ADDON'
Placing zip file in eduke32/autoload doesn't either. Log says the zip is loaded, but still no joy.
You are supposed to extract the zip in Eduke32 folder. I just tested it with latest Eduke32 build. Works fine.
Hey there! Thanks for making this mod! However, I'm having issues installing it.
Are you sure that the Raze instructions for applying this pack are correct? I have a little bit of experience loading mods on Raze, and I can't get it to work on Raze 1.4.1. The instructions say to load "DukeNukemHDSounds.zip", but there is no such file, only a folder named "DukeNukemHDSounds" inside "DukeHDsounds.3.zip".
I tried something different after that. What I did was extract the "DukeNukemHDSounds" folder, open it, select all the files and then compress it into a .zip file called "DukeNukemHDSounds.zip". Then, I loaded that .zip file on Raze (like the instructions say) and... it worked? I found some sounds strange, like the explosion sounds, but, as far as I can tell, at least the mod loads now. Not sure if this is the correct way, but it's loading now.
Could you take a look into this matter? Thank you. :)
The instructions for Raze are not quite precise; You can just extract the "DukeNukemHDSounds" folder into your "autoload" subfolder and be done with it - no need to recompress or rename files or folders.
Also, you don't need to put the full path to your Raze installation into the .ini file, just "$PROGDIR" will do.
I agree the explosions sound strange, they certainly lack punch in the bass department which is a real shame. Not to give the mod authors a bad rap, but I doubt the explosion sound which can be heard right from the title screen was upscaled from source; It sounds very similar to a sound used in the turn-based strategy game "Jagged Alliance 2".
Thrasher1984
Original explosion sound is quite muffled which could have given an impression of more bass. But the source of that sound was found. However, 3DR modified it a little bit.
Muleke_Trairao Ups, something went wrong. There was supposed to be autoload folder inside and DukeNukemHDSounds.zip inside of it. Naturally if you just drag and drop `DukeNukemHDSounds` as zipped on Raze. It will work.
The eduke/rednukem instructions forgot to say, you need to add the DukeNukemHDSounds folder to the search path when launching.
Start eduke/rednukem with the command line option:
-j DukeNukemHDSounds
IoriBranford
Yes, it can work like that as well. But I packed it wrong and it didn't have autoload folder as I meant to be launched. It's fixed, hopefully.
OK, I screwed up the packing. Now it should be correct, that means there's now folder 'autoload' inside that zip. And there is zipped `DukeNukemHDSounds.zip` inside of it.
Sorry that it's not super user friendly. But it's the best I could do to make Raze and Eduke32 work together without making too many download links.
Anyway - thanks for your work!
does it work with 20th anniversary?
Technically speaking it can. In vanilla World Tour there's folder `sound` where are Ogg files. You'd have export all wavs from this pack as Oggs and replace those sounds.
When it comes to eduke32 (as it can run WT via stopgap), it should also work, but might require some work with DEF script.
It should work by default in Raze as it has built in support for WT.
Would this work with the Megaton Edition? Any ideas on how could I install it with Megaton?
Lauty3590
No idea really. I don't remember if ME supported loading external sounds.
Maaan this is actually really damn cool I really like this, nice job!
I wonder, can I ask you something? I'm actually really interested to find out how you "upscaled" the original sounds to sound that good :o Do you mind sharing what software / approach you used for that? :o
Either way, nice work!
Crimzan
Thanks, have fun using that addon.
The answer is quite complex when it comes upscaling. There's no one way to do it.
When it comes to human voices, I used VoiceFixer which can upscale voices. The results are usually not perfect, but good enough to get the high tones and mix that with vanilla sound.
Some sounds were upscaled with Wavosaur tool (free of charge) using its high precision FFT feature. This can give pseudo high tones which can mixed with the vanilla sound, providing you use high pass filter corretly. Plus of course some minor modifications like removing the noise. That can be done in Audiacity.
Some sounds were upscaled by DeevDaRabbit. His methods were very different and honestly I didn't ask him too much how he was doing that.
Haha that's alright! :) Thank you very much for the response, I will look into these.
Keep up the great work!
Is this compatible with Alien Armageddon?
SweetJuleka
No idea. It was only tested with vanilla Duke. If Alien Armageddon uses a lot of default DN3D sounds then technically it should work.
Here's hoping you'll make a pack for Blood and Shadow Warrior aswell.
Panzermann11
Shadow Warrior was already done: Moddb.com
Blood cannot be done. No port supports properly 44kHz quality sounds. Plus Blood's sound system is not helping.
What about Raze? Raze is the only source port that supports high quality audio for Shadow Warrior, so Blood should too.
Also, care to elaborate about Blood's sound system?
Panzermann11
According to the code, Raze Blood can support 44kHz sounds, but unlike Duke or Shadow (or future Powerslave/Exhumed), it has to be defined via let's say DEF script (ID, pitch, volume, internal name, loop...). However, I was never able to load 44kHz sound in Blood. Moreover, no port, even Raze one supports any other sound format than original Blood's one (RAW).
So yeah, original Blood devs made it more complicated than it needed to be XD. If there's any dev interested in that, then Raze guys might make it possible, but I am not going to push them.
Late response, but why not simply request support for other audio formats for Blood in Raze's GitHub issues page?
Panzermann11
I was annoying them about that via Discord (ZDoom Discord server). But yes, I think I will make a ticket in Github.
I noticed the mod doesn't include voice lines for chat macros. Are they left out on purpose, and is there any chance they'll be reintroduced in this pack?
Panzermann11
I forgot they even exist. But outside MP, where else can you hear them? Plus I am not sure if they can be loaded via DEF. I have to ask around.
EDIT: They cannot be replaced via DEF script.
No combination of unpacking, CLI or dropping the ZIP in the autoload folder on Eduke is making this work for me. I tried all the above. Latest EDuke and HRP loaded..the most it does is knock HRP out from loading with the grpinfo's in there. I tried depositing the wavs directly in autoload, also batch filing the -j DukeNukemHDSounds ... but is this done with it zipped or unzipped? The container zip or the principal media zip contained within? Is it in the DukeNukemHDSounds-named folder in autoload or not, or as a zip in Eduke folder? None of this is clear.
Please furnish appropriate instructions if this is intended to work with Eduke as well. Thank you.
I am not an eduke32 expert here but as I mentioned in installation instruction, you are supposed to extract ZIP's content (the one you downloaded, not the zip inside the downloaded zip) in eduke32 folder and make sure autoload is turned on in eduke32's launcher.
That I have done and as I said the only thing it resulted in is the removal of high-resolution pack from loading and nothing else
Because Eduke32 doesn't allow for loading multiple mods if you've got several zips in Autoload folder. You have to combine all zips into one, but that also means editing DEF scripts to make it work.
Luckly, there will be special mod/addon loader for Eduke32.
I am looking very much forward to playing with it. Thanks
Dzierzan
Hmm, I've never heard of this special mod/addon loader for EDuke32. Is it still coming? Could you share a link so we can learn more about it? Thanks in advance!
Muleke_Trairao
Forums.duke4.net
Thank you, Dzierzan!
And, holy ****, this is amazing! It's actually a way more thought out feature than I anticipated! :O
Hey, I just noticed Duke's voice in this mod are all in 16-bit 22050hz, while other voices are in 44100hz. Is this intentional?
Intentional.
Dzierzan
Hmm, I have just noticed that the sound for picking up an Atomic Health is the same as when you hit a forcefield or when you get teleported. Will this be fixed?
I am using the latest version of the mod and EDuke32 as of the time of this comment.
EDIT: It seems that the problem is on this line in duke3d.def:
"Sound { ID "106" file "TELEPORT.wav" minpitch "0" maxpitch "0" priority "255" type "0" distance "0" }"
After I deleted it, the Atomic Health pickup sound got fixed, although it must be playing its vanilla version, not the remastered one.
By the way, I couldn't find the remastered version of that sound. Maybe I just missed it.
Muleke_Trairao
It also uses "TELEPORT.wav". Pitch was set incorrectly. It's fixed now.
Ohh, I see now. Thanks for the clarification and for fixing the mod!
The lines in duke lifes an beach expansion is playing the regular base game lines how do I make the expansions make the sounds?