audio_music
Layered adaptive score driven by the existing awareness states: three recorded stems (stems) or the original procedural score. The first enabled director by entity ID wins.
In scene text
audio_music { style "…" gain 1 crossfade 1 }Add it in the Inspector (Add Component), in scene text as above, or ask your AI. Fields you leave out keep their defaults.
Fields 10
| Field | Type | Unit / range | What it does |
|---|---|---|---|
style | text | — | horror or action; three synchronized generated stems. |
gain | number | 0 … 1 | Score level, independent of Foley. |
crossfade | number | s, 0.05 … 10 | Energy-space layer crossfade time. |
release | number | s, 0 … 20 | A lower threat must persist this long before the score relaxes. |
suspicious | list of text | — | Awareness states selecting tension (default suspicious, search). |
chase | list of text | — | Awareness states selecting action (default chase). |
watch_tag | text | — | Only watchers with this about tag; empty watches all awareness components. |
stingers | true / false | — | Original accents on escalation, with a cooldown. |
enabled | true / false | — | Whether this scene director participates. |
stems | list of text | — | Recorded stems for calm, tension and chase: three tracks in Assets/Sounds/Music ("score_dread", "score_tension", "score_chase"), crossfaded by threat instead of the synthesized score; stingers only with the synthesized score. |
Arcwright Beta 2 (0.4.0) · generated from the engine source (25e375c86)Something wrong or missing? Tell us