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How do I use custom music?

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  • How do I use custom music?

    I have some cool mp3 tracks (yes I have permission to use them) that I would like to use in my mod. However, I do I make the levels my tracks instead of the original ones?

    I already know that the "sounds" key controls the music that plays when editing worldspawn/map properties, but I don't know how to actually make my map play my own custom music.

  • #2
    Depends on the engine. If your engine's documentation does not include information about it, then it probably does not support MP3s.
    Quake 1 Singleplayer Maps and Mods

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    • #3
      Originally posted by Spirit View Post
      Depends on the engine. If your engine's documentation does not include information about it, then it probably does not support MP3s.
      I was just asking about custom music in general and not just how to use MP3's. I can easily convert the files to other formats.

      I just need to know how custom music works.

      EDIT: I personally use 2 engines to play my maps 90% of the time: DirectQ Quake and Darkplaces. Don't know if that helps.

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      • #4
        If you're not using a modern engine port with music features different than original Quake, you'll need to create and use a CD in a drive with the tracks identically burned as the original Quake CD! And edit your map as to which track to play. The first track was the data track, fyi

        What engine are you using?
        Last edited by damage_inc; 03-31-2013, 02:38 PM.
        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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        • #5
          This is the example for Dark Places from the DP page:

          How to install a soundtrack in ogg format

          These files must be in ogg or wav format, and numbers begin at 002 if you wish to replace (or install) the Quake cd music - since track 001 was the Quake data track.

          quake/id1/sound/cdtracks/track002.ogg replacement track for "cd loop 2"
          quake/id1/sound/cdtracks/track003.ogg replacement track for "cd loop 3"
          etc etc

          EDIT: In my "id1/sound/cdtracks/" folder the files are named with only one "0" in them, like so: "track02.ogg", "track03.ogg" etc.
          But in my hipnotic and rogue expansion pack folders they are named as above with double zero's in the file name!!!

          Also, found this on the forum: http://quakeone.com/forums/quake-hel...html#post64566

          Some helpful knowledge found at www.quaddicted.com as well: https://www.quaddicted.com/quake/soundtrack

          hth's,
          - damage_
          Last edited by damage_inc; 03-31-2013, 03:19 PM.
          Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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          • #6
            if you're using DP you can also assign custom tracks by using .ent files, and adding a line like this in the first block of the ent file:
            "sounds" "6"

            example:
            Code:
            {
            "worldtype" "2"
            "sounds" "6"
            "classname" "worldspawn"
            "wad" "gfx/base.wad"
            "message" "the Slipgate Complex"
            "sky" "heather_"
            }
            each number corresponds to tracknumber of track you want to have played during the map. you can save an .ent in DP by opening console and typing sv_saveentfile. itll create an ent-file for the map thats loaded in the maps folder. you can simply edit the ent file by opening it with any text-editor like notepad word or notepad++ and such
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

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