Missing sound
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- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
Missing sound
Wow! I am amazed how perfect RTC is! But I miss following sounds:
* when throwing an item
* when drinking from fountain
Also (to be absolutely precise):
* on title screen green or red buttons should produce "click" sound and animation
* I think graphics preprocessing should be made after clicking "enter" or "resume" buttons - like "Loading game" in original DM
* when throwing an item
* when drinking from fountain
Also (to be absolutely precise):
* on title screen green or red buttons should produce "click" sound and animation
* I think graphics preprocessing should be made after clicking "enter" or "resume" buttons - like "Loading game" in original DM
- George Gilbert
- Dungeon Master
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- Location: London, England
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Re: Missing sound
The only version I've ever played with sound is on the ST which doesn't have any of the sounds you mention (which is why they're not implemented). It seems the ST and Amiga/PC versions were very different in this respect.
- Lubor Kolar
- Artisan
- Posts: 178
- Joined: Thu Jan 25, 2001 10:21 pm
- Location: Prague, Czech Republic, Europe
Re: Missing sound
I have played ST version only on pacifist emulator, but since I had an Amiga, I played it a lot (and now I do in WinFellow). I think it could be good to implement Amiga version, since it was (IMHO) most advanced version. I couldn`t imagine to play Dungeon Master/Chaos Strikes Back without being scared from monster footsteps (especially dragon was very scaring).
I would also like to have "flesh-colored hand" as mousepointer instead of white one (as it was on PC as STs). This is my opinion - let`s see what others think.
I would also like to have "flesh-colored hand" as mousepointer instead of white one (as it was on PC as STs). This is my opinion - let`s see what others think.
Re: Missing sound
I originally played ther Amiga version, and yes, I cannot imagine not having the footfalls of doom in certain levels...the scorpion level is ESSENTIAL dark room full sound playingmaterial ...the tiny shuffle noise that you are not sure you really heard...getting closer though you can'e see it..then the roar as it attacks from behind : )
I rememeber the drinking from the fountain as only being in the Atari version though..you could never do it in earlier Amiga versions directly...I take it it is implimented in RTC...
I agree with the flesh coloured hand too. One thing that always puzzled me - why did the amiga and versions look so much better than the PC versions? I rememebr being put off by the PC version when I fist saw it cause it jsut wasn't as nice (I'm so used to it now).
I rememeber the drinking from the fountain as only being in the Atari version though..you could never do it in earlier Amiga versions directly...I take it it is implimented in RTC...
I agree with the flesh coloured hand too. One thing that always puzzled me - why did the amiga and versions look so much better than the PC versions? I rememebr being put off by the PC version when I fist saw it cause it jsut wasn't as nice (I'm so used to it now).
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
Re: Missing sound
Just played through it (wooooooow, DM with sound..I almost cried....).
I agree with the gulp sound for the fountain and the throw (same swish) now I am remembering the sounds playing. Also. the yell with the war cry (and the little blowing sound for the horn of fear when it appears) would be good too. The sound quality seems fine though : )
I also seem to recall a thump for creatures dying with objects..though I could be wrong here...it just seemed wrong for them to be silent too...
I agree with the gulp sound for the fountain and the throw (same swish) now I am remembering the sounds playing. Also. the yell with the war cry (and the little blowing sound for the horn of fear when it appears) would be good too. The sound quality seems fine though : )
I also seem to recall a thump for creatures dying with objects..though I could be wrong here...it just seemed wrong for them to be silent too...
Was unable to (permenantly) kill off ian_scho (Haynuus), Ameena, oh_brother (Westian), money (Falkor), raixel (Petal) and Lord_Bones (Aurek) in the DM D&D game Time's Champions!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
CONGRATULATIONS TO THOSE WHO MADE THE GAME WHAT IT WAS - GREAT!
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
sounds
yeppers.. there's a gulp when drinking from fountains in CSB not the ST DM .. there is also the sounds of a thump or a clank when an object is droped to the ground. whether dropped by a monster or you. thump is the same sound as you get from bashing a door and the clank I'm not sure it's only heard when you drop daggers swords and stuff like that I think.. or is it a faster version of the keyhole sound? there was a key hole sound wasn't there? there also was that thing in CSB where you could knock on walls by clicking on them if it was a fake wall your hand (the mouse) would vanish for a second if it was solid it would go 'knock knock'.
as for hearing monsters before you see them.. I remember both the knights and the dragon in that way.. I walked down the skeleton key section and waited to hear what was on those levels.. I had no idea what thos things were at the time but the dragons footfalls REALLY freaked me out..
gotta go try this thing out now.. see how it sounds!
as for hearing monsters before you see them.. I remember both the knights and the dragon in that way.. I walked down the skeleton key section and waited to hear what was on those levels.. I had no idea what thos things were at the time but the dragons footfalls REALLY freaked me out..
gotta go try this thing out now.. see how it sounds!

Re: sounds
If I recall correctly (and I may not) there were different sounds for doors opening and closing, I remember sitting at certain puzzles clicking levers and listening and thinking "ARG that closed a door! I need it to open!" (I was only 8 I didn't cuss back then =p)
- Amaprotu
- cowsmanaut
- Moo Master
- Posts: 4380
- Joined: Fri Jun 30, 2000 12:53 am
- Location: canada
hey, yeah!
actually I don't know if it was DM but I do remember something like that..
open sounds like "kachinc kachinc kachink"
close sounds like "kachinc kachinc kachink bang!"
adds a whole other dimension to it really.
open sounds like "kachinc kachinc kachink"
close sounds like "kachinc kachinc kachink bang!"
adds a whole other dimension to it really.
about sounds
Some missing sounds:
Swoosh sound
I think a click was heard when one took a torch from its holder
When bashing a door, one should hear the swing sound and then the hit: right now they're silmutaneous
No gulp heard when drinking from a fountain
Swoosh sound
I think a click was heard when one took a torch from its holder
When bashing a door, one should hear the swing sound and then the hit: right now they're silmutaneous
No gulp heard when drinking from a fountain
Re: about sounds
I'm not sure if it was only that a 'bang' was added, or the sound was reversed too or something. I'm trying to remember from a long time ago, but it seems like I could tell if it was going up or down before the bang.
- Amaprotu
- Gambit37
- Should eat more pies
- Posts: 13773
- Joined: Wed May 31, 2000 1:57 pm
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Door sound effects
In the Amiga version, doors and handled like this:
An average door has four frames of animation. For each frame, the door sound is played once, giving a loop of four door sounds for a whole animation. If you're standing directly in front of the door when it it opening or closing, the effect is phased slightly: the first and third sounds come from more from the left speaker than the right, the second and fourth sounds come from the right. However, the effect is very subtle, but is enough to give a richer stereo sound.
The pitch of the sound seems to be slightly higher when the door is closing than opening, though this may just be me.
There is no 'bang' sound in DM or CSB when the door has finished opening or closing, although there IS in DM2.
Some doors open more quickly or more slowly, or appear 'jerky'. I think FTL added this for a bit of variety. However, the door sound always matches the speed of the animation, so the door sound is played with a higher or lower delay between each frame to account for this.
An average door has four frames of animation. For each frame, the door sound is played once, giving a loop of four door sounds for a whole animation. If you're standing directly in front of the door when it it opening or closing, the effect is phased slightly: the first and third sounds come from more from the left speaker than the right, the second and fourth sounds come from the right. However, the effect is very subtle, but is enough to give a richer stereo sound.
The pitch of the sound seems to be slightly higher when the door is closing than opening, though this may just be me.
There is no 'bang' sound in DM or CSB when the door has finished opening or closing, although there IS in DM2.
Some doors open more quickly or more slowly, or appear 'jerky'. I think FTL added this for a bit of variety. However, the door sound always matches the speed of the animation, so the door sound is played with a higher or lower delay between each frame to account for this.
- George Gilbert
- Dungeon Master
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- Joined: Mon Sep 25, 2000 11:04 am
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