OS: Windows 10 Home 21H1
Version: Doom Legacy 1.48.10
Whenever Doom Legacy plays a .WAV lump, it seems to always play it as 11025 hz, regardless of which sample rate is specified in the actual lump itself.
DMX-format sound effects don't have this problem, and play at their proper sample rates, as specified by the actual DMX-format lumps themselves.
I have attached a Doom WAD containing both a .WAV lump and its .DMX equivalent to demonstrate this problem. Both of them are the same exact voice clip, intended to be used with the dogs. The .WAV lump plays when the dogs wake up, and the .DMX lump occasionally plays while the dogs are active.
I do not remember there being any explicit support for WAV lumps, so it is not surprising that it would be reading the header as a normal sound-effect lump, and probably reading it to be 11025Hz.
I assume what you refer to as DMX-format is the normal doom sound effect lump format ?
Are there actually wads that are using WAV instead of DMX ?
What doom ports were supporting that ?
A lot of ports like ZDoom, PrBoom+, and their derivatives support WAV for music and sound.
This is not going to have high priority due to not actually officially supporting WAV.
It may not be obvious, but I am currently working on several of the persistant big time sucks right now, and I am going to come up with a fix for at least a few of those, if at all possible.
And now SourceForge has done something that makes it impossible for me to manage these tickets.