Music

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music <volume> <level 1> [level 2] [level 3] [level 4] [level 5] ... [level MAXLEVELS]

Defines a list of music files to be designated as the background music for individual levels, in sequence for a single episode.

Syntax

<volume> is a number indicating which episode the list is for. Note that unlike all other uses of this number, such as VOLUME and volume_number, counting actually starts at 1.

<level X> is a path to a music file for the game to play. Level entries do not need to continue all the way to MAXLEVELS.

The supported formats for music are MIDI, Ogg Vorbis, and FLAC.

Example:

// episode 1, levels one through four
music 1 E1M1.mid E1M2.ogg E1M3.flac E1M4.mid

Volume 0

A music entry with <volume> 0 is a special list of music files (maximum length: 8) with specific roles outside normal level music:

  1. "Intro" (Title Screen / Main Menu)
  2. "Briefing" (Episode 4 Prologue Cinematic)
  3. "Loading"

Entries four through eight are reserved by EDuke32 for future use.

Example:

music 0 grabbag.mid briefing.mid

Alternative

Due to the one-shot nature of the music CON command it may be desirable to use the music def command if you want to avoid defining music for a level, or something potentially annoying like music for the loading screen.

Hard-coded values

The following values are used with music, starttrack, starttrackvar, music_level and other music manipulation commands.

These are the tracks defined with music using zero as the episode value.

Exposed Value Label Description
No 0 MUS_INTRO
No 1 MUS_BRIEFING
No 2 MUS_LOADING
define MUS_INTRO                        0
define MUS_BRIEFING                     1
define MUS_LOADING                      2