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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:

 

States:This main_ambient,Music main_light,Entity main_heavy,will cine_1,play cine_2,ambient cine_3,music cine_4from 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 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 =Slayer false;Tutorial)
Switch poolCountState: =tutorial_switch
Ghost 0;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