Three different pop culture art forms, one favorite weapon: the pump action shotgun. So what is it exactly about this weapon that keeps blowing us away, time after time? Find out, after the jump. Chung chung! (?)


So, visually, shotgun=masturbation. But even without the visual, the sound of the cocking shotgun is one of the most distinctive sounds associated with weapons, and by itself it signals all sorts of bad-assery. Let me show you:


Shotgun Loading Sound Download


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Sound of the Mossburg 500 Pistol grip 20inch (near sawed off) tactical shotgun pumping a round into the chamber. Its that classic pump shotgun sound that says, hey i mean business. Youve all heard this sound before im sure.

Sound of the Mossburg 500 Pistol grip 20inch (near sawed off) tactical shotgun pumping a round into the chamber ejecting the round and then putting another round in. Its that classic pump shotgun sound that says, hey i mean business. Youve all heard this sound before im sure.

Having 4 different shotgun types to play around with can allow players to have interesting build combinations on handling certain kinds of enemies within the game. 

More variances of shotguns can be found within the links below:

Everything about the shotgun thus far is impressive sound wise. However, when racking the slide or pumping the shotgun to load another round into the chamber, the sound effect seems a bit off. Like sliding a plastic cover off a TV remote and then sliding it back on again or a plastic Nerf toy shotgun being pumped.


This sound effect seems very counter-intuitive to give a bulky, metal shotgun we are given. With such a meaty gunfire sound effect to sound rather weak in comparison to the weak pump action sound effect of the weapon. This sound effect needs to be replaced with something better and more powerful as this seems like a immersion killer to me.


Even the heretic shotgunner's sound effects of him loading the next round into the gun is more impressive/intimidating to what is currently available to us.

Sawn-offs exist of course, no specific patterns but an obvious example would be genestealer cult jackals. I agree something small, light and manurable but with a sharp punch would be nice as a pistol equivalent shotgun.

Lucius Pattern Mk XXIIc shotgun used by DKoK combat engineers, honestly looks more like an M75 grenade launcher. Its a semi-auto 8-round cylinder which shoots everything from slugs and cannister to flares.

I think it would be perfect for the heavy end of the shotgun spectrum, with heavy recoil, limited ammo reserves and slow reload to balance out the sheer weight of fire it could put down fully loaded, similar to how the bolter or flamer retains balance.

I imagine it would be suitable for a lighter, more rapid firing and quicker reloading shotgun that can constantly put out an enemy staggering spray but is terrible for penetration of armour or bodies, suited more for horde control like the new zealot maul, but with higher crit chance and/or ammo ammo reserves to compensate.

On PC doom, I listen to the heavy weapons guy when he's attacking and it sounds like it's using the shotgun sound effect. Same goes for the spider mastermind. I think this is wrong and could do with being changed.


How might I change this so that they are using the pistol/chaingun sound effects? I remember a while back reading a topic on a forum, it might have been on here, about changing what attack the monster uses.

The spiderdemon uses the shotgun sound because it's using a super chaingun that does much more damage. It shoots 3 pellets per shot, instead of one, just like the shotgun guy. We can assume it's shooting bigger bullets, more bullets or even shotgun shells.


The heavy weapon dude uses the shotgun sound because its shots last 4 tics, like the player's, but there's an extra "target checking" tic after every two shots, which makes their attack sounds a bit slower than the player's. At one point, the Eternity engine had made this change. Complaints ensued because the heavy weapon dudes sounded weaker than the player, and it was changed back to the shotgun sound. With the shotgun sound, their chaingun sounds beefy enough without altering game behavior (the speed of the monster's attack).


To be honest, I didn't notice they used the shotgun sound till long after I started playing DOOM II. To me, these days, such a difference is just another of the game's usual quirks and not a problem.


I've attached a little DeHackEd patch that gives the heavy weapon dude the attack sound and rate of the player. Note that it's incompatible with the usual game behavior, so it's not usable when watching recorded demos or when playing online with people not applying the patch. It makes the heavy weapon dudes a little bit more deadly than usual. It also doesn't work with Doom95 (no DeHackEd support.) Apply it by creating a modified DOS executable file with DeHackEd or otherwise load it with the -deh parameter in the command line with source ports (plus equivalent ways to load DeHackEd patches in these engines, as applicable.)

My theory is that the spiderdemon was just given the shotgun guy's weapon that fires on full-auto, and that the heavy weapons dude is modified from the spiderdemon. Behavior of the HWD is some proof of this. (Only stop firing when target is out of line of sight)

tag_hash_107__________ said:

My theory is that the spiderdemon was just given the shotgun guy's weapon that fires on full-auto, and that the heavy weapons dude is modified from the spiderdemon. Behavior of the HWD is some proof of this. (Only stop firing when target is out of line of sight)

Not really, because the code that tells what sound to use for the spiderdemon's attack seems to be the shotgun guy's code, and the heavy weapon dude has a separate copy of that code for itself, with a slight difference. If the coders copy pasted code from the spiderdemon to the heavy weapon dude, it was just the "refire" code, and they edited it a bit (changing "if (P_Random () < 10)" to "if (P_Random () < 40)"). I'm not sure how the amount of pellets or bullets is defined... maybe the "int i;" line in the A_SPosAttack code? From p_enemy.c:

void A_SPosAttack (mobj_t* actor){ inti; intangle; intbangle; intdamage; intslope; if (!actor->target)return; S_StartSound (actor, sfx_shotgn); A_FaceTarget (actor); bangle = actor->angle; slope = P_AimLineAttack (actor, bangle, MISSILERANGE); for (i=0 ; ihealth target) ) {P_SetMobjState (actor, actor->info->seestate); }}void A_SpidRefire (mobj_t* actor){ // keep firing unless target got out of sight A_FaceTarget (actor); if (P_Random () < 10)return; if (!actor->target|| actor->target->health target) ) {P_SetMobjState (actor, actor->info->seestate); }}

I replaced the shotgun sound for a mod a few weeks ago, and I was surprised to hear chaingunners using the sound replacement. I think it's DSSHTGN... 


Anyway, if you want to separate the chaingunner/shotgun noises, you would have to create a new monster that looks and acts exactly like the chaingunner. You could do this with DehackED, or zDoom. I know nothing about DehackED, except that it involves replacing frames and such. zDoom has a DECORATE feature, which allows you to easily create new monsters. Using zdoom.org, you can find instruction on how to create a new monster that is the chaingunner, except it uses a different attack noise.


If that paragraph was too dense, tell me... I'm working on explaining things better.

The spider mastermind is using a rapidfire shotgun. I can't say anything for the chaingun guy, i just conjured that his chaingun sounds different because he was firing from a different angle and a long distance. Kinda like in Wolf3d, the nazi's weapons sounded different even though they were technically the same thing. Also even though I haven't actually heard the chaingun guy using the pistol sound for his chaingun, I can assume he wouldn't appear half as threatening if he was using that sound.

Officers would locate the man walking away from his vehicle in the 900 block of 8th Avenue West and initiated an arrest. The officers quickly determined that the man was in possession of a sawed-off shotgun that he had concealed down the front of his pants, the release said.

I am trying to make a simple program that plays some narration, and has a sound effect on a trigger. Being new to python, I am just building up functions in layers. Getting music to work was easy, as it should be, but I cannot get sound to work.

Few sounds have the power to capture attention like shots fired from a gun. Even the subtler sounds connected to a gunshot, like the click of a disengaged safety or the loading of a fresh clip, can carry psychological weight when prepared correctly.

We've hand-selected some our favorite gun sound effects from the Audio Design Desk collection and placed them here in our royalty free sound effect pack. Have a listen below and download the pack for free when you're ready to get started.

The unmistakable zap of a Star Wars blaster, developed by Ben Burtt, emerged accidentally while he was hiking through a mountain. His bag was caught on a guy wire dangling from a radio tower. It made an otherworldly sound after being yanked off and inspired Burtt to take a field recording.

Burtt later went searching for a similar kind of wire in California and found an abandoned tower. The wind dampeners, or styrofoam balls that prevent guy wires from vibrating, had been removed. He banged on the wires with different pieces of metal and recorded the sounds to produce the iconic Star Wars laser cannons.

Field recordings and foley can be time consuming and expensive, leading some sound designers to create sci-fi gun sounds from digital synthesizers instead. Early video games relied on synthesis exclusively, because their chips lacked the memory needed to support sampled audio files. The video below features an interview between Wired and a group of sound designers with expertise in retro games. 2351a5e196

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