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37cec8c480
the download links for 0.85.5. git-svn-id: http://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@538 af15c1b1-3010-417e-b628-4374ebc0bcbd
89 lines
3.2 KiB
Text
89 lines
3.2 KiB
Text
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.
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Note #1: There is no such thing as track01: the first tracks of
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original Quake and the mission pack cdroms are always data
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tracks.
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Note #2: Since the Quake cdrom audio tracks are pre-emphasized, you
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should de-emphasize them during or after ripping to make
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them sound right. (thanks to Sander van Dijk for this note)
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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 files in PAK files:
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-------------------------
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PAK-contained music files are fully supported.
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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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