
الوصف
Scripted music tells you when to start. It never tells you when to stop.
Vaeneth Music inverts it. Zones and enemies propose a state with a priority; the subsystem decides which one wins. Leave the zone or kill the last enemy and the score falls back on its own — you never script the way back.
⚙️ THREE MECHANISMS🎼 Horizontal re-sequencingThe track changes with the game state, honouring transition rules you author: immediate, crossfade, or layers-only.
🎚️ Vertical remixingStems fade in and out on a single 0–1 intensity value. Each layer declares its own window and fade time. No Tick involved.
⚔️ Priority arbitrationOverlapping zones, active threats and scripted overrides resolve by priority, re-evaluated on every change.
📦 WHAT YOU GET🎵 Music states and transition rules.
🎚️ Stem layers.
📍 Music zones.
👁️ A drop-on-an-enemy threat component with distance and line-of-sight detection.
🔊 Stackable ducking so a cutscene inside a dialogue doesn't fight it.
🌎 Diegetic world sources that duck the score inside their radius.
🔄 Music that survives Open Level without a restart.
💾 Save and restore, including playback position.
🎮 A listener interface to drive VFX, UI or camera from the score.
🛠️ An in-game diagnostic overlay.
Walk a corridor and hear every mechanism in under two minutes. Debug keys step the intensity by hand, so you can audition the vertical remix without spawning a single enemy.
🔷 BLUEPRINT-FIRSTEvery system is a Blueprint you can open and change. A small C++ facade exists only so that no node asks you for a world context — you never need to write or read C++.
🚫 NO THIRD-PARTY PLUGIN OR ASSET DEPENDENCYDemo audio included under CC0 1.0.
Requires Unreal Engine 5.7.
📚 Documentation




