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updated README files. added Misc/README.music as a new reference document.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@438 af15c1b1-3010-417e-b628-4374ebc0bcbd
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Misc/README.music
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Misc/README.music
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QuakeSpasm supports ogg, mp3 and wav external music files to be played
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instead of cd music. What you should do is simple:
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1. Use your favorite cd-ripper application and rip your quake cdrom
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audio tracks, convert them to ogg or mp3 so they occupy less space,
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like track02.ogg, track03.ogg, etc. (Notice that there is no such
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thing as track01: the first tracks of both original Quake and the
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mission pack cdroms are always "data" tracks.)
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2. Go into your quake installation directory and create a new directory
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id1/music (for windows users id1\music).
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3. If you have the Scourge of Armagon mission pack, then create another
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directory hipnotic/music . If you have the Dissolution of Eternity
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then create another directory rogue/music .
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4. Take the ripped music files from step1, place them under id1/music.
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If you have the mission packs, repeat step1 for the mission packs,
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too, and place the ripped music files under hipnotic/music for the
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first mission pack or under rogue/music for the second mission pack.
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5. All are ready to go: When a level starts, the engine will first try
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playing the necessary cdaudio track and if it doesn't find the cdrom
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it will use the ripped music files instead.
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New console commands:
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---------------------
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- music <filename>
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Start playing the requested music file.
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Example: music mymusic1
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Notice that you don't have to type the file extension: The requested
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music will be searched with ogg, mp3, and then with a wav extension,
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automatically.
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If you do specify the file extension, like "music mymusic1.wav", then
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it will honor your wish and try only the given type: this is good for
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testing/comparing the same music in different formats.
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- music_stop
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Stops the playing music.
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- music_pause
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Pauses the playing music
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- music_resume
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Resumes playing the music if it was paused
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- music_loop 1
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Makes the background music to loop (default behavior)
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- music_loop 0
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Makes the background music to play once and then stop
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New cvars:
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-------------------------
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- bgm_extmusic (0 or 1): Disable or enable playback of external music
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files instead of cdaudio. default is 1 (enabled).
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New command line options:
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-------------------------
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- -noextmusic: Disables the playback of external music files instead of
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cdaudio.
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Music file directories:
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-------------------------
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- The music files are always searched under the "music" subdirectory of
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a game.
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Music file search order:
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-------------------------
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The engine can handle multiple audio formats. The map-dictated music,
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i.e. the ripped cd music, is always searched by the order of searchpath
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priority: the file from the searchpath with the highest priority is
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chosen, because it is most likely the one from our own game directory
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itself. This way, if a mod has track02 as a mp3 or wav, which is below
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track02.ogg in the music_handler order, the mp3 or wav will still have
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priority over track02.ogg from the id1 game directory.
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@ -91,6 +91,7 @@ It includes 64bit CPU support, a new sound driver, several networking fixes and
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<LI>Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".</LI>
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<LI>Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.</LI>
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<LI>Use the "-noextmusic" option to disable this feature.</LI>
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<LI>See README.music for more details, if necessary.</LI>
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</UL>
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</P>
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@ -109,13 +110,13 @@ cp quakespasm /usr/local/games/quake (for example)
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Compile time options include
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<UL>
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<LI><B>make DEBUG=1</B> for debugging</LI>
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<LI><B>make SDLNET=1</B> to enable SDL_net (Otherwise the socket api will be used directly)</LI>
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<LI><B>make SDL_CONFIG=</B><EM>/PATH/TO/SDL-CONFIG</EM> for unusual SDL installations</LI>
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</UL>
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</P>
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<P>Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.</P>
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<P>HOME directory support can be enabled via <B>Misc/homedir_0.patch</B></P>
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<P>The project can also be built with Codeblocks (project files included).</P>
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<P>Windows developers can also build using Visual Studio 2005 or newer.</P>
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.
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<H2><A NAME="s5">5.</A> <A HREF="#toc5">Changes</A></H2>
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<LI> Block/Unblock sound upon focus loss/gain</LI>
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<LI> NAT fix (networking protocol fix)</LI>
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<LI> SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000</LI>
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<LI> sv_main.c (localmodels) Bumped array size from 5 to 6 in order for it to operate correctly with the raised limits of fitzquake-0.85</LI>
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<LI> Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler.</LI>
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<LI> Accept commandline options like "+connect ip:port"</LI>
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<LI> Add OSX Makefile (tested?)</LI>
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</UL>
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@ -210,7 +211,7 @@ Compile time options include
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<P>
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<UL>
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<LI>Add HoT's first person camera (and menu item)</LI>
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<LI>Add uHexen2's first person camera (and menu item)</LI>
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<LI>Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls</LI>
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<LI>Test usb keyboards. Do the keypads work? Make the OSX apple key work.</LI>
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<LI>Tested HOME directory support</LI>
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@ -49,6 +49,7 @@ Since version 0.85.4, Quakespasm can play back external MP3, OGG and Wave music
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<item>Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
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<item>Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
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<item>Use the "-noextmusic" option to disable this feature.
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<item>See README.music for more details, if necessary.
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</itemize>
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Compile time options include
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<itemize>
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<item><bf>make DEBUG=1</bf> for debugging
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<item><bf>make SDLNET=1</bf> to enable SDL_net (Otherwise the socket api will be used directly)
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<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/SDL-CONFIG</em> for unusual SDL installations
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</itemize>
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<p>Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
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<p>HOME directory support can be enabled via <bf>Misc/homedir_0.patch</bf>
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<p>The project can also be built with Codeblocks (project files included).</p>.
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<p>Windows developers can also build using Visual Studio 2005 or newer.</p>.
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<sect> Changes<p>
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<sect1> 0.85.4<p>
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<item> Block/Unblock sound upon focus loss/gain
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<item> NAT fix (networking protocol fix)
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<item> SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
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<item> sv_main.c (localmodels) Bumped array size from 5 to 6 in order for it to operate correctly with the raised limits of fitzquake-0.85
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<item> Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an old fitzquake-0.85 bug which used to cause segfaults depending on the compiler.
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<item> Accept commandline options like "+connect ip:port"
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<item> Add OSX Makefile (tested?)
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</itemize>
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<sect> Todo <p>
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<itemize>
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<item>Add HoT's first person camera (and menu item)
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<item>Add uHexen2's first person camera (and menu item)
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<item>Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls
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<item>Test usb keyboards. Do the keypads work? Make the OSX apple key work.
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<item>Tested HOME directory support
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14
README.txt
14
README.txt
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@ -87,6 +87,8 @@
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o Use the "-noextmusic" option to disable this feature.
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o See README.music for more details, if necessary.
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4. Compiling
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o make DEBUG=1 for debugging
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o make SDLNET=1 to enable SDL_net (Otherwise the socket api will be
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used directly)
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o make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
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Streaming music playback requires "libmad" or "libmpg123" for MP3, and
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@ -114,6 +113,8 @@
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The project can also be built with Codeblocks (project files
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included).
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Windows developers can also build using Visual Studio 2005 or newer.
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5. Changes
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o SDLNet_ResolveHost bug-fix allowing connection to ports other than
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26000
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o sv_main.c (localmodels) Bumped array size from 5 to 6 in order for
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it to operate correctly with the raised limits of fitzquake-0.85
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o Bumped array size of sv_main.c::localmodels from 5 to 6 fixing an
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old fitzquake-0.85 bug which used to cause segfaults depending on
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the compiler.
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o Accept commandline options like "+connect ip:port"
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6. Todo
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o Add HoT's first person camera (and menu item)
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o Add uHexen2's first person camera (and menu item)
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o Native CD audio support (if desired). cd_sdl.c doesn't have proper
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volume controls
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