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https://github.com/Shpoike/Quakespasm.git
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81adf62374
- New console command music_jump: Jump to given order in music, like Unreal's music change. Only for module (tracker) music. - stream layer: Store the loop setting. - umx reader: Replaced questionable byte-swap. - libxmp backend: Handled the loop setting through libxmp apis. - mikmod backend: Enabled in-module loops. Respect global loop setting. More compatible reader callback structure.
93 lines
3.3 KiB
Text
93 lines
3.3 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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- music_jump
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Jump to a given order in music (only for module (tracker) music)
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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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