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What sound format should I use for sound effects for my MS-DOS game?

Started by May 23, 2021 05:58 AM
22 comments, last by yaboiryan 3 years, 5 months ago

A few months ago, I started a new game project in MS DOS and C. I wanted to make a 3D Wolfenstein-like FPS game, so I got the graphical aspect of the game engine already made. I am only struggling with one last thing: sound.

What I have so far:

I was wondering whether I could just use .MOD files somehow since I have found several libraries that I can use to implement .MOD files, but I have not found .MOD files to be a very feasible option, as, in many ways, they are like .MIDI files in many ways, so I cant just play the sound alone very efficiently.

What are the sound formats that MS-DOS developers used, and are there any libraries I can use (that are for Watcom C) that will do the loading for me?

-Thanks,

-Ryan

Depends on the hardware you are targetting.

For uncompressed digitized audio, .wav is the de-facto standard. Compressed digitized audio is probably overkill for a DOS game.

If you are targetting sound cards without digitized audio like AdLib, look into FM synthesis. I don't think that there's a standard file format.

If you are targetting the PC speaker, you're on your own.

.mod is a music file format, not suitable for sound effects. It requires a sound card that is capable of digitized audio.

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@a light breeze Thank you for responding to my post! I am targetting digitized audio cards because I am using a SoundBlaster on my Windows 95 and a SoundBlaster on DosBOX.

I havent seen any DOS programs that can successfully do .WAV files. The only thing I see anywhere is .MIDI files and .MOD files, and since they are both just music filetypes, I cant really use them for things like gunshots. However, I was maybe thinking perhaps I could use .aiff files, since I used those when I was messing with N64 game development (well,they started off as .aiff files, but then they were converted to a file type that the N64 could read). Everywhere I look just says .WAV files, and I had a feeling that .WAV files wouldn't work with DOS applications. But I have seen games like Doom and Wolfenstein and Duke3D and Nitemare3D and they all have sound effects that play when you do things like shoot a gun or open a door. I am having trouble finding information about how the developers were able to implement such files because most internet sources typically dont show how to do things in MS-DOS, let alone the Watcom compiler (I dont need the code to be for the Watcom compiler because I can just convert the Borland functions to Watcom if need be, though it would be very convenient if they were for the Watcom compiler).

-Ryan

Not sure if the earlier games uses files at all for such things. Might just have been frequency+duration directly in the code for many of the simple effects? Also wouldn't surprise me if they made their own minimal file/embedded format if not directly coded.

With the entire program being less than a floppy disk and little memory on many systems, even something like a 8bit 8kHz mono wav is pretty big

@undefined Really? So Wolfenstein 3D's gunshot sound effect is just a frequency thing? I always thought they loaded in some kind of sound file that played.

I cannot speak for DOS specifically, but it is kind of true that old systems used a quite different way of storing sounds. I've been working deeply with emulating sounds from the SNES, and their sound-files are essentially just telling the sound-chip what “instrument” to play at what time - resulting in very small files, we're talking KBs compared to the same file as an MP3 having at least a few MBs. Check out https://de.wikipedia.org/wiki/SPC700​ - I'm sure you could find similar documentation to what formats were available for DOS back in the days.

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ID had their own audio format in that era, which is pretty well documented by video game archivists.

They basically had a tool that took MIDI as an input, and spat out a file containing the AdLib register values directly.

Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]

Pretty much any library that handles digitized audio files at all will have .wav loading code. I know SDL does.

@a light breeze I dont think that DOS supports SDL.

I assumed you would write your own loading code instead of relying on a third-party library. Why target DOS if not for the do-it-yourself ethos?

Anyway, there's libwav, or if you're going to use a third-party library anyway, you might as well go for compressed audio and use the Opus codec.

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