The first video of my new YouTube channel, in which I detect gunfire in Doom II and show lights accordingly.
I knocked this project over in a day, it was a lot of fun!
Like and subscribe for more 
The first video of my new YouTube channel, in which I detect gunfire in Doom II and show lights accordingly.
I knocked this project over in a day, it was a lot of fun!
Like and subscribe for more 
Oh man that takes me back…
Cool project Chris. What is the detection method? Looks to work very nicely.
Thanks guys!
@marmil the detection method is simple pixel sampling. I was originally going to sample the pixels of the guns to try and uniquely identify gunshot animations, but I realised it’d be way easier to sample the ammo section and get all the ammo values. If an ammo value has reduced, it means a gunshot was fired. I can differentiate between plasma and BFG by the amount reduced.
The code is all based on the Sparkled server and client from my repo.
@Darren_Hedlund I’m not familiar with Artnet sorry! Can you elaborate on what that is?
@Chris_Parton Ha, that’s a great way to monitor it!
@marmil Yeah, the only downside is that I can’t detect punches or the chainsaw, but I could easily add support for those with a custom sample of a few pixels.
@Darren_Hedlund Interesting. I can’t say for sure since I’ve never used Artnet, but it looks like you’d need to alter their source to use UDP (in a fashion similar to my Sparkled client).
Perhaps there’s an easier way though, have you tried contacting the developer?