Adding custom music

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Revision as of 11:12, 25 May 2007 by Ryan W (talk | contribs) (Editing:Adding custom music moved to Adding custom music: reshuffling tutorial names to organize by categories, not namespace)


PWADs can include music lumps for custom music when played. Originally, these lumps were encoded in the MUS format. WAD editors need to convert between that and a format used by music authoring tools, such as MIDI.

Many modern ports will accept MIDI lumps.

Requirements

To add music to a wad you will need:

Importing

  1. If your map occupies the MAP01 slot, you will have to rename the midi file to D_RUNNIN for it to work properly. See music for a list of names used on other map slots.
  2. Open your map in XWE. At the bottom of the screen you will see a tab that says music. Double click on that and open the MIDI file that you renamed in the previous step.

Make sure that you do not alter or edit your IWAD (e.g. doom2.wad) or most multiplayer ports (e.g. Skulltag, zDaemon) will no longer work properly.

Creating MIDI files

There are several sequencers that can create MIDI files. Just search for MIDI sequencer and you'll most likely find one that suites your needs.

When creating a MIDI file make sure that no notes stretch out beyond the end of the MIDI file, or else your song will end with a silent bar of music.

MUS format

  • Doom MUS format uses 9 channels apart from MIDI's 16 channels using channel 1-8 for sounds and channel 9 for drums.
  • Each channel can only play 1 note at the time, so if you want to add a chord then you have to set 3 channels to the same patch and split the notes up that way.
  • MUS format uses the same MIDI patch layout as in General MIDI.
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