Using MUSINFO in doom format

Archive of the old editing forum
Forum rules
Before asking on how to use a ZDoom feature, read the ZDoom wiki first. This forum is archived - please use this set of forums to ask new questions.
Locked
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Using MUSINFO in doom format

Post by PooshhMao »

Hi,

I'm experimenting with adding music to my upcoming wad, which remains in Doom format until my map editor of choice supports the more advanced formats.

So this leads me to the MUSINFO lump, to be used in combination with music changer things (14001-140065), which should work exactly like ambient sounds defined in SNDINFO.

So my MUSINFO currently looks like this (using Super Metroid music as placeholders)

MAP01
1 COLONY
2 CRATERIA

So I have placed a thing 14001 and 14002 in different sectors, but no music change is triggered when I enter them. It plays fine if I defined that music in MAPINFO, but I want it to change dynamically...

Not sure this is related, but SLADE3 does not appear to 'know' the MUSINFO lump, so it's just a plain text file as far as it's concerned.

Any help?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Using MUSINFO in doom format

Post by Graf Zahl »

It's 14100+x, not 14000+x.

The 14000 range is ambient sounds, not music changers.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Using MUSINFO in doom format

Post by Gez »

PooshhMao wrote:Not sure this is related, but SLADE3 does not appear to 'know' the MUSINFO lump, so it's just a plain text file as far as it's concerned.
It's unrelated because SLADE 3 is an different program, with no direct dependence on ZDoom and vice-versa.

The [wiki]MUSINFO[/wiki] format doesn't really need to be recognized by SLADE anyway, the main point of recognizing it is to get syntax highlighting and MUSINFO does not have any keyword. Just a list of lump names for map slots and music tracks.
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Re: Using MUSINFO in doom format

Post by PooshhMao »

Graf Zahl wrote:It's 14100+x, not 14000+x.

The 14000 range is ambient sounds, not music changers.
Oops, my bad. I meant 141xx of course. Still, I can't get it to work.

I have attached a tiny wad which two sectors, a musicchanger thing, a MAPINFO an a MUSINFO lump to test. Doesn't work for me (using GZDoom 1.8.0.7 on Linux), though playing the music through changemus works fine.

Strange.
Attachments
musinfo.pk3
(99.97 KiB) Downloaded 54 times
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Using MUSINFO in doom format

Post by Graf Zahl »

Try to get a more recent version, the music changer is broken in 1.8.7.
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Re: Using MUSINFO in doom format

Post by PooshhMao »

You mean version 2.x? That one won't run for me (it quits with the message "At least OpenGL 3.0 is required to run GZDoom."). I have a netbook with nVidia Optimus graphics, and I'm running a custom Debian derivative.

I tried getting it to run by following the instructions here;

http://www.doomworld.com/vb/source-port ... 0-a-guide/

I made a profile in driconf and configured it as suggested, but the problem remains : /

I also have this thing called Bumblebee installed, which allows to choose which GPU I use for what program. Oddly, the same message appears when I try running it on the nVidia GPU. (I do not do this for v1.8, since the Intel GMA is more than fast enough and using Bumblebee tends to overheat my machine.

Aren't you the developer of GZDoom by the way? (Awesome job, keep it up). Maybe you know of anything else I could try?
User avatar
Kappes Buur
 
 
Posts: 4200
Joined: Thu Jul 17, 2003 12:19 am
Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
Contact:

Re: Using MUSINFO in doom format

Post by Kappes Buur »

PooshhMao wrote:You mean version 2.x?
You could give 1.8.10 a try.
http://forum.drdteam.org/viewtopic.php?f=23&t=6482
PooshhMao
Posts: 135
Joined: Sun Oct 06, 2013 2:09 am

Re: Using MUSINFO in doom format

Post by PooshhMao »

Hmm, strange, I thought I had that version installed actually... it's been a while since I concerned myself with what version I was using. Anyway, I install it through the drdteam repository, which does not have a package for that version yet. I fired the admin an email and kindly requested he upgrades the package to 1.8.10.
Locked

Return to “Editing (Archive)”