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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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#41 
Fun fact: the game I'm currently developing only works properly in QSS, not in QS.

For some reason my QC third-person camera code doesn't work in regular QS. And this is not due to any extra features in QSS, because it also works in vanilla WinQuake. Something in QuakeSpasm is broken, and Spike fixed it in QSS. 
#42 
and i'm ok with it

i myself prefer mV over qs and
it's a real damn shame that nobody appreciates qss on this board 
#43 
I don't use MarkV because it doesn't have OpenGL on Windows. Direct3D 9 is slow. It is called MarkV, so why doesn't it have Vulkan? 
@spy 
I only play quake with QSS :)

Because i love to use the effectinfo file to customize some effects (like explosions and bloodsplat) and also i can make rain or snow in some maps (which really helps with the immersion) using the weather.cfg

But i'm not a mapper, i'm just a player. And from a player point of view QSS offers much more than QS. 
There's A Sdl_gl Build For Your Pleasure 
Direct3D 9 is slow lol, duh
there's the unofficial QS vulkan fork 
Sean 
The "V" is for 5. As it's Fitzquake Mark V. 
@dumptruck_ds 
I know. But it would be genius. 
#46 
I said Windows. Windows, as far as I know, doesn't have OpenGL for MarkV. If you'd like to prove me wrong, post a link. 
QSS Is Awesome 
>I only play quake with QSS :)

Same here, but some of the latest community maps don't work properly (won't load at all or crashes on quicksave) on QSS so I still occasionally use regular Quakespasm. I'm hoping they will eventually add the QSS features to the regular Quakespasm release (perhaps a toggle in menu?). I love the enhancements which are tastyfully added to Quake through QSS unlike Darkplaces. 
Let's End This Arguement! 
This thread started off as an HD sound mod thread, then it became an argument about which source-port is the best. I am sorry for not uploading pak files for Quakespasm users, and I will not make this mistake again when I update the mod. 
 
Is there a video where I can here these or a simple unpaked version? I'm away from my pc but want to compare. 
Link For Qmaster 
 
Thanks! Sometimes I don't notice much difference, other times it sounds like only the higher pitched parts were preserved and that they are overblown. Kind of like excessive bloom in lighting. I'm not sure it makes enough difference. I'll have to try back on my main rig with my good speakers. 
#54 
Not noticing a difference is the whole point. Nothing is replaced, except for samples with existing high quality versions. The remastered samples are what they are, remastered by an aspiring sound designer. Maybe try getting used to it. The person that you saw play it found it weird at first, then mentioned that he can't go back. 
Status Update 
Hey guys. I found the original sample for "train1.wav." It was in Qtest. I had to decrease the tempo, since the original sample is faster. 
Quakespasm Playback? 
I extracted the sounds from the pk3 so I could hear them in quakespasm but they're STILL not playing. Im only hearing the old versions. They're in the id1/sounds folder like they should be. 
Sndspeed 44100 
 
 
I got it working fine in FTE (with openal-soft HRTF to boot!)
The ambient sounds and most other environmental sounds are certainly sharper and clearer than before however the monster and player sounds seems to be overdone and can sometimes sound 'grainy' if that makes sense.
Weapons especially suffer from this, they seems to lack a lot of the bassy low end. The nailgun in particular sounds very tinny. I'd imagine these problems wouldn't be too difficult to equalize. 
Sndspeed 
There is no snd_speed variable in quakespasm. At least none by that exact name. If there is a sound playback rate selector I dont know the CVAR and there is no documentation anywhere for the types of CVARs that quakespasm has. 
#62 
sndspeed not snd_speed. I guarantee. 
#61 Yeah, I Know 
I am busy working on it. The problem should be significantly less noticible once the update is released. A new thread will be opened when the time comes. 
Appreciate The Effort 
Yeah, the weapons seem to have lost their low end, but the ambience sounds sure do sound better! I certainly appreciate your efforts and look forward to seeing the update. When I have a moment I am going to fire up VLC and make a mix of this and Seven's old improved sounds. Keep it up, Sean! 
#66 
Thanks. I am going to solve this issue. I kinda already did. The ambient sounds were from Mindgrid, except for wind2, suck1, fire1, swamp1 and swamp2. Those were remastered by me. Don't fret. An update should be available before QuakeCon... I am not attending it, I just hope it gets noticed by then. I was just caught up with reworking my Serious Sam remastered sounds, as well as recording a YouTube let's play series of TFE. 
Updated! 
 
UPDATE! 
So, people were telling me that the sounds weren't bassy enough; that they lacked the "low-end." I fixed that. No need to provide a link, just click the link to download the update. Delete any previous version you have. 
Just For The Record 
I assume sndspeed should be set to 22050 for these files, right? 
44100 
 
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