Master Levels for Doom II w/ 3D spatial sound in GZDoom 🎧 (OpenAL Soft HRTF audio) TTRAP.WAD
Use headphones only with any virtual surround features turned off. Best HRTF effects at 3:36, 7:23, and 19:30. I'm playing this with Per Kristian's hi-def soundpack as well as MarphitimusBlackimus's Doom 2 Minor Sprite Fixing Project v1.9 and Zippy's Master Levels Menu Interace for better-than-vanilla gameplay. Sorry about the filtering; it was for video playback, I swear.
This is Trapped on Titan from the Master Levels for Doom II with HRTF using OpenAL Soft HRTF in GZDoom. I was originally going to do BLACKTWR.WAD since I consider it the Master Level's magnum opus, but then I realized something: Jim Flynn died this year. For those of you who do not follow the Doom community, Jim Flynn was the author of dozens of classic Doom levels. He's best known for his two Master Levels (part of his Titan mini-episode) as well as co-authoring the Boom source port and several maps from the infamous Eternal Doom. No, not Doom Eternal, Gen Z.
In many ways, TTRAP.WAD and MANOR.WAD represented the best and the worst aspects (respectively) of Flynn's mapping style. TTRAP.WAD showcased Flynn's flair for dynamic traps and monster closets. Rooms that might look like a simple elevator or a row of columns quickly unveil much more dangerous threats than first expected. The Red Key puzzle (6:10) is a great example: a proto-Plutonia trap that pits players against a surprise Arch-Vile with their only cover rising behind them. At times, TTRAP.WAD delves into the kind of self-indulgent "Whoa, what the hell did that do?" switch puzzles that ruined Flynn's Eternal output (20:30), but at least they still play to Flynn's strengths. The small alcove at the beginning containing a box of shells (4:36) is revealed to be a giant, spiraling room with a crusher trap, sniper Revenant/Mancubus windows, and a Cyberdemon (21:45).
Since I've already demonstrated what Vanilla+ Doom II sounds like with binaural audio, I left the music on to show off my custom soundfont played through the BASSMIDI driver. I compiled it from several sources (mostly SGM-V2.01.sf2 and ripped Sound Canvas VA samples) because Microsoft Wavetable GS is an abomination and all the other soundfonts have unrealistic drums and thin synths. The drumkits were pretty much the only decent samples I could find on freesound.org while most of the synths were custom programmed. Sadly, I cannot release it due to legal issues and the trouble of having to get permission from like, 7 different soundfont authors.
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://jasonwilliams400com.startlogic.com/snor/weeds/SoundFonts/BASSMIDI_Driver/BASSMIDI_Driver_v3.1_Setup.exe
http://www.geocities.jp/shansoundfont/
https://www.doomworld.com/idgames/utils/frontends/zdmlmenu
http://www.perkristian.net/game_doom-sfx.shtml
https://www.doomworld.com/idgames/graphics/sprfix19
https://www.reddit.com/r/oculus/comments/1fzonq/psa_for_games_using_openal_including_minecraft/
(Logo copyrighted by id Software and ripped by Zippy. 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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