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
This commit is contained in:
Ozkan Sezer 2011-03-31 09:50:24 +00:00
parent 86677e3ff8
commit 2afe61374f
4 changed files with 96 additions and 12 deletions

80
Misc/README.music Normal file
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@ -0,0 +1,80 @@
QuakeSpasm supports ogg, mp3 and wav external music files to be played
instead of cd music. What you should do is simple:
1. Use your favorite cd-ripper application and rip your quake cdrom
audio tracks, convert them to ogg or mp3 so they occupy less space,
like track02.ogg, track03.ogg, etc. (Notice that there is no such
thing as track01: the first tracks of both original Quake and the
mission pack cdroms are always "data" tracks.)
2. Go into your quake installation directory and create a new directory
id1/music (for windows users id1\music).
3. If you have the Scourge of Armagon mission pack, then create another
directory hipnotic/music . If you have the Dissolution of Eternity
then create another directory rogue/music .
4. Take the ripped music files from step1, place them under id1/music.
If you have the mission packs, repeat step1 for the mission packs,
too, and place the ripped music files under hipnotic/music for the
first mission pack or under rogue/music for the second mission pack.
5. All are ready to go: When a level starts, the engine will first try
playing the necessary cdaudio track and if it doesn't find the cdrom
it will use the ripped music files instead.
New console commands:
---------------------
- music <filename>
Start playing the requested music file.
Example: music mymusic1
Notice that you don't have to type the file extension: The requested
music will be searched with ogg, mp3, and then with a wav extension,
automatically.
If you do specify the file extension, like "music mymusic1.wav", then
it will honor your wish and try only the given type: this is good for
testing/comparing the same music in different formats.
- music_stop
Stops the playing music.
- music_pause
Pauses the playing music
- music_resume
Resumes playing the music if it was paused
- music_loop 1
Makes the background music to loop (default behavior)
- music_loop 0
Makes the background music to play once and then stop
New cvars:
-------------------------
- bgm_extmusic (0 or 1): Disable or enable playback of external music
files instead of cdaudio. default is 1 (enabled).
New command line options:
-------------------------
- -noextmusic: Disables the playback of external music files instead of
cdaudio.
Music file directories:
-------------------------
- The music files are always searched under the "music" subdirectory of
a game.
Music file search order:
-------------------------
The engine can handle multiple audio formats. The map-dictated music,
i.e. the ripped cd music, is always searched by the order of searchpath
priority: the file from the searchpath with the highest priority is
chosen, because it is most likely the one from our own game directory
itself. This way, if a mod has track02 as a mp3 or wav, which is below
track02.ogg in the music_handler order, the mp3 or wav will still have
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
<LI>Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".</LI>
<LI>Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.</LI>
<LI>Use the "-noextmusic" option to disable this feature.</LI>
<LI>See README.music for more details, if necessary.</LI>
</UL>
</P>
@ -109,13 +110,13 @@ cp quakespasm /usr/local/games/quake (for example)
Compile time options include
<UL>
<LI><B>make DEBUG=1</B> for debugging</LI>
<LI><B>make SDLNET=1</B> to enable SDL_net (Otherwise the socket api will be used directly)</LI>
<LI><B>make SDL_CONFIG=</B><EM>/PATH/TO/SDL-CONFIG</EM> for unusual SDL installations</LI>
</UL>
</P>
<P>Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.</P>
<P>HOME directory support can be enabled via <B>Misc/homedir_0.patch</B></P>
<P>The project can also be built with Codeblocks (project files included).</P>
<P>Windows developers can also build using Visual Studio 2005 or newer.</P>
.
<H2><A NAME="s5">5.</A> <A HREF="#toc5">Changes</A></H2>
@ -175,7 +176,7 @@ Compile time options include
<LI> Block/Unblock sound upon focus loss/gain</LI>
<LI> NAT fix (networking protocol fix)</LI>
<LI> SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000</LI>
<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>
<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>
<LI> Accept commandline options like "+connect ip:port"</LI>
<LI> Add OSX Makefile (tested?)</LI>
</UL>
@ -210,7 +211,7 @@ Compile time options include
<P>
<UL>
<LI>Add HoT's first person camera (and menu item)</LI>
<LI>Add uHexen2's first person camera (and menu item)</LI>
<LI>Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls</LI>
<LI>Test usb keyboards. Do the keypads work? Make the OSX apple key work.</LI>
<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
<item>Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
<item>Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
<item>Use the "-noextmusic" option to disable this feature.
<item>See README.music for more details, if necessary.
</itemize>
@ -63,12 +64,12 @@ cp quakespasm /usr/local/games/quake (for example)
Compile time options include
<itemize>
<item><bf>make DEBUG=1</bf> for debugging
<item><bf>make SDLNET=1</bf> to enable SDL_net (Otherwise the socket api will be used directly)
<item><bf>make SDL_CONFIG=</bf><em>/PATH/TO/SDL-CONFIG</em> for unusual SDL installations
</itemize>
<p>Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.
<p>HOME directory support can be enabled via <bf>Misc/homedir_0.patch</bf>
<p>The project can also be built with Codeblocks (project files included).</p>.
<p>Windows developers can also build using Visual Studio 2005 or newer.</p>.
<sect> Changes<p>
<sect1> 0.85.4<p>
@ -116,7 +117,7 @@ Compile time options include
<item> Block/Unblock sound upon focus loss/gain
<item> NAT fix (networking protocol fix)
<item> SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
<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
<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.
<item> Accept commandline options like "+connect ip:port"
<item> Add OSX Makefile (tested?)
</itemize>
@ -144,7 +145,7 @@ Compile time options include
<sect> Todo <p>
<itemize>
<item>Add HoT's first person camera (and menu item)
<item>Add uHexen2's first person camera (and menu item)
<item>Native CD audio support (if desired). cd_sdl.c doesn't have proper volume controls
<item>Test usb keyboards. Do the keypads work? Make the OSX apple key work.
<item>Tested HOME directory support

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@ -87,6 +87,8 @@
o Use the "-noextmusic" option to disable this feature.
o See README.music for more details, if necessary.
4. Compiling
@ -101,9 +103,6 @@
o make DEBUG=1 for debugging
o make SDLNET=1 to enable SDL_net (Otherwise the socket api will be
used directly)
o make SDL_CONFIG=/PATH/TO/SDL-CONFIG for unusual SDL installations
Streaming music playback requires "libmad" or "libmpg123" for MP3, and
@ -114,6 +113,8 @@
The project can also be built with Codeblocks (project files
included).
Windows developers can also build using Visual Studio 2005 or newer.
5. Changes
@ -202,8 +203,9 @@
o SDLNet_ResolveHost bug-fix allowing connection to ports other than
26000
o 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
o 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.
o Accept commandline options like "+connect ip:port"
@ -250,7 +252,7 @@
6. Todo
o Add HoT's first person camera (and menu item)
o Add uHexen2's first person camera (and menu item)
o Native CD audio support (if desired). cd_sdl.c doesn't have proper
volume controls