Difference between revisions of "Talk:MAP28: Baron's Lair (PlayStation Final Doom)"

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m (Sign)
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==Sound cutoff==
 
==Sound cutoff==
 
While testing this level in PsyDoom I noted that the imp and revenant's pain sounds were being cut off. I'm not sure if this is specific to PsyDoom or if the original game is affected as well (since other PlayStation levels are known to exhibit sound bugs) so I haven't included it in the article - I might test this on original hardware when I have more time. [[User:Gauss|Gauss]] ([[User talk:Gauss|talk]]) 10:40, 13 January 2021 (CST)
 
While testing this level in PsyDoom I noted that the imp and revenant's pain sounds were being cut off. I'm not sure if this is specific to PsyDoom or if the original game is affected as well (since other PlayStation levels are known to exhibit sound bugs) so I haven't included it in the article - I might test this on original hardware when I have more time. [[User:Gauss|Gauss]] ([[User talk:Gauss|talk]]) 10:40, 13 January 2021 (CST)
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:Some maps in PSX like this and MAP01:Attack have cutoff versions of sounds for monsters to free a little more memory. PsyDoom emulates this behavior by loading those sounds preserved in .LCD files.  --[[User:MtErebus|MtErebus]] ([[User talk:MtErebus|talk]]) 10:50, 13 January 2021 (CST)

Latest revision as of 11:50, 13 January 2021

Sound cutoff[edit]

While testing this level in PsyDoom I noted that the imp and revenant's pain sounds were being cut off. I'm not sure if this is specific to PsyDoom or if the original game is affected as well (since other PlayStation levels are known to exhibit sound bugs) so I haven't included it in the article - I might test this on original hardware when I have more time. Gauss (talk) 10:40, 13 January 2021 (CST)

Some maps in PSX like this and MAP01:Attack have cutoff versions of sounds for monsters to free a little more memory. PsyDoom emulates this behavior by loading those sounds preserved in .LCD files. --MtErebus (talk) 10:50, 13 January 2021 (CST)