#1 2012-05-22 20:38:49

martyfender
Member

Quake single player map music.

I am enjoying playing some of the great user made maps, but one thing really annoys me about many of them. Why don't they at least play the default Quake sound track? At least in Quakespasm I can open the console, type music and track name and play a track but everytime I reload a save I have to to do this over again. I'm not sure how to do this in the other engines I use, DirectQ and Darkplaces, however. Does anyone know a way to get the default tracks to play in all user made levels and reload them after each save. Even if it is one track of my choosing, that is fine. Quake is not the same without NIN's great music. I use external music files in sound/cdtracks for the music in DirectQ and in music directory for Quakespasm, not a CD, although I still have a CD image of Quake on my drive if that is useful. I do realize that I could start an external CD player and loop the tracks but this, very, very, old, single core system, plays Quake much better if I don't do that. Any ideas how to solve this and does anyone know at least the commands to play external music in DirectQ?

Thanks for your help

Last edited by martyfender (2012-05-22 21:41:52)

#2 2012-05-25 14:30:54

erc
Guest

Re: Quake single player map music.

Well, it's not automated as you wished, but here is my alias for playing music (in QuakeSpasm). Just paste the following lines tou your autoexec and change the 'c' key as you see fit. You still have to cycle through the tracks to find your choice though.

alias bgm01 "echo BGM -02- / Quake Theme; music track02; bind c bgm02"
alias bgm02 "echo BGM -03- / Intermission; music track03; bind c bgm03"
alias bgm03 "echo BGM -04- / Start; music track04; bind c bgm04"
alias bgm04 "echo BGM -05- / Grisly Grotto; music track05; bind c bgm05"
alias bgm05 "echo BGM -06- / Slipgate Complex; music track06; bind c bgm06"
alias bgm06 "echo BGM -07- / Underearth; music track07; bind c bgm07"
alias bgm07 "echo BGM -08- / Castle of the Damned; music track08; bind c bgm08"
alias bgm08 "echo BGM -09- / Necropolis; music track09; bind c bgm09"
alias bgm09 "echo BGM -10- / Ziggurat Vertigo; music track10; bind c bgm10"
alias bgm10 "echo BGM -11- / Gloom Keep; music track11; bind c bgm01"
bind "c" "bgm01"

#3 2013-02-12 08:23:20

SiPlus
Member

Re: Quake single player map music.

For normal Quake:

alias bgm01 "echo BGM -02- / Quake Theme; cd loop 2; bind c bgm02"
alias bgm02 "echo BGM -03- / Intermission; cd loop 3; bind c bgm03"
alias bgm03 "echo BGM -04- / Start; cd loop 4; bind c bgm04"
alias bgm04 "echo BGM -05- / Grisly Grotto; cd loop 5; bind c bgm05"
alias bgm05 "echo BGM -06- / Slipgate Complex; cd loop 6; bind c bgm06"
alias bgm06 "echo BGM -07- / Underearth; cd loop 7; bind c bgm07"
alias bgm07 "echo BGM -08- / Castle of the Damned; cd loop 8; bind c bgm08"
alias bgm08 "echo BGM -09- / Necropolis; cd loop 9; bind c bgm09"
alias bgm09 "echo BGM -10- / Ziggurat Vertigo; cd loop 10; bind c bgm10"
alias bgm10 "echo BGM -11- / Gloom Keep; cd loop 11; bind c bgm01"
bind "c" "bgm01"

Last edited by SiPlus (2013-02-12 08:26:14)

#4 2015-12-09 16:01:28

Braedus
Member

Re: Quake single player map music.

Interesting! Try to use it!

#5 2015-12-14 01:19:28

Cobalt
Member

Re: Quake single player map music.

If you wanna hard code something it to Quake progs.dat, I made some random cd music code in Quake C:

/// placed in worldspawn ()
world.sounds = rint (random () * 16) + 2;
local string d;
d = ftos (world.sounds);
localcmd ("echo SOUNDS: ");
localcmd (d);
localcmd ("\n");

This picks a random cd music track from the Quake CD and loads it, despite what it normally would do. I found it kind of interesting listening to alternate tracks on different maps.

Also, I think a new standard ought to be in the mapper community where any new map needs a music track to fit it....a completely new track I mean , not an exsisting one. Most engines these days will allow extra music files and such.

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