Everytime I grab a SSG and shoot, the three reloading sounds seems to be off. It happens because, in doom2.wad, some sound effects are stereo instead of mono, and with a bigger sound frequency (44khz instead of 22khz). The same happens with the item respawning sound.
Although one can say the doom2.wad is to blame, other source ports (such as Zdoom and PRBoom) works just fine when playing those sounds. And the same can be said of vanilla doom, running in Dosbox.
It's worth to mention that this bug seems to be very old. Around 15 years ago, I remember running some older Doom Legacy versions in MSDOS, and I still remember that sounds with wrong frequency.
Redundant with bug 0645. The following patch has been made for bug 0645.
*** w108_sound
patchfile = w108_1_sound.patch
- commit revision 1413
Fix the sdl sound interface to use the samplerate from
the sound effect header.
Adjust the audio device number of samples for our new sample rate,
like Eternity does.
The added sounds in biowar now sound more reasonable.
This fixes bug 0645, concerning sound sample rate.
About bug 0646, the modifies the buffer size, which was the concern.
Whether an explicit control is needed is still an issue.
This change is in 1.47.3 (non-release working version).
Unless you are prepared to test 1.47.3, this will be put on pending.
Last edit: Wesley Johnson 2019-07-06
Confirmed this patch solved the issue. Just compiled version 1.47.3 from latest commit (r1446), and made the following test:
The super shotgun reloading sounds now plays as it should. And the same applies to the item respawning sounds: all items played the respawning sound correctly.