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PRBOOM-Plus MUSINFO Tutorial: (click for video)

 This one is easy.

For this tutorial I merely created seven new audio files, saving them into OGG format, with a DOOM compatible name consisting of 8 letters or less.

I then opened up NOTEPAD and typed in the following:

MAP01
1 D_RUNNIN
2 D_STALKS
3 D_COUNTD
4 D_BETWEE
5 D_DOOM
6 QBERT
7 TURBOPAW

This tells PrBOOM+ which map the musick will be useable in, and what numbers correspond with each audio track.

As you can see, you can select to overwrite the MIDI music within DOOM itself, or you can simply create new audio files with unique titles.

Also, if you want to use some of these, or additional tracks in Map 2, you would simply add on something like this to the bottom of your new text file.

MAP02
3 D_COUNTD
6 QBERT



3 D_COUNTD would then be the default track for DOOM 2 map 2, and 6 QBERT would be the alternate track for the level. Of course more can be added if you choose.


Once your file is complete, save it as MUSINFO.

Open up SLADE and create a new WAD file.

Drag and drop MUSINFO into SLADE, then drag and drop your new music files and save your new WAD file.

Next you will want to open up DOOM Builder 2. Create a map with at least 7 sectors. Now in order to change what level music is playing within game, you need to place a THING within each sector. Each thing will refer to one of the music tracks listed in MUSINFO.

So for the musick track assigned to the number 1 "1 D_RUNNIN" you will create a THING with a TYPE of 14101. For the second track you will use a TYPE of 14102, and so on and so forth up to the number 14164, meaning you have a limit of 64 songs you can use within your project.

Naturally, a level will begin with the default song for that level already playing, so the only real reason to insert a THING that has a TYPE that matches the default music for a level, would be to return the music to it's default track once it has been altered elsewhere. If you do not intend to do this, then your map will never need a THING that refers to the default track.

Once you have assigned each of your THINGS a propper TYPE value as well as a starting position for the player, go ahead and save your map.

Now load up the new map along with the WAD file which you injected your MUSINFO file and audio tracks into.

As you will noticed (assuming you followed this guide correctly) the music will change about 1 second after you step onto a sector that has a thing on it which is assigned to one of the tracks in your MUSINFO. If this does not happen, go back through this guide and the video and see where you went wrong.

That's that. Hope this was easy enough for you to follow, if not, please get in touch with ideas as to how I could make this easier to comprehend.










A: It's a good idea to use a different format, such as bold, for the questions, so that it is easy to distinguish them from the answers.