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music playing only from quake directory, not from mod directories

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  • music playing only from quake directory, not from mod directories

    I finally finished the original four episodes yesterday after struggling with sandy petersens bullshit for a quite some time and wanted to jump right into armagon today, but I don't want to play with the wrong soundtrack. It just uses the regular NIN soundtrack with the way I have things set up.

    Every tutorial I've found has people talking about having their music folders within the id1 and respective mod directories as they explain how to get the soundtrack working. That doesn't work for me, my music folder only works from the quake directory. When I started playing quake I just downloaded the loose tracks online and put them in a self-made "music" folder in the hopes that I would get the name and location right, and to my amazement that actually worked. For regular quake at least.

    When I move that folder inside the id1 directory the music doesn't get recognized anymore. Putting the correct tracks inside music folders in hipnotic and rogue doesn't do anything either. Apparently I can only play music from one central folder while everyone else has seperate folders? How is that possible? That makes having seperate soundtracks for expansions and mods impossible for me since they're all named "trackxx" and would occupy the same namespace.

    I generally play on mark v winquake, but I also tried regular mark v and fitzquake mark v. The latter should work with this file structure according to this, but I'm unable to replicate that success.

    Help is very much appreciated, but please don't suggest other engines that would sove this by handling music differently. Unless you know of another faithful engine that supports scaled 320x240, I'd really like to stick with mark v.

  • #2
    Hi!

    I don't use those engines, mostly Quakespasm, Darkplaces & FTE but you could try:

    [Quakefolder] > [Modfolder] > [sound] > [cdtracks] > Track002.ogg

    I am working on a game called Salvage, so my folders are :

    Salvage\Sal\sound\cdtracks

    \Sal\ being equivalent to \id1\

    I have pretty much always done it this way, as it is how original Quake supports it. I know some engines differ tho'

    Hope it works for you.
    Last edited by Adam; 03-21-2017, 05:54 PM.
    Username : Atomic Robokid on Steam

    Please check out my Quake made things:

    https://www.indiedb.com/games/run-over
    https://adam-freeman.itch.io/hazard
    https://adam-freeman.itch.io/diver
    https://adam-freeman.itch.io/beyond

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    • #3
      Thanks for the help, but that deosn't work for me. I also tried using the setmusic command in mark v (which also refers to the music folder being in id1), no success with that either.

      Does it have something to do with the winmm file? Are there different versions of that?

      Comment


      • #4
        Oh well,

        I guess you could have multiple "music" folders in your root directory.
        Renaming them when you require them. So you could have Qmusic, Rmusic and Hmusic.
        Then just remove the first letter off of the one you require to be used.
        Could probably automate the process in a batch file too.

        Does seem like something you should be able to fix properly tho'.

        Have you tried pm'ing Baker? I think Mark V is one of his projects.
        Username : Atomic Robokid on Steam

        Please check out my Quake made things:

        https://www.indiedb.com/games/run-over
        https://adam-freeman.itch.io/hazard
        https://adam-freeman.itch.io/diver
        https://adam-freeman.itch.io/beyond

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        • #5
          dd

          I wasnt able to understand your question properly as I dont fell to well now, but you could try this

          mod/music/wtfshimmerandshineisshit.mp3/.wav/.ogg
          or just do this like how mfx did for his ad_e3m2

          ad_e3m2/sound/ambience/thunder1.wav
          He provided a zip with a folder which just adds the files in the directoriy and not make a new folder inside.
          it resulrts in

          ad/sound/ambience/thunder1.wav

          It is now part of Arcane Dimensions!


          For your map,
          id1/music/track22.wav
          you can put sounds as 22 in the editor(Hopefully it works)
          and release the map and song in one file.

          If you make a mod I have no idea what to do.My head is kind of light now so if you didnt understand then ask me later
          Dude,lets party!
          Bring some food and drink.I got Arcane Dimensions 2.666!?!

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          • #6
            Originally posted by boristhesp1der View Post
            Thanks for the help, but that deosn't work for me. I also tried using the setmusic command in mark v (which also refers to the music folder being in id1), no success with that either.

            Does it have something to do with the winmm file? Are there different versions of that?
            What winmm file are you talking about? Are you using a DLL hook to intercept CD soundtrack stuff? If so, you don't need to do that with Mark V (or other modern Quake engines), because they natively support playing MP3 soundtrack files. Try getting rid of that file. (And if you've binary-patched the Mark V executable, get rid of that patched version and re-download the current Mark V.)

            =====

            Edit: if things are still confusing, you can try a clean install of Mark V and the music files using this package. If that works, then compare it to your current setup to see what is different.
            Last edited by Johnny Law; 03-22-2017, 10:24 AM.

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            • #7
              markv doesn't support .ogg music, nor .wav music, nor does it support the GAMEDIR/sounds/cdtracks/track%03i.EXT path as defined by the original DP_SND_FAKETRACKS standard, nor does it support pk3s, nor does it even support playing music from inside paks, nor does it support 'cd remap num filename'.
              its a bit crap like that.

              what it *should* support is GAMEDIR/music/trackXX.mp3
              which probably means you'll need to extract+rename+transcode stuff made for any other engine.
              Some Game Thing

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              • #8
                Wow! That's quite a list of nonfunctioning audio abilities. I wonder if I could fix some of that.

                What language is that in? I know it's some kind of C I just don't know which one.
                http://www.nextgenquake.com

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                • #9
                  Solved it.

                  I made a new folder containing only mark v and the id1, hipnotic and rogue folder. Then I put music folders with corresponding mp3s in each of them and it suddenly worked. Not sure what I was doing wrong before that, maybe I never tried using mp3s instead of oggs and removing winmm at the same time. I also had several other files in my old directory (stuff like pmpro, libvorbis, wdirnop and some others) which are apparently not needed at all. Maybe those disappearing also had something to do with it.

                  Thanks for the replies everyone, always makes me happy to see how many people are willing to help you here

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