Difference between revisions of "Random sound pitch removed"

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Random sound pitch is a feature that was removed unintentionally from [[Doom]] v1.4 due to a [[bug]] introduced in [[DMX]] while [[Paul Radek]] was fixing other [[sound]] bugs and expanding the audio code to support a 22050 Hz sample rate. Sound effects are always played at a neutral pitch in later versions of DOS Doom, despite the fact that the DMX API calls are still passed a randomized pitch value. The bug is not present in recent console ports ([[Xbox]] and [[XBLA]], and the [[Classic Doom]] engine used in the [[BFG Edition]] and [[Doom Classic Complete]] for the PS3) since they do not use DMX for audio.
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'''Random sound pitch''' is a feature that was removed unintentionally from [[Doom]] v1.4 due to a [[bug]] introduced in [[DMX]] while [[Paul Radek]] was fixing other [[sound]] bugs and expanding the audio code to support a 22050 Hz sample rate. Sound effects are always played at a neutral pitch in later versions of DOS Doom, despite the fact that the DMX API calls are still passed a randomized pitch value. The bug is not present in recent console ports ([[Xbox]] and [[XBLA]], and the [[Classic Doom]] engine used in the [[BFG Edition]] and [[Doom Classic Complete]] for the PS3) since they do not use DMX for audio.
  
 
This bug was fixed in [[Strawberry Doom]], and [[source ports]] including the [[Eternity Engine]], [[PrBoom]], [[ZDoom]], [[Chocolate Doom]] and derivatives [[Crispy Doom]] and [[Doom Retro]] offer it as an option.  
 
This bug was fixed in [[Strawberry Doom]], and [[source ports]] including the [[Eternity Engine]], [[PrBoom]], [[ZDoom]], [[Chocolate Doom]] and derivatives [[Crispy Doom]] and [[Doom Retro]] offer it as an option.  
 
[[Category:Errors and bugs]]
 
[[Category:Errors and bugs]]

Revision as of 10:37, 22 July 2015

Random sound pitch is a feature that was removed unintentionally from Doom v1.4 due to a bug introduced in DMX while Paul Radek was fixing other sound bugs and expanding the audio code to support a 22050 Hz sample rate. Sound effects are always played at a neutral pitch in later versions of DOS Doom, despite the fact that the DMX API calls are still passed a randomized pitch value. The bug is not present in recent console ports (Xbox and XBLA, and the Classic Doom engine used in the BFG Edition and Doom Classic Complete for the PS3) since they do not use DMX for audio.

This bug was fixed in Strawberry Doom, and source ports including the Eternity Engine, PrBoom, ZDoom, Chocolate Doom and derivatives Crispy Doom and Doom Retro offer it as an option.