# DOOM 2016 Music

Music from DOOM 2016 can be played in DOOM Eternal without changing any of the music files.

# Entities

<p class="callout info">The idSoundEntity must be activated first. Then one of the idMusicEntity entities can be activated.  
</p>

<p class="callout warning">The [**setMusicState**](https://wiki.eternalmods.com/books/eternal-level-modding/page/setmusicstate) eventCall will not work, they must be triggered either by an **[idTarget\_Count](https://wiki.eternalmods.com/books/eternal-level-modding/page/idtarget-count)** entity or **[activateTarget](https://wiki.eternalmods.com/books/eternal-level-modding/page/activatetarget)** eventCall.</p>

<p class="callout warning">The <span style="text-decoration: underline;">**idMusicEntity**</span> playing before activating the DOOM 2016 idSoundEntity **<span style="text-decoration: underline;">might</span> <span style="text-decoration: underline;">overlap</span>,** even persisting between levels. Deactivate it first by switching it to <span style="text-decoration: underline;">**music\_ghost\_states/none**</span>.  
</p>

```
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

<p class="callout warning">Boss &amp; Cutscene music are not available.</p>

##### Start &amp; 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 &amp; 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
```