Random sound pitch removed

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Revision as of 07:26, 24 September 2013 by Quasar (talk | contribs) (Spelling, minor technical detail additions, another port with pitch shifting.)


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 like the Eternity Engine, PrBoom, and ZDoom offer it as an option.