idMusicEntity
Music Entities are used to play music in the level.
Usage
entity {
entityDef sound_sound_musicentity_1 {
inherit = "sound/musicentity";
class = "idMusicEntity";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
spawnPosition = {
x = 1;
y = 1;
z = 1;
}
initialState = "music_ghost_states/main_ambient"; // music state when level first loads
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "intro_music"; // level music
}
}
}
> This Music Entity will play ambient music from Hell on Earth.
Not all Music Entities are structured the exact same way.
The music for Super Gore Nest, Mars Core, and the Hub have their usage shown below:
entity {
entityDef sound_sound_musicentity_2 {
inherit = "sound/musicentity";
class = "idMusicEntity";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
spawnPosition = {
x = 1;
y = 1;
z = 1;
}
initialState = "music_ghost_states/main_ambient"; // music state when level first loads
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "supergorenest_music"; // level music
secondarySwitchGroup = "supergorenest_music"; // should be the same as above
initialSecondarySwitchState = "sgn_combat_suite_1"; // music variant
}
}
}
> This Music Entity will play ambient music from Super Gore Nest's first music variation.
Notes:
The .entities file will play the bottom-most Music Entity when loading the level.
Use the setMusicState Event Call to shift the music to its ghost states (ambient, light, heavy, etc).
You can activate different music in the same level through activateTarget.
Music States Per Level:
Hell on Earth:
Switch State: intro_music
Ghost States: main_ambient, main_light, main_heavy, additional_reveal, cine_1, cine_2, cine_3
Exultia/Taras Nabad:
Switch State: slayer_city_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, cine_3, cine_4
Cultist Base:
Switch State: cultist_base_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2
Doom Hunter Base:
Switch State: doom_hunter_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, boss_phase1, boss_phase2, boss_vulnerable, cine_boss_intro, cine_boss_end
Super Gore Nest 1:
Switch State: supergorenest_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2
Secondary Switch: sgn_combat_suite_1
Super Gore Nest 2:
Switch State: supergorenest_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2
Secondary Switch: sgn_combat_suite_2
ARC Complex:
Switch State: samuelsbase_music
Ghost States: main_ambient, main_light, main_heavy
Phobos:
Switch State: mars_core_music
Ghost States: main_ambient, main_light, main_heavy, alt_ambient, alt_light, alt_heavy, cine_1, level_marscore_baron, escape_pod
Secondary Switch: phobos
Mars Core:
Switch State: mars_core_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, level_marscore_painelemental, stinger
Secondary Switch: space
Sentinel Prime:
Switch State: gladiator_music
Ghost States: cine_1, cine_2, cine_3, cine_4, boss_phase1, boss_phase2, boss_vulnerable, boss_end, additional_reveal, additional_levelstart
Nekravol:
Switch State: metal_hell_music
Ghost States: main_ambient, main_light, main_heavy
Urdak:
Switch State: maykr_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, cine_3, cine_4, boss_phase1, boss_phase2, boss_vulnerable, additional_reveal, additional_levelstart
Final Sin:
Switch State: icon_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, boss_phase1, boss_phase2, boss_vulnerable, boss_end, credits_start, credits_end
UAC Atlantica Facility:
Switch State: dlc1_oil_rig
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, cine_3, cine_6, stinger
The Blood Swamps:
Switch State: dlc1_hell_swamp_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, boss_phase1, boss_phase2
The Holt:
Switch State: dlc1_maykr_city_music
Ghost States: main_ambient, main_light, main_heavy, cine_3, cine_boss_intro, boss_phase1, boss_phase2, boss_phase3, boss_vulnerable, boss_end, credits_end
The World Spear:
Switch State: dlc_2_spear
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, cine_3, additional_levelstart, stinger
Reclaimed Earth:
Switch State: dlc2_overgrown_earth_music
Ghost States: main_ambient, main_light, main_heavy
Immora/The Dark Lord:
Switch State: dlc2_tech_hell_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2, cine_3, boss_phase1, boss_phase2, boss_phase3, boss_end, credits_start
Hub/BFG Division:
Switch State: hub_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2
Secondary Switch: hub
Blood Harvester: (unused track)
Switch State: bloodharvester_music
Ghost States: main_ambient, main_light
BATTLEMODE Music: (pvp)
Switch State: pvp
Ghost States: main_ambient, pvp_lobby, pvp_lobby_end, pvp_lobby_player_ready, pvp_lose, pvp_win, pvp_sudden_death
Classic Music: (in Slayer Tutorial)
Switch State: tutorial_switch
Ghost States: main_ambient
No Comments