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author | B. Watson <yalhcru@gmail.com> | 2018-07-13 22:41:52 -0400 |
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committer | Willy Sudiarto Raharjo <willysr@slackbuilds.org> | 2018-07-17 07:15:49 +0700 |
commit | 2c0e839923b6853a42533691393dea9629d9fd5e (patch) | |
tree | 58f9f71f0a3d7e7b9d866933f2e4907561431bec /games/jfsw/README_music.txt | |
parent | 70c013179db63be17ff6a1e7b8d797688aa02eb8 (diff) | |
download | slackbuilds-2c0e839923b6853a42533691393dea9629d9fd5e.tar.gz |
games/jfsw: Enhance script and documentation.
Signed-off-by: B. Watson <yalhcru@gmail.com>
Diffstat (limited to 'games/jfsw/README_music.txt')
-rw-r--r-- | games/jfsw/README_music.txt | 91 |
1 files changed, 91 insertions, 0 deletions
diff --git a/games/jfsw/README_music.txt b/games/jfsw/README_music.txt new file mode 100644 index 0000000000..3150b75bd5 --- /dev/null +++ b/games/jfsw/README_music.txt @@ -0,0 +1,91 @@ +The most important things to understand about the music in Shadow Warrior: + +The demo/shareware version of the game uses MIDI. There are actually +.MID files stored within sw.grp. + +The full/registered version and/or expansion pack uses CD audio +tracks. They *can't* use MIDI: there's no MIDI data inside its .grp +files at all. + +So there are 2 completely separate procedures for getting the music +to work, depending on whether you're playing the full/expansion or +demo version. + +Full (Registered) Version, Wanton Destruction expansion +------------------------------------------------------- + +For these versions, jfsw doesn't actually support CD audio from a +physical CD [*]. It does, however, support .ogg files made from the CD. +You can use CD ripping software to rip these from the original CD, +or download them (for free, account creation required) from: + +https://www.gog.com/game/shadow_warrior_complete + +...or download it from Steam (also for free). The same files are available +there, under the name "Shadow Warrior Classic". + +The .ogg files should be named "track02.ogg" through "track14.ogg", all +lowercase (there is NO "track01.ogg"!), and placed in either ~/.jfsw/ +or /usr/share/games/jfsw/ + +Run the game, and the music should play. If not, use the in-game menus +(Options, Sound Menu) to enable the music and turn up the volume. + +If you followed the steps below to get the demo music to play, you'll +have to re-edit ~/.jfsw/sw.cfg and change the MusicDevice back to 0. + +If you're never going to play the demo version, there's no need to build +jfsw with fluidsynth support (although, it won't hurt anything if you do). + +Note: When using the .ogg soundtrack, under some conditions, it seems +the background music stops playing after loading a saved game. If this +happens to you, toggle the music off & back on (under Options, Sound +Menu), which should start it playing again. + +[*] There is some code in jfaudiolib that's supposed to play CD audio + but it's (a) SDL-1.2 only, and (b) broken. + +Demo (Shareware) Version +------------------------ + +For the shareware version, the MIDI data is already present inside the +sw.grp file. To actually hear it, you'll have to: + +1. Build and install fluidsynth. Doesn't matter whether or not + optional jack-audio-connection-kit and/or lash are included (jfsw + doesn't use them though). + +2. Build and install fluid-soundfont. + +3. Build and install jfsw. When installing, the description should say + the package was built with fluidsynth. + +4. Run the game once, and exit it normally, to get it to create a config + file. You should now have a ~/.jfsw/sw.cfg file. + +5. Edit ~/.jfsw/sw.cfg, find the line that says "MusicDevice = 0", and + change the 0 to a 6. This enables fluidsynth. + +6. Run the game again. Make sure the music is enabled and the music + volume is turned up (under Options, Sound Menu). + +Unfortunately, the edited config file won't work with the full version. +You'll have to change MusicDevice back to 0 (meaning 'autodetect') to get +the .ogg tracks to play. Other possible values are 1 (SDL) and 7 (ALSA). + +There's no direct way to change which soundfont jfsw uses. What it does is +look in /usr/share/sounds/sf2/ and pick the first soundfont it finds, in +sorted order. Basically it does the C++ equivalent of: + +$ ls /usr/share/sounds/sf2/*.sf2 | head -1 + +If the only sound fonts in that directory are the ones installed by +the fluid-soundfont package, it will choose "FluidR3_GM.sf2", which is +reasonable and sounds good. + +If you want to use a different soundfont, try something like this: + +# cd /usr/share/sounds/sf2/ +# ln -s MySoundFont.sf2 000-jfsw.sf2 + +Check with the ls command above, to make sure 000-jfsw.sf2 sorts first. |