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from Sander van Dijk. git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@451 af15c1b1-3010-417e-b628-4374ebc0bcbd |
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fitzquake080.txt | ||
fitzquake080sdl.txt | ||
fitzquake085.txt | ||
gray_big.bmp | ||
gray_big.lmp | ||
homedir_0.patch | ||
mk_header.c | ||
quake_retexturing_project.patch | ||
README.music |
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. Note #1: There is no such thing as track01: the first tracks of original Quake and the mission pack cdroms are always data tracks. Note #2: Since the Quake cdrom audio tracks are pre-emphasized, you should de-emphasize them during or after ripping to make them sound right. (thanks to Sander van Dijk for this note) 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.