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Media 1 for listing Fox Sound — Music, Crossfade & Region Audio Toolkit

Description

FoxSound — Music, Crossfade & Region Audio Toolkit

A production-ready audio toolkit for Blueprint projects. Crossfade music tracks, fade volume by tag, chain stingers, follow actors with looped SFX, and drive a complete region-based music system — combat, danger, peaceful — without building a custom audio subsystem.

Full documentation: https://alchemy-fox.de/sound/

Support: [email protected]

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WHAT'S INCLUDED

36 Blueprint Nodes | Region-Based Music System | Music Manager | Crossfade Helpers | Tag-Based Volume | Spatial Sound | Full C++ Source

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FEATURE CATEGORIES

Region (10 Nodes) RegisterSoundRegion, EnterSoundRegion, ExitSoundRegion, GetCurrentRegion, OverrideRegionTrack, ClearRegionOverride, PushRegionStack, SetCombatState, SetDangerState, SetRegionAmbientVolume

Music (6 Nodes) PlayMusic, SwitchMusic, StopMusic, PauseResumeMusic, SetMusicVolume, IsMusicPlaying

Crossfade (5 Nodes) CrossfadeSounds, TransitionSound, PlaySoundWithFadeIn, StopSoundWithFade, StopSoundWithFadeOut

Utility (7 Nodes) PlaySoundChain, PlaySoundLoopedWithDelay, PlaySoundWithRandomPitch, PlayRandomSoundAtLocation, StopAllSoundsOnActorWithFade, GetPlayingSoundCount, IsAnySoundPlayingOnActor

Spatial (4 Nodes) PlaySoundAtActor, PlaySoundFollowingActor, GetNearestSoundSource, SetSoundRange

Volume (4 Nodes) SetVolumeForTag, MuteUnmuteTag, FadeVolumeForTag, SetMasterVolume

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KEY FEATURES

Region Music System — Trigger volumes drive Music / Ambient / Combat / Danger tracks with peaceful/danger/combat states

Region Stack — Push and pop overrides for cinematics or stingers

Music Manager — Single playing track with switch / pause / resume / volume in one place

Crossfade Made Easy — CrossfadeSounds and TransitionSound with configurable fade-in / fade-out times

Tag-Based Mixing — Set volume, mute or fade by audio tag without touching individual sources

Sound Chains — PlaySoundChain plays a sequence with optional delays between clips

Attached SFX — PlaySoundFollowingActor for live-attached looped sounds

Random Helpers — PlayRandomSoundAtLocation and PlaySoundWithRandomPitch ship the classics

Zero Setup — Subsystem auto-initializes; just call the nodes

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BLUEPRINT NODES

Region — RegisterSoundRegion, EnterSoundRegion, ExitSoundRegion, GetCurrentRegion, OverrideRegionTrack, ClearRegionOverride, PushRegionStack, SetCombatState, SetDangerState, SetRegionAmbientVolume

Music — PlayMusic, SwitchMusic, StopMusic, PauseResumeMusic, SetMusicVolume, IsMusicPlaying

Crossfade — CrossfadeSounds, TransitionSound, PlaySoundWithFadeIn, StopSoundWithFade, StopSoundWithFadeOut

Utility — PlaySoundChain, PlaySoundLoopedWithDelay, PlaySoundWithRandomPitch, PlayRandomSoundAtLocation, StopAllSoundsOnActorWithFade, GetPlayingSoundCount, IsAnySoundPlayingOnActor

Spatial — PlaySoundAtActor, PlaySoundFollowingActor, GetNearestSoundSource, SetSoundRange

Volume — SetVolumeForTag, MuteUnmuteTag, FadeVolumeForTag, SetMasterVolume —————————————————————

TECHNICAL DETAILS

Engine: Unreal Engine 5.2-5.4, 5.6-5.7

Type: Code Plugin (C++)

Dependencies: None (engine modules only)

Platforms: Windows (Win64)

Full C++ source code included

All nodes have detailed tooltips

Integrates seamlessly into existing projects — no setup, subsystem auto-initializes —————————————————————

DOCUMENTATION & SUPPORT Full documentation with setup guide, node reference, and examples: https://alchemy-fox.de/sound/

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MISSING A FEATURE? Feature requests are welcome! If you need a specific audio helper, region behavior, or integration that is not included yet, let us know. We actively review requests and will include useful additions in future updates. Send your request to [email protected] with a short description.

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By Alchemy Fox Studio

Included formats