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How to change the music for episode 4 of Doom 1?


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So, I'm making a wad for The Ultimate Doom (technically using Freedoom: Phase 1 because I like the textures), and I wanted to replace the music for episode 4. And I tried renaming the midi that I wanted to use for episode 4, and it didn't work. Please, help?

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Are you targeting the actual vanilla executable, or Chocolate Doom for that matter?

 

If so, E4M1 is hardcoded to reuse the music lump D_E3M4, E4M2 will reuse D_E3M2, and so on as per below.

 

Quote

        static const int spmus[] =     // Song - Who? - Where?
        {
          mus_e3m4,     // American     e4m1
          mus_e3m2,     // Romero       e4m2
          mus_e3m3,     // Shawn        e4m3
          mus_e1m5,     // American     e4m4
          mus_e2m7,     // Tim  e4m5
          mus_e2m4,     // Romero       e4m6
          mus_e2m6,     // J.Anderson   e4m7 CHIRON.WAD
          mus_e2m5,     // Shawn        e4m8
          mus_e1m9      // Tim          e4m9
        };

 

 

Edited by Diabolución

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It would depend on what engine you're trying to run it on, but it not working with a MIDI is pretty strange.

 

We'd need some more info, really.

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Ah, right, forgot about that little nuance, too.

 

Yeah, if he tried renaming it mus_e4m1, that wouldn't work. mus_e3m4 would, of course.

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8 hours ago, Diabolución said:

Are you targeting the actual vanilla executable, or Chocolate Doom for that matter?

 

I'm targeting Woof (So, Boom, basically), and I've never really worked with Boom, so, I do need a bit of guidance.

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14 minutes ago, Kappes Buur said:

If Woof supports the UMAPINFO lump then you can easily specify the music tracks. See https://github.com/coelckers/prboom-plus/blob/master/prboom2/doc/umapinfo.txt

Woof is forked from WinMBF, so yeah, really Boom-level compatibility.

 

Pretty sure it doesn't support a MAPINFO or any of its variants, so right now renaming the music files is the only way.

 

Could always ask for that support though?

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