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OGG support in GLQuake

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OGG support in GLQuake

Postby JasonX » Fri Apr 08, 2011 3:49 pm

Is there any tutorial on this one? :D
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Postby Baker » Fri Apr 08, 2011 5:08 pm

There is easy MP3 support on Windows:

viewtopic.php?t=1812

Or if you want to get your hands dirty, take a look at the OGG support in Quakespasm 0.85.4:

http://quakespasm.sourceforge.net/about.htm

Changes 0.85.4

* Implemented music (OGG, MP3, WAV) playback
* A better fix for the infamous SV_TouchLinks problem, no more hard lockups with maps such as "whiteroom"
* Added support for mouse buttons 4 and 5
* Fixed the "unalias" console command
* Restored the "screen size" menu item
* Fixed an erroneous protocol check in the server code
* Raised the default zone memory size to 384 kb
* Raised the default max_edicts from 1024 to 2048
* Revised lit file loading, the lit file must be from the same game directory as the map itself or from a searchpath with a higher priority
* Fixed rest of the compiler warnings
* Other minor sound and cdaudio updates
* Other, mostly user-invisible changes


If you WinMerge 0.85.3 versus 0.85.4, OGG support is about the only change they did other than some minor touch-ups. May or may not directly translate to a non-SDL build (Simple Media Direct Layer).
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Postby mh » Fri Apr 08, 2011 5:32 pm

It's worth noting that my "mp3" code (Baker's link) will quite happily also play ogg, flac, midi, wav, or any format you care to mention so long as you've got a DirectShow codec installed for it (and the necessary code change to pick up the file extension, of course). In other words, if you can play it in Windows Media Player my code can handle it. It can also - with fairly minor revision - stream audio from the internet.
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