Updated AudioSubsystem for UnrealEngine 1 games.

2018-2026 by Sebastian Kaufel

https://coding.hanfling.de/cluster/

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Made using FMOD Core by Firelight Technologies Pty Ltd.

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Open your System.ini (Nerf.ini, Unreal.ini, etc.) and modify the
AudioDevice entry inside the Engine.Engine section to look like:

  AudioDevice=Cluster.ClusterAudioSubsystem

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To make use of the virtual CD music playback, you need to place the 
individual audio tracks as files into the Game/Music folder, e.g.

 + Klingon Honor Guard
   + Maps
   - Music
     * Track02.mp3
     * Track03.mp3
     ...
     * Track08.mp3
   + Save
   + Sounds
   + System
   + Textures

You can use  WAV, MP3, FLAC, OGG, WMA and ASF as file extensions.
Using MP3 is recommended for the best FMOD integration and fast
loading times.

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You can change settings which are not exposed inside the game by
opening the "Advanced Options" by typing PREFERENCES into the
console or quickconsole. You usually can press T to enter the
quickconsole, but you have to remove the SAY command in front
manually.

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Why the bun is there a Galaxy.int in here?

The original Galaxy.int will make Galaxy occupy the whole Audio
preferences section inside the Advanded Options. This Galaxy.int
will move it to a subentry, so it can be happily configured
thereafter alongside Cluster!

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Need help?

https://discord.gg/Abpcxcyeh5

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https://www.patreon.com/hanfling
