quakespasm/Misc
Ozkan Sezer e8d366d63d changed Misc/homedir_0.patch to incorporate host_parms->userdir
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@445 af15c1b1-3010-417e-b628-4374ebc0bcbd
2011-04-19 18:02:00 +00:00
..
fitzquake080.txt added fitzquake085.txt as a reference doc. split fitzquake080.txt into 2010-04-24 13:32:50 +00:00
fitzquake080sdl.txt removed Misc/Todo.txt and Misc/Changelog.txt. Appended old Misc/Changelog.txt 2011-01-12 10:12:33 +00:00
fitzquake085.txt added fitzquake085.txt as a reference doc. split fitzquake080.txt into 2010-04-24 13:32:50 +00:00
gray_big.bmp gray_big.bmp, gray_big.lmp: added custom conback image files for QuakeSpasm. 2010-02-20 12:01:01 +00:00
gray_big.lmp gray_big.bmp, gray_big.lmp: added custom conback image files for QuakeSpasm. 2010-02-20 12:01:01 +00:00
homedir_0.patch changed Misc/homedir_0.patch to incorporate host_parms->userdir 2011-04-19 18:02:00 +00:00
mk_header.c gray_big.bmp, gray_big.lmp: added custom conback image files for QuakeSpasm. 2010-02-20 12:01:01 +00:00
quake_retexturing_project.patch Add quake retexturing project patch 2010-09-22 09:03:22 +00:00
README.music minor update to README.music document. 2011-04-08 20:25:58 +00:00

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 files in PAK files:
-------------------------
PAK-contained music files are fully supported.

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.