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

FieldTypeUnit / rangeWhat it does
styletext—horror or action; three synchronized generated stems.
gainnumber0 … 1Score level, independent of Foley.
crossfadenumbers, 0.05 … 10Energy-space layer crossfade time.
releasenumbers, 0 … 20A lower threat must persist this long before the score relaxes.
suspiciouslist of text—Awareness states selecting tension (default suspicious, search).
chaselist of text—Awareness states selecting action (default chase).
watch_tagtext—Only watchers with this about tag; empty watches all awareness components.
stingerstrue / false—Original accents on escalation, with a cooldown.
enabledtrue / false—Whether this scene director participates.
stemslist 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
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