#1 posted by
Poorchop on 2019/04/28 23:36:09
Nice work man. I've only heard a few samples so far but it sounds good. I know that there have been high quality versions of the stock sounds that id used but I didn't expect to hear higher quality custom sounds like monster groans.
How?
How was this done? I am interested in the process.
Sounds Great
#4 posted by
killpixel on 2019/04/29 00:12:17
I'm also interested in the process. How did you remove the noise and sibilance from the high end? An eq/deesser sort of combo or some magic plugin?
#5 posted by the great cornholio on 2019/04/29 00:41:17
great work!
#6 posted by
mankrip on 2019/04/29 03:08:10
This should be a news thread.
#7 posted by
metlslime on 2019/04/29 03:42:16
I’ll see if I can convert it. It ought to be a moderator feature to reclassify threads, but it isn’t.
@sean
It's pretty impressive stuff. I want to know if you dove down deep into samples to clean these up.
I know some of the effects are available in the Sound Ideas Library but certainly not all of them.
Very curious to know your process.
Yes, Mankrip,
I will make this a news thread.
My Process?
I have no way to really explain, but here's what I got:
I used Audacity and Wavosaur. I use Wavosaur for pitchscaling the resampled audio. I save the pitchscaled sound to a subfolder in each folder the base sound comes from. I then put the regular sound and the pitchscaled one into Audacity. I apply a high-pass filter to the pitchscaled one and perform noise reduction with both the built-in tool and RX7 Elements Volume De-Noise tool. (We got it on sale). Some sounds, not many, are voiced over by me... With a high-pass filter. The rest I found from other sources, including Qtest1, Quake 2 and Mindgrid. I am sure that is a good explanation, yes?
My Favorite Samples I Worked On.
I would have to say winch2.wav is my favorite, alongside of the water sounds, player sounds, the zombie, the guns, and the medkey.wav
New Download Link!
I decided to create a bitly link so I can track downloads. Comments have been enabled for the file on Google Drive. Comment away!
bit.ly/seans-better-quality-quake-sounds
Fixed Link.
How Do I Install This?
#14 posted by
Ankh on 2019/04/29 21:32:33
where do I put the pk3 files? Do I have to unpack or rename? Which engines will it work with?
Installation Guide
There are 3 folders in the zip. Just drag those folders into the base Quake directory.
Complain
#16 posted by
ww on 2019/04/29 23:17:45
Some are good but a lot have a nasty hiss. axhit2 and land2 show it up pretty clear.
@ankh
DarkPlaces and FTW uspport pk3s for Fitz based engines unzip the pk3 (they are zip files actually) to the appropriate sound folder.
Ww Complaint Solution
I will make a 22 khz version. I probably just went apeshit with the highs.
@dumptruck_ds
#20 posted by
Tribal on 2019/04/30 04:46:04
Quakespasm-Spiked also supports pk3... i never tested, but it's listed as one of its many core features:
http://triptohell.info/moodles/qss/
@tribal
Yeah QSS is great. Better than Quakespasm by a longshot.
PAK Versions
I have repacked the sounds into Quake PAK format for easier handling in ports like Mark V.
Dropbox link (zip, 34.2 MB):
https://www.dropbox.com/s/i430977tgjnmm9v/quake_hqsounds.zip?dl=0
How to use:
1) Unzip zipfile into your Quake dir
2) Rename the included pakx.pak files in id1/hipnotic/rogue subdirs for proper loading (e.g. if the last pak in your id1 subdir is named pak1.pak, rename pakx.pak to pak2.pak)
3) Load the game and enjoy
Armor
#23 posted by zz on 2019/04/30 11:43:47
PAK Version Not Found
#24 posted by
Barnak on 2019/04/30 12:25:35
The previous download link doesn't work.
@zz And @Barnak
@zz I found the sound from Qtest. But thanks anyway.
@Barnak just get Quakespasm Spiked.