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- ==============================================================================
- WadSFX v0.95 DOOM Sound Effects Editor Rob McCafferty 09/16/94
- ==============================================================================
-
- WHAT IT IS
- ----------
- WadSFX is a digital sound effects utility for DOOM. It allows you to create
- a .WAD file from other sound WAD's and from .VOC files. Sounds can be played
- from within the editor if you have a Sound Blaster compatible card. The
- sounds will be used by DOOM if you do this: "DOOM -file mysounds.wad".
- You can use these files along with other WAD's (new levels, etc.) at the same
- time. THIS PROGRAM DOES NOT MODIFY DOOM.WAD OR ANY OTHER DOOM FILES. It
- creates new .WAD files.
-
- This program will not work for the PC speaker sounds. Sorry, but I don't know
- anything about the PC speaker sound format. If you're playing DOOM thru a PC
- speaker, you're definately missing out! The digital sounds rule!
-
- This will also not work with Shareware versions of DOOM. It would be easy
- for me to add support for it, but id Software requested that we don't make
- things that work with the Shareware version. Besides, DOOM rules! Isn't
- it about time you registered?
-
-
- THIS HERE FILE
- --------------
- The program is FAIRLY self-explanitory. If you'd rather fumble through it
- instead of reading this file, please at least read from the "SOME NOTES"
- section on. I suggest you at least scan thru it though, cause there are a
- few things that probably need explained. You should also read the UPDATE
- file, which includes a list of known bugs.
-
-
- THE SCREEN
- -----------
- The top line of the screen is the status line. This is where all messages
- and user input go.
-
- The listbox is the large box on the left of the screen. This shows the
- resource name, description and source for each of the 61 sound effects. The
- resource name isn't important, it's just the internal name DOOM assigned to
- the sound. It's really only useful to people who write DOOM utilities :>
- The 'Source' shows what file is supplying the sound. It's initially just a
- row of dashes, meaning that DOOM is supplying all of the sounds. These sounds
- will of course not be written out to a .WAD file. When you load a .WAD or
- .VOC file, the name of the file containing the sound shows up here.
-
- To the right of the listbox is the menu. Just press the letter for the
- command you want.
-
-
- THE KEYS
- --------
- The UP & DOWN cursor keys, HOME and END scroll you through the sound list.
- ESC exits the program. When an error message appears in the status line,
- press any key to clear it and return to the program. When you're prompted
- for a filename or other text entry, ESC will abort the operation. You can
- also press any key while a sound is playing to stop it.
-
-
- THE COMMANDS
- ------------
- L: Load WAD - Prompts you for a filename of a .WAD file, and loads it. If you
- don't give an extension, .WAD is assumed. All of the soundcard sounds will be
- loaded from the WAD. All other data will be ignored. The Source field on
- the screen will be updated for each of the sounds loaded. Any sounds not
- replaced by the loaded WAD will remain as they were. You can open up to 16
- WAD's at once. At this time, ALL sounds replaced by the WAD will be loaded.
- There's no way to just pick certain ones. If you need to do this, load the
- WAD and extract .VOC files for the sounds you want, then start over and load
- the VOC's back in. Note that it IS possible to load DOOM.WAD this way, but
- there's no reason to do so. If you do, all DOOM sounds will be written out
- to the .WAD file if you save it (all 623k of them!). BTW, loaded WAD's WILL
- NOT be modified in any way (unless you accidently overwrite them).
-
- S: Save WAD - Prompts for a filename for the new WAD, and saves the current
- sounds to it. Sounds you haven't replaced (Source field is ------) will not
- be written. DOOM will still supply it's default sounds for them. If you
- don't give an extension, .WAD will be appended. I think the name MUST end in
- .WAD for DOOM to load it though. If the file already exists, it will be
- overwritten. DO NOT attempt to write to a file that is loaded or the program
- will crash.
-
- R: Read VOC - Prompts for a filename of a .VOC file, and loads it into the
- current slot. If you don't enter an extension, .VOC is appended. The .VOC
- file should be an 8-bit mono sample, sampled at 11025 HZ (DOOM will play it
- back at 11025 no matter what rate you actually sampled it at). As far as I
- know, there's no limit on the size of the sample (I've used some over 100k)
- or the total size of the .WAD file (I've used some over 1 Meg). Note that
- DOOM truncates certain sounds to a few seconds at playback, while it plays
- others over 10 seconds long!
-
- W: Write VOC - Prompts for a filename for a new .VOC file and writes the
- current sound out to it. The current sound can be supplied by DOOM, or by
- a .WAD file. This will NOT work if the current sound is supplied by a .VOC
- file, because it would write out the same exact file as you loaded (the DOS
- COPY command is probably better for this!). If the file exists, it will be
- overwritten.
-
- K: Kill - Deletes the current sound, and resets the Source back to '------'.
- If there's nothing loaded in the current slot, nothing happens.
-
- A: Kill All - Deletes ALL loaded sounds. If none are loaded, nothing happens.
- You are prompted for confirmation first (press Y or N).
-
- P: Play - Plays the current sound. This works on ALL sounds. If you haven't
- loaded anything in the current slot, the default DOOM sound is played. This
- only plays sounds smaller than 64k. Keep in mind that neither DOOM nor any of
- the other commands have this limitation, so you can create WAD's with sounds
- over 64k, you just can't play them from within the editor. The only reason
- for this limitation is that I don't know how! If anyone has code to play a
- sound > 64k thru a Sound Blaster, feel free to send it to me! Note that the
- sounds aren't truncated to 64k, they're taken MOD 65536. This means that if
- your sound is 65540 bytes long, you'll hear 4 bytes worth (about .00036
- seconds)! BTW, 64k comes out to about 6 seconds.
-
-
- SOME NOTES
- ----------
- When sounds are 'loaded' from a WAD, they're not actually loaded. Information
- about them is loaded so they can be found quickly, but the actual data stays
- on disk. You will notice a slight delay when playing a sound from the editor
- if the sound is big. This is the data being temporarily read into memory so
- it can be played. Future versions may use EMS or XMS or something.
-
- When .VOC's are loaded, the raw data is read into a temporary file called
- "WSTEMP.$$$". If you ever see this file, you can delete it. You probably
- won't though, cause the program deletes it when you exit.
-
- YOU MUST HAVE THE 'BLASTER' VARIABLE SET TO USE THE PLAY COMMAND. Actually,
- you must have it set to run the program or it will crash during
- initialization. 'nuff said.
-
- Oh, something else important. If you don't run this from your DOOM directory,
- set DOS variable "DOOMPATH" to the correct directory. This is so sounds from
- DOOM.WAD can be read in and played.
-
-
- YOUR OWN RISK
- -------------
- This is a BETA version. It could quite possibly have bugs. Even if it was
- the final release, it could still quite possibly have bugs. All I can tell
- you is that is hasn't trashed my disk yet or anything.
-
-
- REGISTRATION
- ------------
- If you use this program, registration is $49.95. JUST KIDDING. IT'S FREE!
- If you like it, please write and tell me so. You can also do this, of course,
- if you think it sucks. Sorry, but I don't have an Internet address yet. I
- do, however, have a mailbox.
-
- Send comments, suggestions, bug reports, etc. to:
-
- Rob McCafferty
- 242 W. Sanner St.
- Somerset, PA 15501
-
- If you make anything cool with this, please feel free to send it, or let me
- know where I can download it from!
-
- Enjoy!
-