the cutting room mirror

Sounds

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The id Vault for Doom + Doom II contained a lot of development graphic assets, but if you took a look inside the common.kpf in the game's installation directory, there is a whole lot more than what was only shown at the id Vault. Why were these not accessible in the id Vault? Who knows.A bunch of these sounds just like the final game come from various stock sound libraries, such as the Series 2000 General Sound Effects Library, Series 4000 Hollywood Sound Effects Library, Series 6000 Original Sound Effects Library, and as well as other external sound libraries and sources.

Common.kpf/sounds#

To do:
Create a third category to compare sounds towards the final game's. Also, the table here was pulled from Doom + Doom II's page for efficiency sake.

In the common.kpf file, there lies a sub-directory path at vault/sounds which has early sounds from a later pre-beta. These all existed together during the time when SFX and music were trying to be placed for the game.

Filename

Asset

Description

spidth2.wav

An unfinished version of the Spider Mastermind's death sound, missing the loud crash of it hitting the ground.

rlauncs.wav

An early rocket launcher sound that was eventually fed through assorted filters to become the final Plasma Rifle firing sound.

rfly.wav

A flamethrower sound effect, presumably intended for the sound of a rocket flying past the player suggested by the filename "rfly," likely meaning "rocket fly."

podeth3.wav

A very distorted monster sound. What sounds like the lost soul can be heard in the background, while faintly the possessed being injured can also be heard. "PODETH3" possible details "possessed death 3," meaning this is an unused possessed marine death sound before it was replaced by "DSPODTH3.WAV". Reused in Legacy of Rust for Vassago's pain sound.

sounds/pre-beta#

Filename

Asset

Description

BFG2.WAV

An early BFG being fired using a tree falling over. The debris-like crashing noises may suggest this was for the BFG-2704 rather than the BFG-9000.

BKGRD1.WAV

A looping ambient sound of... something. Slime being squeezed through a tube? Likely meant as ambience for episode 2 with it's fleshy textures. These background ambient sounds were likely replaced by the in-game tracks, because it's boring when there is no music, right?

BKGRD2.WAV

A (terrible) looping ambient sound of a reactor hum from the Series 6000 library, labeled as "Space, Ship - Alien Machine: Throb, Sci Fi Spacecraft Interiors, Engines & Rumbles." The loop wasn't adjusted correctly. hence why there are clicking noises when the loop begins. Likely was meant for episode 1 with all of the machinery.

BKGRD4.WAV

A looping ambient sound of loud gusty wind of the kind you'd hear high up a mountain. Likely meant for episode 3 due to the nature of the description matching the background of the environment. Also, apparently "BKGRD3.WAV" doesn't exist within the archive.

BONUS.WAV

Four quiet, low-pitched bell notes paired with a male choral sound, originating from the Series 2000 library known as "Sound Ideas, MUSIC, DRAMA - BRIDGE 01". Presumably intended for picking up bonus treasure items, part of a powerup, or 1-up sound that wasn't finished.

BRSKHT.WAV

A sound of a knife being thrown, reversed. HITHUD.WAV, KNFHIT.WAV, and PLASM1.WAV also uses this sound later on, albeit in lower hertz rate appropriating to in-game usage and modified in different ways. The name is probably "berserk hit", referring to the power-up that increases the damage of the players fists. In the final game, berserk punches play the same sound as regular punches.

CHOMP.WAV

An animal eating something slowly. Possibly meant for the Pinky or Cacodemon's melee attacks.

DBITE.WAV

A dog, growling. Possibly meant for the Pinky as the filename details "demon bite."

DEATH1.WAV

A human screaming twice. The second scream was used in the final version for the player's "normal" death sound.

DEMON1.WAV

A pitched down jaguar growling from the Series 6000 library. Possibly meant for the Pinky once more.

DEMON2.WAV

The same sound as DEMON1, fed through a noise filter.

DIE.WAV

A human male voice groaning in muffled pain. The filename suggests this is an early player death sound.

DMNDIE.WAV

An odd sound presumably intended for the Pinky's cancelled "energy dissipation" explosion death animation. The stock sound effect that makes up its second half was repurposed as the first half of the BFG-9000 firing sound.

EDIE.WAV

The enemy death sound from the SNES version of Wolfenstein 3D used for a placeholder.

EDIE1.WAV

A thud. Incorporated into the final version's Pinky death sound.

ELEVMV.WAV

A looping sound for an elevator moving. Possibly meant for lifts or perhaps the end of E1M1 in the switch room, as structurally, that's an elevator that transitions to E1M2. Elevator buttons did also exist in development graphics as well.

ELVMOV.WAV

A looping sound for an elevator moving.

ELVSTP.WAV

An early version of the platform-stopping sound.

ELVSTR.WAV

An early version of the platform-starting sound.

EPAIN.WAV

A human voice going "Ah!". Likely intended for SNES Wolfenstein 3D that wasn't used there.

EVLGRN.WAV

This is the same energy hum heard from BKGRD2.WAV but in one full loop. The filename suggests "evil grin," likely meant for the HUD face when a weapon was picked up. If you pick up a weapon in the game, it plays DSWPNUP.WAV, thus having this sound becoming redundant. It's unknown if the evil grin face was meant for anything else besides picking up a weapon. Strangely, the hertz rate of the file is 11111 HZ compared to the rest of the other sound effects usually held at 11025 HZ.

EXTRA.WAV

The extra life sound from the SNES version of Wolfenstein 3D. Possibly set as a placeholder for a better-suiting extra life sound, but that didn't happen as the lives system was removed entirely after the pre-beta. This comes from the Series 2000 library, known as "Sound Ideas, MUSIC, MEDIEVAL - BRIDGE 02".

FLSHRP.WAV

The source stock sound effect for what became the final gib/slop noise. The filename suggests "flesh rip."

FSLPSH.WAV

A sound of a fireball burst. Unknown usage, but the filename (albeit accidentally misspelled for abbreviation) details either "flame splash" or "fire splash," probably meant for a projectile or a possible flamethrower weapon.

FTHROW.WAV

Same as rfly.wav above. However, the use of this sound effect is appropriate in this case; this is the sound of a flamethrower from the Series 6000 library, which the filename also entails "flame throw." Doom-gun2-scan.png Perhaps id Software was considering making a flamethrower weapon very late into the game's development? Maybe that's why this previously unknown weapon piece from the graphics section was reused for the Incinerator weapon in the Legacy of Rust expansion, where this sound effect was also reused for!

GUN.WAV

A gunshot from a revolver used as a placeholder for the weapon sounds in the pre-release.

GUNSHT.WAV

A machine gun being fired. A similar one was used for the pistol from the SNES version of Wolfenstein 3D.

HITHUD.WAV

The same sound from BRSKHT.WAV but at normal playtime. Filename suggests "high thud" or perhaps "hit HUD."

KNFHIT.WAV

Ditto; reversed. Early development of Doom suggested the player used a knife as the primary melee weapon before being replaced by the fists.

KNIFE.WAV

A stock whiffing noise. Likely meant to be played for the knife when used, once again. Repurposed and pitched down a semitone for Doom 2's Revenant punches.

MGSHT1.WAV

GUNSHT.WAV ditto; higher pitched. Likely was going to be used for the machine gun before it was replaced by the chain gun. The chain gun also doesn't have its own sound effect, but instead uses the pistol's.

MISILE.WAV

A sci-fi projectile firing sound. Probably intended for a rocket (or missile, as it was called the "missile launcher" back then) while flying through the air.

MISSLE.WAV

A sci-fi energy recharge sound. Possibly intended for reloading the missile launcher.

MLAUNC.WAV

A sound of a jet or plane flying by in reverse. Intended for launching a missile. Also was retooled for the Plasma Rifle's firing sound.

MSPLSH.WAV

A short rumble sound. Possibly referring to "missile splash?"

MSTEP.WAV

A wet noise of what sounds like mud being stepped on, as based on the file name probably suggesting "mud step."

OPENDR.WAV

The door opening sound from the SNES version of Wolfenstein 3D. The source of this sound originates from the Series 600 library under the ID "Sound Ideas, DOOR, LOCKER - LARGE: OPEN."

PDIE.WAV

The musical stab player death sound from the SNES version of Wolfenstein 3D. This comes from the Series 2000 library, known as "Sound Ideas, MUSIC, DRAMA - STAB 01".

PISTL1.WAV

An early, slightly less refined version of the pistol firing sound.

PLASM1.WAV

Ditto; a duplicated file of "HITHUD.WAV," probably as a placeholder for the Plasma Rifle.

PUMP1.WAV

A quiet, and not enormously meaty sound of a weapon being cocked.

PUNCH01.WAV

Several following sounds of punches from the Series 4000 library. id Software probably wasn't decisive of what punch sound to use for the fists. This punch itself was repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.

PUNCH02.WAV

Another stock punch sound.

PUNCH03.WAV

Ditto. The punch itself sounds similar to the Revenant punch, but not exactly.

PUNCH08.WAV

Ditto.

PUNCH09.WAV

Ditto.

PUNCH10.WAV

Sounds similar to the Revenant punch, but not exactly.

PUNCH11.WAV

Ditto.

PUNCH12.WAV

Ditto.

PUNCH13.WAV

Ditto.

PUNCH14.WAV

Ditto.

PUNCH15.WAV

Ditto.

PUNCH16.WAV

There we go!

PUNCH17.WAV

PUNCH02.WAV ditto.

PUNCH18.WAV

Repurposed for the cyberdemon's metal hoof hitting the floor, albeit slowed down by 50% the speed and pitch.

PUNCH19.WAV

Repurposed for the Revenant.

PWALL.WAV

The pushwall sound from the SNES version of Wolfenstein 3D.

RATDIE.WAV

The rat death sound from the SNES version of Wolfenstein 3D.

RCOCHT.WAV

A movie-style bullet ricochet.

RICHOC.WAV

A movie-style bullet ricochet, again.

SAWDN.WAV

An unused chainsaw sound, likely to be used for switching the chainsaw to another weapon as the filename suggests "saw down."

SAWID4.WAV

A longer version of what became the final Chainsaw idle sound.

SCREM1.WAV

A bunch of stock male screams from the Series 4000 library exist. These might be familiar to anyone who played Command & Conquer back in the day. Later used for the common demon pain scream, albeit the audio is slowed down by half and the audio was cut down. Also, if you have very keen ears, you may notice this scream was also repurposed for the player's death sound in Doom PSX/Doom 64!

SCREM2.WAV

Another stock male scream.

SCREM3.WAV

The speed was lowered down by half, and one specific segment was sampled to be used by the possessed soldiers' pain sound.

SCREM4.WAV

'SCREM2.WAV' ditto.

SCREM5.WAV

The pitch was lowered by 12 semitones, and was used as a possessed soldier death, specifically as DSPODTH3.WAV in the final game.

SHOTGUN.WAV

A stock shotgun being fired. Originates from the Series 4000 library as "Sound Ideas, GUN, SHOT GUN - 12 GAUGE: SINGLE SHOT WITH PUMP ACTION".

SHTGN1.WAV

A louder and refined version of SHOTGUN.WAV.

SLIME.WAV

A footstep into something gross sounding. Probably meant for stepping into acid or other hazardous floors.

SWING97.WAV

These few sounds are stock swing sounds. In the final game, whiffing a punch doesn't play any audio; however, enemies will react as though they heard something. This sound was likely intended for this, but was either cut or left unimplemented.

SWING98.WAV

Lowered by two semitones and was repurposed as the Revenant swing before laying a punch.

SWING99.WAV

Similar vein to the first 3 punch sounds.

THROW.WAV

The flamethrower sound effect, again.

WARN1.WAV

An alarm siren. Doom_0_4_GLIT.gifDoom_0_4_RLIT.gifDoom_0_4_YLITA0.gif Likely was supposed to be used for these warning light graphics.

WARN2.WAV

Ditto. Reused in Legacy of Rust as DSKLAXON.

WATER.WAV

A looping waterfall sound. Doom2-wfall.png Notably, these are waterfall textures in Doom 2 that were left unused.

XPLO1.WAV

A stock explosion noise from the Series 6000 library. Next variant has the hertz rate changed from 11111 HZ to 11025 HZ.

XPLO2.WAV

Eventually was trimmed down and repurposed for the generic explosion in-game.