DOOM 2016 Music
Music from DOOM 2016 can be played in DOOM Eternal without changing any of the music files.
Entities
The idSoundEntity must be activated first. Then one of the idMusicEntity entities can be activated.
The setMusicState eventCall will not work, they must be triggered either by an idTarget_Count entity or activateTarget eventCall.
The idMusicEntity playing before activating the DOOM 2016 idSoundEntity might overlap, even persisting between levels. Deactivate it first by switching it to music_ghost_states/none.
entity {
entityDef sound_sound_musicentity_2016 {
inherit = "sound/soundentity";
class = "idSoundEntity";
expandInheritance = false;
poolCount = 0;
poolGranularity = 2;
networkReplicated = false;
disableAIPooling = false;
edit = {
temporarySoundEvent = true;
soundOcclusionBypass = true;
startEvents = {
num = 1;
item[0] = "Play_music_doom_2016_04_surface_1";
}
stopEvents = {
num = 1;
item[0] = "Play_music_doom_2016_04_surface_1";
}
}
}
}
entity {
entityDef sound_sound_musicentity_2016_heavy {
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_doom_2016_combat_state/heavy";
}
}
}
entity {
entityDef sound_sound_musicentity_2016_light {
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_doom_2016_combat_state/light";
}
}
}
entity {
entityDef sound_sound_musicentity_2016_ambient {
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_doom_2016_combat_state/map_start";
}
}
}
entity {
entityDef sound_sound_musicentity_2016_end {
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_doom_2016_combat_state/end";
}
}
}
Events
Boss & Cutscene music are not available.
Start & Stop Events
play_music_doom_2016_01_intro
play_music_doom_2016_02_resops
play_music_doom_2016_03_foundry
play_music_doom_2016_04_surface_1
play_music_doom_2016_05_argent
play_music_doom_2016_06_bka
play_music_doom_2016_07_surface_2
play_music_doom_2016_08_bfg
play_music_doom_2016_09_lazarus
play_music_doom_2016_10_bkb
play_music_doom_2016_11_bkc
play_music_doom_2016_12_polar_core
play_music_doom_2016_13_titan
play_music_main_menu_01
Music States
Only map_start, light, heavy and end will work for every Start & Stop Events
music_doom_2016_combat_state/end
music_doom_2016_combat_state/heavy
music_doom_2016_combat_state/light
music_doom_2016_combat_state/light_end
music_doom_2016_combat_state/map_start
music_doom_2016_combat_state/none
music_doom_2016_combat_state/reveal
music_doom_2016_combat_state/rune_challenge_end
music_doom_2016_combat_state/rune_challenge_start
music_doom_2016_combat_state/vulnerable