
Descrizione
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 โ you never script the way back.
โ๏ธ THREE MECHANISMS๐ผ Horizontal re-sequencingThe track changes with the game state, honouring transition rules you author: immediate, crossfade, or layers-only.
๐๏ธ Vertical remixingStems fade in and out on a single 0โ1 intensity value. Each layer declares its own window and fade time. No Tick involved.
โ๏ธ Priority arbitrationOverlapping zones, active threats and scripted overrides resolve by priority, re-evaluated on every change.
๐ฆ WHAT YOU GET๐ต Music states and transition rules.
๐๏ธ Stem layers.
๐ Music zones.
๐๏ธ A drop-on-an-enemy threat component with distance and line-of-sight detection.
๐ Stackable ducking so a cutscene inside a dialogue doesn't fight it.
๐ Diegetic world sources that duck the score inside their radius.
๐ Music that survives Open Level without a restart.
๐พ Save and restore, including playback position.
๐ฎ A listener interface to drive VFX, UI or camera from the score.
๐ ๏ธ 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.
๐ท 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 โ you never need to write or read C++.
๐ซ NO THIRD-PARTY PLUGIN OR ASSET DEPENDENCYDemo audio included under CC0 1.0.
Requires Unreal Engine 5.7.
๐ Documentation




