Doom w/ 3D spatial sound in GZDoom 🎧 (OpenAL Soft HRTF audio) Happy 25th Anniversary!
Use headphones only with any virtual surround features turned off. Best HRTF effects at 24:29, 29:45, 36:07, and 47:16. I'm playing this with Per Kristian's hi-def soundpack as well as MarphitimusBlackimus's cleaned-up rotations mod for better-than-vanilla gameplay. Sorry about the filtering; it was for video playback, I swear.
It is December 10th, the 25th anniversary of the beloved FPS game Doom. A quarter of a century ago, a small team from Texas released the game that would change PC gaming forever. While many sequels, mods, and multimedia crossovers have came out in the last two and a half decades, there's no denying that the original Doom is still the greatest one of them all.
Now Doom obviously needs no introduction, but what most people probably don't know is exactly why we have the ability to play Doom with binaural audio nowadays. It all goes back to 1993 when John Carmack was programming IDTech 1. Rather than create his own sound engine from scratch, Carmack decided to purchase a license for the little-known DMX sound library from Paul Radek (you might recognize that name from Doom's credits). This worked out alright until the time came for id to release Doom's source code on December 23rd, 1997.
"The bad news: this code only compiles and runs on linux. We couldn't release the dos code because of a copyrighted sound library we used (wow, was that a mistake -- I write my own sound code now), and I honestly don't even know what happened to the port that microsoft did to windows."
Ever since then, John Carmack has been wary of using proprietary software. This may explain why Aureal A3D 2.0 was removed from IDTech 3 as well as the cause for the "Carmack's Reverse" debacle...but that's a story for another day. With the release of each new Doom source port, authors would implement various sound APIs to replace DMX. ZDoom developers had been experimenting with OpenAL implementations since 2008, but it wasn't until 2017 that GZDoom would finally toss out FMOD Ex once and for all for OpenAL Soft (licensed under LGPL).
For me, personally, the inclusion of spatialized sound has been the biggest innovation in Doom since mouselook was added. While the positional accuracy isn't perfect, it has completely changed the way I play these old games. I used to have to worry about getting hit from behind with fireballs, but now I'm free to circlestrafe around hundreds of monsters with full awareness of where each attack is coming from. It's a true game-changer, and the fact that AAA games can't have sound as good as a port of a 25-year old game made by people in their free time is truly depressing.
HRTF grade:
B+ (no vertical HRTF)
Settings:
Windows Control Panel: Stereo
movebob "0"
FOV "100"
HRTF: On
Resampler: Linear
EFX: On
in_mouse "3"
IRC_1037 HRTF tables placed in %APPDATA%/OpenAL/HRTF
(in alsoft.ini located in %APPDATA%)
channels=stereo
frequency=44100
stereo-mode=headphones
cf_level=0
sample-type=float32
periods=3
period_size=128
default-hrtf=irc_1037_44100
hrtf=true
resampler=linear
drivers="-dsound"
Links:
https://www.zdoom.org/downloads
http://openal-soft.org/
https://mega.nz/#!OTpDkQhY!i6NIUTAwopa2pilAiEL-pBxPOzrPLD_vHQMcCRdFLLs
(download personalized HRTF presets here)
http://www.perkristian.net/game_doom-sfx.shtml
https://www.doomworld.com/idgames/graphics/sprfix19
https://doomwiki.org/wiki/DMX
Credits:
https://upload.wikimedia.org/wikipedia/de/7/7b/Doom-logo.gif
(Logo copyrighted by id Software. Use of this logo falls under fair use laws for non-profit usage.)
#3dsound #spatialaudio #binaural #3daudio #360audio #8daudio #hrtf #headphones #audiophile #gameaudio #retrogaming #doom #gzdoom #mod #DOOM25
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