
		****  R I S E N 3 D   M U S I N F O ******

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 MUSINFO lump and MUS THINGS
=============================================================================

 It is now possible for map authors to code music changes in a map by
 inserting a THING with a number between 14101 and 14164 inclusive giving
 up to 64 possible changes (MUS THING).

 The MUS THING is put in the sector where you want the music to change.
 When a player enters a sector with a MUS THING then, if it's different
 from the music already playing, the new music is started.  The music
 playing will pertain until the player enters a sector with a MUS THING
 with a different mus lump definition from that currently playing.

 A MUS THING is associated with a lump in the wad by creating a script
 which is then inserted into the wad with the lumpname MUSINFO.

 The script takes the following form;

 MAPNAME

 This precedes all definitions for the particular map.  In DOOM2 map
 names will be map01, map02 etc. to map99.  In DOOM the mapnames
 take the form E1M1 to E1M9, E2M1 to E2M9 etc.  These definitions
 are case insensitive.

 Thus if you have designed a map to be used with DOOM2 and the map is
 03 then you would use the defintion MAP03

 The MAPNAME is then followed by a list where each line has a number
 corresponding to the MAP THING number - 14101 (thus 1 to 64) a space
 and then the lumpname.

 The demo wad R3Ddemo184_06 demonstrates music changes.  It uses the
 following script;

MAP01
1 DEMOMUS1
2 D_STALKS
3 D_SHAWN
4 D_DOOM2

Music lump names must not be map names (e.g. map06 or e2m3)

For more information on the the demo wad see the Risen3D_readme.txt
 in R3D_Docs.

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NOTE: if not wanting multiple music file changes in a map then it is
better to use the custom.music option. Say that your wad is called
'mytest.wad' then create a folder in custom.hires called 'mytest' and
put the map music files into that. Then, in a DD_DEFN lump, use
commands such as;

Music {
 ID = "runnin";
 File = "Data/Custom.music/test/music1.mp3"; 
}

Music {
 ID = "stalks";
 File = "Data/Custom.music/test/music2.mp3"; 
}

You can find the name that refers to a map ("runnin" is map01)
by looking at the Audio.ded where they are listed in map order.
It's easier for Doom as the map name can be used (E.g. "E1M1").
Unfortunately Doom2 has the same music shared in different maps
which does not suit a map definition.

GMJ - Dec 2015