85 lines
3.4 KiB
Plaintext
85 lines
3.4 KiB
Plaintext
The most important things to understand about the music in Shadow Warrior:
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The demo/shareware version of the game uses MIDI. There are actually
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.MID files stored within sw.grp.
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The full/registered version and/or expansion pack uses CD audio
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tracks. They *can't* use MIDI: there's no MIDI data inside its .grp
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files at all.
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So there are 2 completely separate procedures for getting the music
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to work, depending on whether you're playing the full/expansion or
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demo version.
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Full (Registered) Version, Wanton Destruction expansion
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-------------------------------------------------------
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For these versions, jfsw doesn't actually support CD audio from a
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physical CD [*]. It does, however, support .ogg files made from the CD.
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As of April 2020, the jfsw_registered_data build includes the .ogg files,
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so there's no need to rip them from CD or download them separately. If
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you're playing Wanton Destruction, install both jfsw_registered_data
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and jfsw_wanton_destruction.
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Run the game, and the music should play. If not, use the in-game menus
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(Options, Sound Menu) to enable the music and turn up the volume.
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If you followed the steps below to get the demo music to play, you'll
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have to re-edit ~/.jfsw/sw.cfg and change the MusicDevice back to 0.
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If you're never going to play the demo version, there's no need to build
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jfsw with fluidsynth support (although, it won't hurt anything if you do).
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Note: When using the .ogg soundtrack, under some conditions, it seems
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the background music stops playing after loading a saved game. If this
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happens to you, toggle the music off & back on (under Options, Sound
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Menu), which should start it playing again.
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[*] There is some code in jfaudiolib that's supposed to play CD audio
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but it's (a) SDL-1.2 only, and (b) broken.
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Demo (Shareware) Version
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------------------------
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For the shareware version, the MIDI data is already present inside the
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sw.grp file. To actually hear it, you'll have to:
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1. Build and install fluidsynth. Doesn't matter whether or not
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optional jack and/or lash are included (jfsw doesn't use them though).
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2. Build and install fluid-soundfont.
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3. Build and install jfsw. When installing, the description should say
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the package was built with fluidsynth.
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4. Run the game once, and exit it normally, to get it to create a config
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file. You should now have a ~/.jfsw/sw.cfg file.
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5. Edit ~/.jfsw/sw.cfg, find the line that says "MusicDevice = 0", and
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change the 0 to a 6. This enables fluidsynth.
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6. Run the game again. Make sure the music is enabled and the music
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volume is turned up (under Options, Sound Menu).
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Unfortunately, the edited config file won't work with the full version.
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You'll have to change MusicDevice back to 0 (meaning 'autodetect') to get
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the .ogg tracks to play. Other possible values are 1 (SDL) and 7 (ALSA).
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There's no direct way to change which soundfont jfsw uses. What it does is
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look in /usr/share/sounds/sf2/ and pick the first soundfont it finds, in
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sorted order. Basically it does the C++ equivalent of:
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$ ls /usr/share/sounds/sf2/*.sf2 | head -1
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If the only sound fonts in that directory are the ones installed by
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the fluid-soundfont package, it will choose "FluidR3_GM.sf2", which is
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reasonable and sounds good.
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If you want to use a different soundfont, try something like this:
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# cd /usr/share/sounds/sf2/
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# ln -s MySoundFont.sf2 000-jfsw.sf2
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Check with the ls command above, to make sure 000-jfsw.sf2 sorts first.
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