From 76a07e33b3b8928565adbc961e30ec587562838a Mon Sep 17 00:00:00 2001 From: sezero Date: Thu, 31 Mar 2011 09:50:24 +0000 Subject: [PATCH] updated README files. added Misc/README.music as a new reference document. git-svn-id: svn+ssh://svn.code.sf.net/p/quakespasm/code/trunk@438 af15c1b1-3010-417e-b628-4374ebc0bcbd --- quakespasm/Misc/README.music | 80 ++++++++++++++++++++++++++++++++++++ quakespasm/README.html | 7 ++-- quakespasm/README.sgml | 7 ++-- quakespasm/README.txt | 14 ++++--- 4 files changed, 96 insertions(+), 12 deletions(-) create mode 100644 quakespasm/Misc/README.music diff --git a/quakespasm/Misc/README.music b/quakespasm/Misc/README.music new file mode 100644 index 00000000..cc1be4fc --- /dev/null +++ b/quakespasm/Misc/README.music @@ -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 + 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. + diff --git a/quakespasm/README.html b/quakespasm/README.html index 2b753450..baf5d4cb 100644 --- a/quakespasm/README.html +++ b/quakespasm/README.html @@ -91,6 +91,7 @@ It includes 64bit CPU support, a new sound driver, several networking fixes and
  • Tracks should be named like "track02.ogg", "track03.ogg" ... (there is no track01) and placed into "Quake/id1/music".
  • Unix users may need some extra libraries installed: "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG.
  • Use the "-noextmusic" option to disable this feature.
  • +
  • See README.music for more details, if necessary.
  • @@ -109,13 +110,13 @@ cp quakespasm /usr/local/games/quake (for example) Compile time options include

    Streaming music playback requires "libmad" or "libmpg123" for MP3, and "libogg" and "libvorbis" for OGG files.

    HOME directory support can be enabled via Misc/homedir_0.patch

    The project can also be built with Codeblocks (project files included).

    +

    Windows developers can also build using Visual Studio 2005 or newer.

    .

    5. Changes

    @@ -175,7 +176,7 @@ Compile time options include
  • Block/Unblock sound upon focus loss/gain
  • NAT fix (networking protocol fix)
  • SDLNet_ResolveHost bug-fix allowing connection to ports other than 26000
  • -
  • 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
  • +
  • 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.
  • Accept commandline options like "+connect ip:port"
  • Add OSX Makefile (tested?)
  • @@ -210,7 +211,7 @@ Compile time options include