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Sean's Better Quality Sounds For Quake UPDATED
UPDATE:

I did it guys! I updated the mod. It shouldn't be ear-piercing anymore. Give me feedback. PAK files are also now included. Thanks for your patience. Let's not make this thread another argument about source-ports, okay?
http://bit.ly/seans-better-quality-quake-sounds


Original spiel:

Are you a fan of the original sound design of Quake, but tired of the sounds sounding like they are coming from a telephone? Well, that fatigue is about to fade because I remastered all the sounds from Quake 1 as well as the two official mission packs. Download it today. I assure you that you will never want to go back to playing Quake the old way again.
https://drive.google.com/file/d/1rALHdyZx_OzAsSOmhKnMtoeBQErbZsNW/view?usp=drivesdk
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great work! 
 
This should be a news thread. 
 
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. 
http://bit.ly/seans-better-quality-quake-sounds

It wasn't a link in the previous post. 
How Do I Install This? 
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 
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. 
Nasty Hiss? 
Wwhat do you mean? 
Ww Complaint Solution 
I will make a 22 khz version. I probably just went apeshit with the highs. 
@dumptruck_ds 
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 
Quake3 has the same armor sound 22.05 kHz
http://www.mediafire.com/file/5c2t03ik99thbud/ar2_pkup.wav/file 
PAK Version Not Found 
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. 
@NightFright Your Link Is 404 
There is no file in your dropbox link. 
@sean 
Quakespasm-Spiked works for you, but it breaks demo compatibility (by default anyway). Demos are used often in the mapping community to share feedback. If someone records a demo in Spiked it will only play in Spiked unless specific steps are taken. Those steps BTW make Quakespasm Spiked exactly the same as QS. So what's the point?

There are good reasons people use their source ports of choice. Better to make versions of YOUR content available to others as opposed to forcing a specific version. 
Working Link 
My apologies, link must have changed when I reuploaded the file.

Proper link:
https://www.dropbox.com/s/gdpfkrhysj5etbd/quake_hqsounds.zip?dl=0 
@dumptruck_ds 
"cl_nopext 1" should fix that demo issue. 
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