Music Entities
Notes:
The .entities file will play the bottom-most Music EntityEntities whenare loading the level.The setMusicState Event Call would transition the musicused to its different states (ambient, light, heavy, etc).You can activate differentplay music in the same level through activateTarget.level.
Hell on Earth:
States: main_ambient, main_light, main_heavy, additional_reveal, cine_1, cine_2, cine_3
Usage:
entity {
entityDef hellonearth_musicsound_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
}
}
}
Exultia/Taras Nabad:
from Hell on Earth.States:This main_ambient,Music main_light,Entity main_heavy,will cine_1,play cine_2,ambient cine_3,music cine_4
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 exultia_musicsound_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"; initialSwitchGroup// =music "music_ghost_switch";state initialSwitchStatewhen =level "slayer_city_music";first }
}
}Cultist Base:
States: main_ambient, main_light, main_heavy, cine_1, cine_2
entity {
entityDef cultistbase_music {
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";loads
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "cultist_base_music"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 (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
entity {
entityDef doomhunter_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "doom_hunter_music";
}
}
}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
entity {
entityDef sgn_music_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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "supergorenest_music";
secondarySwitchGroup = "supergorenest_music";
initialSecondarySwitchState = "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
entity {
entityDef sgn_music_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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "supergorenest_music";
secondarySwitchGroup = "supergorenest_music";
initialSecondarySwitchState = "sgn_combat_suite_2";
}
}
}ARC Complex:
Switch
State: samuelsbase_music
Ghost States: main_ambient, main_light, main_heavy
Phobos:
Switch State:entitymars_core_music
Ghost{ entityDef arccomplex_music { 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"; initialSwitchGroup = "music_ghost_switch"; initialSwitchState = "samuelsbase_music"; } } }
Phobos:
States: main_ambient, main_light, main_heavy, alt_ambient, alt_light, alt_heavy, cine_1, level_marscore_baron, escape_pod
Secondary Switch: phobos
entity {
entityDef phobos_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "mars_core_music";
secondarySwitchGroup = "mars_core_music";
initialSecondarySwitchState = "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
entity {
entityDef marscore_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "mars_core_music";
secondarySwitchGroup = "mars_core_music";
initialSecondarySwitchState = "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:entitymetal_hell_music
Ghost{ entityDef sentinelprime_music { 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/additional_reveal"; initialSwitchGroup = "music_ghost_switch"; initialSwitchState = "gladiator_music"; } } }
Nekravol:
States: main_ambient, main_light, main_heavy
Urdak:
Switch State:entitymaykr_music
Ghost{ entityDef nekravol_music { 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"; initialSwitchGroup = "music_ghost_switch"; initialSwitchState = "metal_hell_music"; } } }
Urdak:
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
entity {
entityDef urdak_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "maykr_music";
}
}
}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
entity {
entityDef finalsin_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "icon_music";
}
}
}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
entity {
entityDef uacatlantica_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc1_oil_rig";
}
}
}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
entity {
entityDef bloodswamps_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc1_hell_swamp_music";
}
}
}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
entity {
entityDef holt_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc1_maykr_city_music";
}
}
}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
entity {
entityDef worldspear_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc_2_spear";
}
}
}Reclaimed Earth:
Switch
State: dlc2_overgrown_earth_music
Ghost States: main_ambient, main_light, main_heavy
entity {
entityDef reclaimedearth_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc2_overgrown_earth_music";
}
}
}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
entity {
entityDef immora_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "dlc2_tech_hell_music";
}
}
}Hub/BFG Division:
Switch
State: hub_music
Ghost States: main_ambient, main_light, main_heavy, cine_1, cine_2
Secondary Switch:
entity {
entityDef hub_music {
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";
initialSwitchGroup = "music_ghost_switch";
initialSwitchState = "hub_music";
secondarySwitchGroup = "hub_music";
initialSecondarySwitchState = "hub";
}
}
}Blood Harvester: (unused)unused track)
Switch
State: bloodharvester_music
Ghost States: main_ambient, main_light
BATTLEMODE Music: (pvp)
Switch State:entitypvp
Ghost{States:entityDefmain_ambient,bloodharvester_musicpvp_lobby,{pvp_lobby_end,inheritpvp_lobby_player_ready,=pvp_lose,"sound/musicentity";pvp_win,classpvp_sudden_death=Classic
"idMusicEntity";Music:expandInheritance(in=Slayerfalse;Tutorial)
SwitchpoolCountState:=tutorial_switch
Ghost0;States:poolGranularity = 2; networkReplicated = false; disableAIPooling = false; edit = { spawnPosition = { x = 1; y = 1; z = 1; } initialState = "music_ghost_states/main_ambient"; initialSwitchGroup = "music_ghost_switch"; initialSwitchState = "bloodharvester_music"; } } }main_ambient