LogoLogo
API Status
  • ๐Ÿ‘‹Welcome
  • ๐ŸŒWhat is Morpheus Platform?
    • Interoperability
  • โ„น๏ธHelp
    • ๐Ÿ“—Glossary
    • ๐Ÿ†˜Support
    • Firewall problems
    • EULA
  • CREATION
    • ๐ŸŽฎUnreal Development
      • โšกGet Started
        • โš’๏ธDownload the Editor
        • โซUpload Content
        • ๐ŸŒŽCreating your own map
        • ๐Ÿ“Morpheus Base Project
        • โ“Differences from Unreal
          • ๐ŸงCharacter Configuration
        • ๐Ÿ“กMorpheus Networking
          • Introduction to Morpheus Networking
          • Network Levels
          • Replicated Properties
          • RPCs
          • Morpheus Render Targets
          • Morpheus Array
          • Networking FAQ
          • Replicating Sublevels
      • ๐Ÿ“šFeatures & Guides
        • ๐Ÿ“’Example Plugin
          • Nameplates
          • In-game roles
        • ๐ŸŠActor Pooling
        • ๐Ÿ”ŠAudio
        • ๐ŸŽญAvatars
          • Creating an Avatar
          • Attachments
            • MML Attachments
          • Custom Animation Variables
          • Importing an NFT collection
          • Capsules and Mesh Transforms
        • ๐Ÿค–Bots
        • ๐ŸŽ™๏ธChat
          • Unreal Text Chat
        • ๐ŸŽ›๏ธControl Panels
          • Control Panel Configuration
          • DJ booth mission control
          • Observer Controls
        • ๐Ÿ”‰Crowd Audio
        • ๐ŸคผCrowd Rendering
          • Legacy Animated Crowd
            • Animated Crowd Console Commands
            • Attaching static meshes to crowd members
          • Crowd Materials
          • Performance Parameters
          • Live Config Settings
          • Crowd Animation
            • Crowd Anim Blueprint
              • User Guide - Crowd Anim Blueprint
              • Reference Guide - ABP Nodes
                • Animation Playback
                • States and State Machines
                • Variables
                • Transitions
                • Special
                • Blends
                • Additional Notes
        • ๐ŸฑHelpers & Extras
          • "Instanced Objects" in Blueprints
          • Objects with "world context"
          • Making DataAsset classes
          • Duplicate Objects
          • The Bootflow Subsystem
          • The "Wait For Condition" System
          • Advanced Graphics settings
          • Listening to inputs on UObjects
          • Morpheus UserID
          • World Services
          • M2Extras: Skins System
        • ๐Ÿ–ฅ๏ธLoading Screen
        • โšกLive Config
          • Editing for a World
          • Editing Locally
          • Default Settings
          • Accessing via Blueprint
          • Adding New Settings
          • Overriding Defaults
          • Using Arrays
        • ๐ŸงŠMML
        • ๐Ÿ•บMotion Capture
        • ๐Ÿ“กNetworking
        • ๐Ÿ“ขNotifications
        • Raycastable Crowd
        • ๐ŸŒSingletons
        • ๐Ÿ“ฑStreaming & Multiplatform
          • GFN on mobile
        • ๐Ÿ–ฅ๏ธUI
          • "UI Mode"
        • ๐Ÿ—ƒ๏ธUser Collections
          • Creating a New Object Definition
          • Accessing from Unreal
            • Creating Objects Definitions
            • Transfer Objects
            • User Collection Views
            • Receiving Updates
        • ๐Ÿ“บVideo Players
          • Embedded Video Player
          • Millicast video streaming
            • How to Setup an In-Game Video Stream
            • Picture-in-Picture mode
          • Streaming Video Player
            • How to Setup a URL Video Player
            • Picture-in-Picture mode
        • ๐ŸžVisual Debugging
          • Inspector
        • ๐ŸชŸWeb UI
        • ๐Ÿ’ Web Requests
          • Http Requests
            • Legacy HTTP Nodes
          • JSON Handling
          • WebSockets
          • Identity Validation
          • Allowed External URLs
          • Walkthrough Example
            • Example Counter Service
        • โœˆ๏ธWorld Travel
          • World Travel in the editor
        • Avatar Physics Assets
        • Action Gameplay Helper Components
      • ๐Ÿ”‘Workflows
        • โ†—๏ธUpgrade the Editor
          • ๐Ÿ–ฅ๏ธVersion History
        • โš™๏ธEditing Project Settings
        • ๐Ÿ“ˆProfiling
        • ๐ŸงบMarketplace Importing
        • ๐Ÿ› ๏ธExtra Workflows
          • Setup Play-in-Editor
          • Setup Local Asset Validation
          • Adding Gameplay Tags
          • Validating Game Assets
          • Custom Connection Modes
          • Connect Editor to a World
          • Common Issues
      • ๐Ÿ“šUseful Reading
        • โญBest Practices
    • ๐ŸŒŽWorlds
      • ๐Ÿ“ฉInvite Players
        • Setting Role Groups
      • Persistent Worlds
      • Always on Worlds
    • ๐Ÿ“…Running events
      • โœ…Large scale events - Checklist
      • ๐Ÿ‘พAnti-Cheat (EAC)
      • ๐ŸŽฎPlayer Entry
        • ๐Ÿ“ฑReact Native
        • Steam
        • ๐Ÿ’ปHardware Reqs
      • ๐ŸŽฅBroadcast
        • ๐Ÿ“นOBS Integration
      • Failover
      • ๐ŸCapacity And Queue Management
  • ADMINS
    • ๐Ÿ‘ชAccess Control
      • Adding metaverse contributors
      • Creating a new project
    • ๐Ÿ’ฒPricing
      • Development Support
      • Included Usage & Overages
      • Cloud Streaming
      • Access Modes
      • War Room Support
      • Platform SLA
    • โš™๏ธSettings
      • ๐Ÿ—ƒ๏ธProjects
  • APIs and Tooling
    • ๐Ÿ–ฅ๏ธAPI Reference
      • Accounts
      • Events
      • Key/Value Store
      • Organizations
      • Realtime
      • User Profile
      • World Builder
      • Worlds
    • Pixel Streaming
    • ๐Ÿš€Launcher
  • Integrations
    • ๐Ÿ“ŠAnalytics
      • Sending events from web
      • ๐ŸŽฎSending Events from Unreal
    • ๐Ÿ’ฌChat
      • ๐ŸŽฎIntegrating Pubnub with your Unreal Project
      • Adding Moderation to Chat
Powered by GitBook
On this page

Was this helpful?

  1. CREATION
  2. Unreal Development
  3. Features & Guides
  4. Audio
  5. Audio Systems

Music Controller

Last updated 1 year ago

Was this helpful?

The Music Controller is a tool for playing music in your world, and for directly controlling it with a Control Panel.

How to Use the Music Controller

  1. Add an instance of BPM_M2_Audio_MusicController to your level.

  2. Import your music assets and ensure that they ALL have their Virtualization Mode parameter set to Play when Silent.

  3. Set the SoundClass of your music assets to SCL_M2_NonWorld_Music.

  4. Create a DataTable, using S_M2_Audio_MusicData as the Structure, and add your music tracks, giving each a unique name.

  5. Add the DataTable to your MusicController in the Music Data Table field, this can be found under Config on the selected BP's Details panel, as seen below. You can now either set the system to automatically load your music at game start, and begin playing, or be manually controlled.

    Enabling Auto Play at Game Start will load your music tracks and play them in the chosen mode (List being the default).

  6. Once in-game, the panel can be opened as a Director by clicking on the actor, or adding the ActorTag AutoOpen, and used as follows:

    • Currently Playing: This shows the currently-playing track, and the state, such as โ€œPlayingโ€ or โ€œPausedโ€. Beneath this, the time remaining on the current track is displayed.

    • Playlist: This will show a list of buttons for the loaded data table of music. In the above track, the Playlist is empty, as nothing has been loaded. The buttons can be clicked to immediately being playing the clicked track.

    • Playlist Mode:

      • Queue: Each track is โ€œconsumedโ€ once played. This functions like Spotifyโ€™s Queue.

      • List: Each track plays in sequence, and once the playlist finishes, it loops back to the start.

      • Random Playlist: Tracks are played randomly from the playlist.

    • Play/Stop/Skip: begins playing the Playlist, stops it, or skips the current track.

    • Pause: Pauses the currently-playing track.

    • Looping: Loops the current track.

    • Available Tracks: Shows a drop-down of all tracks found in the DataTable.

    • Track List Controls: Allows addition and removal of tracks to/from the Playlist.

    • Preview: Plays the track that is selected in Available Tracks (only the Control Panel user will hear this).

    • Volume: Adjusts the current volume. In preview mode, this will only affect the music that is being previewed.

๐ŸŽฎ
๐Ÿ“š
๐Ÿ”Š