-
Notifications
You must be signed in to change notification settings - Fork 0
/
Quakespasm-Music.txt
90 lines (68 loc) · 3.22 KB
/
Quakespasm-Music.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
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.