Przeskocz do zawartości
Multimedia 1 dla listy Persistent Music - Seamless Level Transitions
0 comments

Opis

Unreal restarts your music every time the map changes, because the sound belongs to the world being torn down. Elys Persistent Music keeps one global track alive through Open Level, seamless travel and level streaming. Call Play Music once and forget about it.

Documentation | Discord Community | Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8

Put Play Music in the Begin Play of every level: the first level starts the track, the others leave it alone. Change the mood with Switch Music, which crossfades in one node. Stop, pause, resume and set the volume from any Blueprint. The volume survives level changes, so an options slider only has to push it once.

On Music Ending fires a chosen number of seconds before a track runs out, with the time actually remaining. Feed it into Switch Music and a playlist crossfades from track to track with no gap and no timer of your own.

The plugin is small on purpose: one track, persistent, easy to replace and control. It works with Sound Waves, Sound Cues and MetaSound Sources, and it runs in Blueprint-only projects.

KEY FEATURES

  • One global music track that survives Open Level, seamless travel and level streaming

  • Play Music does nothing when the same track is already playing, so it is safe in every level

  • Switch Music crossfades to another track in one node

  • Stop with a fade out, Pause and Resume at the same position

  • Set Music Volume with an optional fade, remembered across tracks and levels

  • On Music Ending event with the real time remaining, for gapless playlists

  • On Music Stopped event, Get Music State, Is Music Playing and Get Current Music

  • Project defaults for fades, volume, end notice and an optional Sound Class

  • Safety net that restarts the track at its position if a platform drops it during a map change

  • Keeps playing while the game is paused with Set Game Paused

  • Sound Wave, Sound Cue and MetaSound Source support

  • Blueprint and C++ APIs, full C++ source

WHAT IT DELIBERATELY DOES NOT DO

  • No layers, music stack, Push/Pop or priorities

  • No stingers, ducking or beat-synced transitions

  • No synchronised multiplayer music: each client plays its own track

Need layered adaptive music, priorities, beat-synced transitions, stingers or multiplayer? See Elys Music Engine.

IMPORTANT SCOPE

  • Unreal Engine 5.4, 5.5, 5.6, 5.7 and 5.8

  • No required plugin and no third-party code

  • Music is local to each game instance and is not replicated

Uwzględnione formaty