It's not the port problem. There's no such entities. Entities are things that used in simplistic coding of events in a map. So there's simply no code to create echoes or something else. Mappers can't do that, no such options. So in order to have any elaborate sound effects 1) you need to create new entities and an appropriate mod for that and 2) actual source port that will support that. And how sound works may be easily hardcoded in engine, therefore it won't be even possible to create such mod in the 1st place
PS. Maybe in KEX versions they added something in case of some sound effects. I didn't check
GZDoom has added this capability, it's just a special Thing inserted in the relevant sectors in the map, and the engine uses the sound card features to add the reverb to any sounds active in that sector. See https://zdoom.org/wiki/REVERBS.
It can't be that hard to add something similar to a Quake source port, along with new entities. Obviously a mod and FGD additions would need to be a part of the feature, but all things are possible given enough time and interest.
I raise the question and possibility of it as I think this is one of the big things that would make modern Quake sound a lot better. It looks amazing these days with the great new light and lightmap additions, but it still sounds as flat as it did in '96.
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